Wyvern

Wyvern

Joined Member # 462294
12 Posts 37 Replies 558 Reputation

I would love to see an game option for allowing city razing or the "Salt the Earth" effect that is currently used. The current rule makes the cities location unable to ever be settled again. This is a big deal. I have played medium and larger maps, where I never find more than 2 places to settle new cities. Loosing half permenently is a big deal. I like to have the option to play with "Salt the Earth" or not. Most great strategy games have game play options to fiddle with. &nb

1 Replies 4,588 Views

I have noticed on a few maps. Some times the loot generation script tends to get stuck on one item over and over. No idea what causes it. One Map: All the starting loot location Provided Compasses, nothing but Compasses. 4 in a row. Another Map: Midnight Stones everywhere. Another Map: Nothing but Amulets of Frost Just seems odd, and I am sure that isn't the intention.

1 Replies 2,744 Views

I was thinking that when(if) the unit gets to a friendly city, that item could be foud in the city store.

7 Replies 5,693 Views

Behold the City Level Up Screen! I get to pick a building. But I don't have any information on what the city actually needs. I would suggest adding a button to see the City Details so I can make an informed choice. Please. Thank you.

2 Replies 2,981 Views

I have been wondering: What happens to the items that non-hero units earn in battle? For example: My Archer and Defender Units kill a Bandit Army, and I see the pop up of finding a Set of Throwing Knives. Where do those Knives go?

7 Replies 5,693 Views

Confirmed: Stone Skin does the same issue. From that save, where I have 3 Earth Shrines, my Stone Skin is only granting +3 Defense. Check all enchanments that scale? Even Summons?

4 Replies 3,784 Views
Reply to Combat feeling in FE Beta

That's funny. All through the previous version everyone complained about the animations being in slow motion!

12 Replies 6,966 Views

I keep running into this during play. After a save game load, the calculation for damage bonus on Burning Blade always reverts back to the minimum +2, no matter how many Fire Shrines I have currently or when the spell was cast. As you can see in the screen shot I have 4 Fire Shrines, which Flame Blade should grant +10 fire damage, but my Heroes all area getting only a +2. If I dispell and recast the spell, I get the correct +10 until the next game load. You c

4 Replies 3,784 Views

Can't wait. Been running Multi Core since 2001. (Athlon MP before you all ask) Been running x64 since 2005. Been really really anoyed that no mainstream software are optimized for either of these since they've been out more than long enough. Especially games which are some of the most process intensive applications.

29 Replies 24,240 Views

i7 Q720, 4GB RAM, Ati 5730 1GB Windows 7x64 Video Driver: Catalyst™ Version 10.4 Simular hardware to all of the above. I get near slide show FPS in all settings. I've tried extreme combiniations. No difference game is always a terrible slideshow. Current Setting is: I know these are pretty random settins, but that's b

432 Replies 942,414 Views

I think it would make it feel more like a battle field commander too. "Bob, you take that wolf!" *Bob starts charging club waving* "Cindy, shoot that bandit" *Bob reaches the wolf and engages* *Cindy lets an arrow fly at the Bandit* "John, don't worry about the wolf, I think Bobs got it. Now charge that bandit!" *Bob clubs the wolf putting an end to it* *Cindy's arrow strikes the shoulder of the Bandit* *Jonh hacks into the bandit with a axe at

5 Replies 21,190 Views

Huh, I really thought this idea would garner more attention. The tatical combat is a painfully slow chore in Beta 4. And with out a big over haul it still will be in retail. I have a feeling that many people have trouble understanding that the animation and game mechanics of combat are seperate things. It really would be easy to run the game mechanics as soon as the player clicks and then run the animations. As soon as the player clicked one command allow him to keep clicking

5 Replies 21,190 Views

[quote who="John_Hughes" reply="1" id="2710878"]I get the DX Error: Invalid Call every time I Alt. Tab out of the Editor(s) to move files about and then return. No .Err or Debug created. [/quote] Ditto and me too. Always get that DX Error from alt tab

9 Replies 5,339 Views

Crashed with an out of memory message. Just lucky that Elemental is a 32bit application as my machine wasn't out. Task Man read: 1,712,400k at crash of Elemental.exe *32 No dump file was made. Here is the last auto save. Don't know if it reproduces from autosaves. http://dl.dropbox.com/u/714037/Elemental/AutoSave.EleSav Here is a debug.err file it made at the time of crash. <

150 Replies 278,118 Views

I've just noticed some very extreme behavior when starting a new game or even loading a game. World Creation time upon new game is either unnoticable ~2 seconds, or very very long over 2 minutes. Never any where in between. I'm sure something is going wrong in the world creation in the longer times. I don't have any idea why the worlds are all normal. Could send a save game or something of a 2min world if useful.

1 Replies 1,513 Views

Well, the computer side moves all it's units in one big turn. That is ALL the player units move, then ALL the computers units move. So the computer units could figure out all the actions with out animations in normal order, then just animate all at once. Basicly moving normally internally, but not showing any results until they are all figured out. Like I mentioned the player could keep commanding units as the animations play out. And if a attacker looses a target that unit can just a

5 Replies 21,190 Views

I have a suggestion for speeding up the turn based tactical battles. All players to continue commanding units while the animations are playing out. How would that work? Would it mess up game balance? Nope. Just more fun and faster. Currerntly. I click on my archer and tell him to move one square. I wait for the animation. I click for that same archer to attack once. I wait for the slow arrow. Click on my next unit. Wait for more animations. Do this over and over, for all my un

5 Replies 21,190 Views