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
Wyvern
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.
I was thinking that when(if) the unit gets to a friendly city, that item could be foud in the city store.
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.
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?
Evade, isn't scaling after loading a save either.
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?
That's funny. All through the previous version everyone complained about the animations being in slow motion!
I have the feeling I should check my Stone Skins too....
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
I don't have any numbers as I don't have FRAPS installed. I assume that's the only way to get actual frames per second. Come to think of it, every game should have a FPS display to enable.
The crazy performance lost from Beta 4 to release was fixed by the 1.05 patch. Great Work. The other things folks are pointing out may well be true, but it's back to Beta 4 playable.
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.
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
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
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
[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
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. <
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.
I agree taking up the spot of a destroyed settlement would make alot of sense. But all those blocked tiles make it hard to do. Doesn't make sense that you can't build over destroyed buildings.
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
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
These are the first two offspring I've ever played long enough to have grow up. I was excited to send them off as adventurers. But they aren't useful at all. Are t
Same issue here.
I've spotted the same issue. Graphical bug on 0.98 Beta 4. Running Win7 x64, Ati 3650 (the doom bug set up!)