[quote who="Heavenfall" reply="12" id="3225848"]High hopes for beta 5! But cautious that it is happening so soon... [/quote] In the same boat. Still a few mechanics in the game that needed some tweaking (says the lowly non-programmer), so I'm hoping that they're intergrated into beta 5. I get the tingling impression that they're not though... Are they game breakers? No, probably not. Are they the difference between an 8/10 and an 11/10? Again,
GFireflyE
Continuing my game: My empire is huge now, with 8 champions (6 in a single group) and nothing can stop it. Have built 1 defender in several cities. Other than that, NEVER needed troops. At most, I'd summon something to help for a battle. Tireless March is BRROOOKKKEEENN. As much fun as it is to move 9 squares a turn (not including roads), this needs to be rebalanced. (even if it were maxed at +3) Took over the caves wildlands and got the
IS BROKEN. Stack 5 heroes in a group, and their movement gains a +5 bonus?? WOW...definately needs a nurf.
Good Morning Often times, after I've moved a champion, or group of champions with enchantment effects on, there is a visual residue of the enchantments on the tile where the champions have left. This residue can last for several turns.... http://img651.imageshack.us/img651/9198/game6kingdombugmovement.jpg
Why does the Guillotine Axe have a weight of 80 ??? Sure, it's got a strong attack (18) ... but Curgen's Hammer has an attack of 50 and only has a weight of 25. Just seems like it's meant to be 18 instead of 80...
Good Morning This is a really really small thing, but could it be made so that city enchantments can be dispelled from the city details? You can raze improvements...why not dispel enchantments? It would just make this aspect of the game flow much nicer. Thanks
Here another shot of the problem: http://img689.imageshack.us/img689/2387/game6kingdombugblacksqu.jpg For me, they're all the same building (or rather, empty space): http://img52.imageshack.us/img52/2387/game6kingdombugblacksqu.jpg
See my road suggestion here: https://forums.elementalgame.com/429805/page/1/#3212949 (sorry about the green...)
yep. It's a bug. Mini-might!
:o That is so awesome. EDIT: And first post! XD
Umm...what just happened to that link with the counter-claim? The one where Alexandra Miseta takes back all the accusations she made?? Did you remove the post Frogboy? That was a good read...is basically proved your innocence, depsite the chosen language and comment you used as she was a willing parcipant and even the initiator for a great deal of it.
It's because you only need to single click to enter a city. The second click on the city is associated with an 'auto-build' feature where the topmost highlighted item in the build list is automatically placed (even sometimes at the future expense at building a lumberyard on a forest tile). It is perhaps possible that you multi-click, resulting in several buildings being queued. It could also be a bug... Personally, I very much dislike this 'auto-b
[quote who="Heavenfall" reply="33" id="3222761"]Well, because I don't believe shouting the loudest makes the best point. I know others do, but I prefer to stay reasonable. Don't get me wrong, I'll bombard them with ideas all day long if that leads to anything. But instead of posting 100 ludicrous ideas, I prefer to post 10 doable ideas and hope that 5 make it instead of those 100 ideas all discarded. [/quote] I like the 'banter of ideas' idea myself. It's
[quote who="Sarudak" reply="3" id="3222828"]Yes please! I never liked the scorched earth mechanic I don't know why it's managed to stay in the game so long... [/quote] Because Froyboy doesn't like the increased management required with the conquaring of cities as well as the pioneer spam associated with claiming razed territory...
Problem is in the leveling, imo. It's way too fast at the moment. As soon as mid-game monster spawns and random events start coming up in beta 5, heroes are going to become unstoppable. It need to be curbed back down.
[quote who="seanw3" reply="22" id="3222964"] You think that +1 Growth is small? That tells me the current vanilla game is far too unbalanced to play. I reduced that to .5 for consulates and it still seems OP. Espcecially since I set the AI to really want this improvement. [/quote] Consulates are WAY OP. Considering that you can build outposts practically anywhere, the cost of a pioneer + consulate 0.5 would still be OP
Wow. Just wow... Didn't know any of this was happening, as I completely missed the Elemental:WoM release and was even unaware of the company Stardock at the time. (Was taking a computer game sabbatical) I would say that, despite my encouraging support for the release of Elemental:FE, I am unbiased towards both parties. Reading thoughly through all documentation listed as well as googled information for other sources about the case, and clearly stating that I have no j
Agreed. That left 'scroll' needs to be tweaked. It's awesome the way it is...but it could be awesomer. XD
[quote who="bbr91" reply="7" id="3222138"]The biggest issue is having only one expensive building providing XP in just one city per faction. That basically limits your governors to 1. [/quote] only a quarter of one. Guild only gives 25% chance of xp...
[quote who="BlackRainZ" reply="1" id="3214013"]Also, if anyone knows, is it possible to stop pioneers being able to construct outposts>> I tried removing the ability which allows them to build outposts but the AI still seems to be using pioneers to build outposts. (I wanted scouts instead to build outposts and not pioneers but not sure if it is possible to get the AI to do this) [/quote] Oh...I so wish this happens for beta 5. It would end pioneer spam overni
"wipe them out...all of them." XD
I was just getting that last night. Thought it was a problem with the fog of war at first and didn't post it. Definately looks like a bug now that I see your posted image...
I have sometime similar with poison in tatical combat. I smoke the guy and bring him down to 1 hp. I move on to the next guy, expecting the poison to finish him off....except that it doesn't....I wipe out all the other 6 guys....must of been 20+ turns...this guy is just moving around attacking as if he had full hp....why doesn't he die? So, I eventually killed him...but poison should be fixed.
Adding to the frustration, I've got a huge line of outposts surrounding my cities to act as a 'warning buffer' except that they DON"T act as a warning buffer. All of a sudden, force X is attacking one of my cities....no warning that they've entered my territory...no warning that they're using my roads at warp speed...no warning that they're approaching my city....and bam...city is taken. [e digicons]>_>[/e] Not cool...
In the game I'm currently playing: If I get the sovereign to capitulate; I get him/her to control. He/she has all enchantments at the time of capitulation still active, and I don't have to pay upkeep on them. They all have that 'beaten' weakness, giving -25% accuracy. If the sovereign surrenders out of spite, I get what you see. He/she just stands there and you can do nothing about it. If the sovereign is wiped out...he's gone. Gues