So... your thinking about stuff like Destiny's gift, and... whatever the air spell was called that boosted initiative permanently? =). I think the good idea for you would be ignoring the lore and try to give some excellent spell examples, since we allready have high-cost permanent enchantments. (Or well, enchantments without upkeep to be honest). Sincerely ~ Kongdej
Kongdej
[quote who="Bingjack" reply="8" id="3213900"] (I also always play with scrying pools, so perhaps I'm more lenient on the lack of essence).[/quote] Try not to bingjack, just for a change of pace ;) Sides I did start a map with a 4 grain, 2 material and 3 essence spot, that made for nice building times too ^^ Personally I still think Essence is way too important. Sincerely ~ Kongdej
actually the only thing I dislike about unit traits being unlocked with tech is I cant see when or where they unlock. Sincerely ~ Kongdej
[quote who="Nasarog" reply="11" id="3213807"]I wish they would develop it properly. It was one of my favorite features, and not because of it's OP aspect either. [/quote] You really make it sound as an attractive feature ^^ Sincerely ~ Kongdej
Don't worry, I'm not colour-blind and I still have trouble sometimes, so I agree too ^_^ Sincerely ~ Kongdej
Yea, have the same problem. (I still wonder why I can't picture my bugs when I'm at the forum, kind of makes it hard to post bugs :P) Sincerely ~ Kongdej
Happened again https://www.dropbox.com/s/n9ds2l2ase63wuu/debug%20%286%29.err Sincerely ~ Kongdej
I would like to see some upgrade on the new Tactical AI (As per the frog asking for new tactics). When one melee unit goes into combat, the rest with movement enough to reach atleast the same unit as the first one, should engage in combat, everything else is a waste of an enemy team not going all in for the victory (especially when I have counter attack, and the 3 wolves IM fighting attacks me 1 at a time) When creatures cast spells, they should move around a bit, spiders shou
I don't like being limited like this, I really like to be able to create either very defensive units, or very offensive units, and having unique traits for each faction is a good idea, and would be nice to do in some extent (2-3 per faction), but remember each trait that is limited to a faction only will be taken away from the public pool, I recommend making a couple of backgrounds and faction traits that also open up for some unit traits to open up new options. Sincerely ~ K
PS. Imagine I did some arrows and a red box around the scrollbar. I can imagine 2 options to change this: Either use more of my screen (I have massive amounts of wasted space when creating a new game). or Make the circles with faces, the ones you click on to choose a faction smaller when you have too many factions to show on one page. (50% size on both height and length would provide an increase of 4 times as many sovereign faces available without a scroll bar). <p
Hi there, I have created quite a few sovereigns, but I find easily that when I have made just 3 sovereigns, the UI gets cluttered and pops up a scroll bar, I mean 3 custom sovereigns ain't a lot, and I don't really like the scroll bar, so was hoping to see some better UI here that allows you to have more than 3 custom sovereigns without mr scrollbar coming up. Sincerely<b
Hey DGB, for the Lady Irane with Impulsive part, look at this: https://forums.elementalgame.com/430083 I honestly think heavy initiative should be changed abit, but more on that in an upcoming something (have to think it over) Sincerely ~ Kongdej
Hi there, I have noticed with the hero starting with the impulsive trait (Lady Irane) that on the first turn of combat the turn-bar is really messed up and does NOT reflex how the turns are going to look. This is really annoying since I rely on this information to know when to defend, attack, move, and cast spells!. Here is 2 pictures, the first one is for turn one in a random combat, where it looks like I am going to have a trillion turns each time the spider have one, the next pictu
fantastic big post, but I cant focus on through this, I might be a fantastic example of a degrading human, but ill ask you to split up the post in the major focuses :D Sincerely ~ Kongdej
Seen this too Im just too stupid to post it, so thanks! Sincerely ~ Kongdej
I hope its going to work for heal, thank you for noticing HOW the heal UI bug starts to appear. Sincerely ~ Kongdej
[quote quoting="post"] We all know the most famous adventures out there involve something to do with vampires, werewovles, or gargoyles. How about an adventure that could possibly grant you an ability (tactical) to turn into a vampire, werewolf, or gargoyle. And possible perks? [/quote] What are we talking about? :S Sincerely ~Kongdej
[quote who="Bingjack" reply="14" id="3213623"] Quoting Kongdej, reply 13Well, I had assumed there was some sort of process for changing your capital. I thought it was building the palace, but I could be mistaken.[/quote] Palace is a high end building, just so you know :D There might be way to change my capital but im pretty stupid myself so I would never notice it xD Would also seem silly if its just auto-bonus, id much rather people should work for city defenses, th
Bump, threw this post in the wrong forum subsection... again -.-
Was playing a game, and my towns started to be stalked by a river slag, and I decided to retry a new game without some big hungry monster stalking my borders, but the game crashed so wanted to post the debug and hope it gets fixed :D https://www.dropbox.com/s/45kfl6e5fv90g97/debug%20%285%29.err Sincerely ~ Kongdej
@ Jmiddleton I am not expecting it to do the same as I do in auto-battle, I am just hoping it will understand how to walk decently up to enemy units and attack them instead of wandering around not defending itself against ogres (Yes I lost auto-battles, reloaded, then manually just clicked on the one enemy troll each turn, and won with 50% life left). Also hope quickbattle gets slightly better at defending the weak units so you wont lose your army because you don't want to deal ea
Bingjack, I must say sorry if I was rude, I am happy you say good things about the game, I am positive the developers (and other forum members) enjoy looking at some positive stuff once in a while, the developers mostly due to so they can see what they are doing right in our eyes :D Sincerely ~ Kongdej
Hi, I was thinking that one of the reason why I really like the "Master Scouts" trait is the movement speed reduction whenever you attack a monster on a hill, it costs 2 movement and you don't move anywhere, you just do battle and return to your own square. I think it should cost 1 movement to initiate a combat wherever the monster you are combating stands, OR the ability to enter the square in which you just did combat, and already paid the difficult terrain movement penalty for.
[quote who="JMiddleton" reply="3" id="3213630"]Another option is to let the monsters loose. If the AI had to clear the wildlife and defend its cities, it would expand much more slowly - that created a problem for human players in Beta 3 when monsters attacked us but not the AI factions. Monsters seem to be a lot more docile in Beta 4. I'd prefer them to be aggressive as long as they treat all factions equally.[/quote] Agree with this too You could follow the "Wilderness"
[quote who="nowar1979" reply="14" id="3213625"]I also want to make my own faction. Am I stupid or is this not implemented just yet?[/quote] You can find the button "New Faction" when creating a custom sovereign. Your not stupid, its just hidden :D Sincerely ~ Kongdej