This has been brought up time and again and should really be a feature that the devs should implement if its such a huge deal. To me it really does not matter. I like having so many factions. [e digicons]:w00t:[/e]
N1ghthavvk
[quote who="DsRaider" reply="5" id="3379134"] Haters aside the Devs at Stardock have said they will probably add multiplayer. They are just waiting for other projects to finish to free up network coders.[/quote] That is correct as far as I know. The reason Multiplayer is not in this game is purely the lack of development time for network coders. I recall there was a post even recruiting experienced network coders from Stardock.
After what I experienced the crushing blow attack always did more than double the damage it was supposed to do. Especially on armored units. So this "nerf" is definately justified.
Do not even think about that. Obviously Ophidians, Titans and Dragons are real and part of this universe.
Well that's correct of course, but its still not really the problem here. I mean sure its all good ot have this "feature", but: I mean if there was a way to delete the custom races entirely from within the game it would be easy to just delete a race before overwriting it. That would "fix" this "feature" and also take care of everybody wanting such a delete button. Sure this is minor, but isn't every UI kind of like that? A good game is expected to have a good user inte
I like to keep all my custom factions in the game and i just recently played a game with dozens of opponents. Pretty funny and action packed. Edit: Brewskin. That's actually something I would call an exploit. Technically you could make a unit for everything with any racial bonusses that you would wish. So yeah.
@Parrot. Alright, I guess there is a problem. If it weren't you I'd advocate uninstalling all problematic mods and verifying the installation, but I trust you already tried that. Since which version did this problem come up, because I still remember it working fine for me a few times.
I can always attack Abeix in his chasm? I could never use melee against him, but Archers worked fine. Also he seems to spawn at his end location like normal? I have yet to besiege him in 1.2, but in 1.1 it worked fine.
@Kodos The Fear spell is already working as intended. You just don't notice it I think. When cast it will make "feared" units lose a turn which is really justa fast rearrengement at the left side of the screen in the turn order. I would still like changes to the Warrior and Assassin lines. What would really be interesting would be a "Magical Warrior" who is able to deal Fire/Ice/Lightning-Damage with his Weapons. That would set him apart from the Assassin/De
I would definately encourage you to keep streaming and doing your Let's Plays, even if noone besides me cares enough to post. [e digicons]O:)[/e] Though I will not watch your entire video because for a veteran like me its always more fun to play myself I would like to add: Talk a bit in your opening post about what you intend to do with this LP and what decisions you will make in the future. Also keep your audience however small in the loop and let it decide
@Wakrob I did the same thing. He didn't get a turn. And then he died.
Can you post a screenshot? I am not sure if I had this before.
The setting is controlled by the "Pacing" game setting. "Fast" is 800 turns "Normal" is 1600 turns and "Epic" is 3200 turns. You can also check the remaining turns ingame under the Kingdom Overview and you can get the actual turn counter by hovering over the Left top corner where there is some kind of calendar.
You can combine this shield toghtness with the racial "Guarded Strike" ability from the Ironeers. That way you get the full defensive bonus from your shield while still dealing damage. Other than that... Nothing special about them. I've never build them.
Really glad how you guys from Stardock react to our feedback. I am sure that in the near future the game is completely fixed and even more enjoyable. Such a great deal of work went into this game!
Firefly is, as often, spot on with his ideas. In my humble opinion I really like the changes to the "Magic" Tech Tree. Thematically correct, I like those changes. Also I will point you guys towards this post where some of us gathered a few typos: https://forums.elementalgame.com/443787/page/1/#3371223 I would appreciate it if those fixes
Allthough I suspect them to only drop for Empires.
Nice response Firefly! I like how you made those Magic staffs more useful.
You should defintaely post the crash dump files the exact situation how it happened etc.. There is a post here from DerekPaxton explaining how to get those files. It is not a simple nor a single issue but those stopped working issues are multiple different issue and that data would help find that issue.
Hm maybe make Wildlands more aggressive. So it would produce more units of that wildland type and send them out into the world possibly conquering cities and expanding its borders. I also really liked the idea of having a wildland cut the world in half. Maybe have a mapmode where you would have 3/4 quarters of the world covered in wildlands?
Just put him into the game as a playable sovereign would suffice (you can also do this yourself :D). His Faction should be: Magical Programmer Wonderland (Men) + Adepts + Scholars + Quick His Sovereign has/is: parrotmath (Scholar) + Brilliant + Attunement + Water Magic I + Ice staff + Dragonfly Bracers
Well if I have a dragon that casts Fear at the start of the battle it is among the first to act. I would guess that is because the other units lose their turn and not because of its insanle high Initiative (which it has not).
Agreed. Would be so awesome to have a real big part of the map taken by a wildland.
On a related note: Some of these feal really weak compared to the other choices. I have never taken: Conclave 5: Tower of the Magi F
Yeah I'd love it if monsters would conquer the cities instead of just razing them.