Ok. I had no clue as to post my bugs here as to the other forum (Thought this was for getting help installing the game etc. so never paid it much attention). Gonna gather the info I can, obviously I cannot include the Debug file for most of them, so some of them will just be here for sake of measurement. Horrific Vail: Original Post: ( https://forums.elementalgame.com/420660<
Kongdej
[quote who="CdrRogdan" reply="8" id="3116550"] @Ensais I think you are missing the point of beta testing. You are supposed to report bugs to the game designers for them to verify and fix, not have other persons of the community verify that information and twiddle their thumbs with it. This was a good find, make a post (or transfer this one with a 'bug' title) to the FE Support forum so the devs can address it.[/quote] They are not looking here? O_o... I think I
I just hope there will be ALOT of sound effects, I tend to get really tired of most games sound effects because they have like 10-20 minutes of sound if u added it all together (might not be true, but it feels like that :)). Though not critical, its on my wishlist xD Sincerely ~ Kongdej
[quote who="Natjur" reply="69" id="3116561"] I even snaked two cities to join, so I could travel 15 squares for free (which is so wrong!) [/quote] How did you manage that? I cannot build buildings within 6 square/tiles of each other (in 2 different cities). Sincerely ~ Kongdej
[quote who="seanw3" reply="68" id="3116547"]I use so many outposts on my borders that there is no reason to even think about the shape given from cities.[/quote] Hmm, I dont... ^^ Not anymore, the reason is purely cosmetic. Sincerely ~ Kongdej
[quote quoting="post"] 1) Placing cities: At one point in my game, I had two cities and I was surrounded by vast desert areas. It felt like I had explored a lot, but my pioneers could settle nowhere. I found out out "show tile yield" by going online, but this sort of thing is important and should be made obvious to users. 1.5) Also, it shouldn't be called "tile yield". The tile isn't what's yielding the resources. Should be som
[quote who="seanw3" reply="9" id="3116507"]Can't change Pioneers. They be hardcoded lad.[/quote] I hope this changes :S I loved 1 thing in the "Alpha Centauri" unit design module, that was you could design almost all theyre units (the only problem I ever found was getting the correct graphics on the "Probe Teams" (Spies), dont know if you tried it.. I think it would be great if i was able to give my pioneers the ability to see further, or boost units that defend them
[quote who="Gammit10" reply="66" id="3116459"]Please correct me if I am wrong, but I am under the impression that the city's zone of control shape is a function of the city's buildings' placement. If so, will our zone of controls simply become circular with this change?[/quote] I feel it is still somewhat circular even before the change. Remember that the cities will have 1 tile at creation, and then 1 more tile each level (as I understand Frog's represen
Want to add here, that sometimes I try to move along a mountain, and my units decide all of a sudden to move to THE OTHER SIDE of the mountain... just for sport... (moving some obscure path, usually the other way than I want them). "Ofcourse" there are a few problems with the move thingies, I find except the one noted above that the rest are minors, and hopefully fixed at some point, though ATM. I have more pressing matters xD Sincerely ~ Kongdej
Want to say to replicators: Might not have to be as "violent" as your example (that starting attributes seemed very poor). I do think the mercenaries should be more well balanced, and easier to obtain (in the fact that I rarely see the lairs, and more rarely see them near my cities, so I almost never have gotten naja, drakes or any other silly units.). When I finally got some snakes (I think it was obsidians, or they looked like them). They had a terrible move rate over the ov
[quote who="darklander0" reply="6" id="3116287"] Well, last thing I read is that evil marketing guys persuaded Frogboy that instead of working on E:FE he should go to L.A. and show off Sins and FE to the press. Frogboy being away gave Kael opportunity to organize Stardock Spring Magic: The Gathering tournament, I read that BoogieBac is a strong contender. So this week everybody is just playing Magic, next beta will probably start next week.[/quote] Im happy they are marketeering
[quote who="seanw3" reply="50" id="3115951"]I posted something earlier about making the random techs possible to find through quests. So you have a random collection of the unique techs at start, presumably from your travels and local resources. Then you can seek out the fire techs you want by adventuring. That would seem to be the best design scheme. It satisfies randomness and replayability, while still allowing players to get those spells they feel they are entitled to. I would
http://img407.imageshack.us/img407/3575/screenshotif.png Had an issue today while battling shrills, in the middle of the combat, my sovereign gets her turn, and I try casting whither, but something "different" happened instead, as I was clicking on "Wither" the earth shrill casted a wither, and whithered all my units... I then try to click again, same happens (no turn ending, its still my turn). I click mul
[quote who="feelotraveller" reply="57" id="3115611"] I quite like the art but I am not playing the game to look at pretty pictures.[/quote] But... I am... ^^ Sincerely ~ Kongdej
not my day today -.- Once more.... - Is there someway to delete these posts when I stupidly post something I didnt mean to?
- hitting the wrong buttons -.- (trying to edit the last post, hitting quote instead >_
[quote who="Bellack" reply="39" id="3115708"] Some of us hate liner campaigns (and yes it will be liner just like all campaigns are for this type of game) and don't want to waste time playing them just to unlock a feature that should be accessed in the normal (sandbox) game.[/quote] ... I might be abit blunt... but whats a "liner campaign"?? xD Sincerely ~ Kongdej
The spell "Horrific Wail" which you gain from having disciple death magic, and disciple water magic (lvl 2 death and lvl 2 water), it is supposed to after 2 turns of casting giving all the enemies -2 initiative (+1 per water shard) and -2 spell resist (+1 per death shard). Trouble is, the spell does not decrease the spell resist of enemies, which is half the spell... (and besides that, usually isnt worth the 2 turns, but thats a whole different matter ^^) Sincerely<br
[quote who="Tasunke" reply="37" id="3115643"]True. Its probably best if the Campaign doesn't unlock anything usable in sandbox/multiplayer ... Hmm. While I would like all my toys available for the Sandbox ... Starcraft 2 DID allow for extra units and upgrades in the campaign as opposed to multiplayer ... But ultimately I think its just because that is the type of game Starcraft is ... its designed for professional multiplayer. Meanwhile,
[quote who="Satrhan" reply="52" id="3115353"]... The solution to this could be allowing us to build satellite villages around our cities. Let us build farming villages on the otherwise useless tracks of fertile land surrounding our cities, logging camps in forests, fishing villages near bodies of water...[/quote] Now that would be a sensible solution to any of my dislikes, cause I just want civilization to conquor my part of the world xD. And I would in most terrific ways enjoy c
[quote who="Natjur" reply="6" id="3115412"]It was my own city, I saw a 5 grain spot, build a city there, razed it and the spot is now 4 grain. I rebuilt again, and razed again, and its now a 3 grain.[/quote] Thanks, obviously I was too dumb to do this >_ If this is how the devs want it, I would atleast want a warning xD, thats quite a decision to take then :)... Sincerely ~ Kongdej
[quote who="Natjur" reply="5" id="3115394"]I always play a custom kingdom (life spells appear better then death, call to arms and regen are just so useful!) I use the Wraith race as they have cool tattoos and with white hair and light blue skin make a very close dark elf race, and I always go custom as I want serpents pack. It almost a must have trait. How many of you play Empire (death) based?[/quote] Agreed with serpents, must have..
I just feel it will be a rush for a weapon with defense penetration and stacking attacks, and it probably will be a "rush" to gain more attacks all the time if such are avaiable. You say dodge is cause problems, to me dodge is the reverse of a crit (and I dont mind if I just do half damage versus a dodging oppenent, but that is details, so if we remove dodge, should we remove crit?... I think the main problems are lack of "counters" against dodge, since you can always gr
Got one for you, as you win a battle, try double clicking one of your units for info... try this on all youre battles!!!... Its a competition to make u crash right? ... That said, I usually crash on big maps after some 100 turns. Sincerely ~ Kongdej
Me doesn't think defense outright just reduces damage by 1 per point, I usually have tons of defense which seems to stop decreasing damage after some point (I usually get to play with enchanting Stoneskin and not enchanting with Stoneskin). So to my point of view you got the armor wrong. That said, I do dodge should be more significant in battles, I only once or twice had a champion with notable dodge, I usually have enough dodge from spells to make enemies not hit (some spells gi