Malloreon

Malloreon

Joined Member # 664518
33 Posts 116 Replies 966 Reputation

Sorry, no - I don't have a save from before I tried launching. But here is the one from the screenshot: http://dl.dropbox.com/u/9164057/Ship%20Stuck.EleSav I clicked roughly into the area marked in red in the screen shot. Nothing happened at first (I think I was clicking around the right side of the red area first) then I quickly clicked again, this time a bit more towards the left of the red area.

4 Replies 1,053 Views

I used to be able to build things in my town, after a few turns, I was not able to build anything anymore - figured that might have been due to being surounded by forest etc., however, the building options were not simply grayed out like usual either. Not thinking much of this I kept playing on, however, by now a newly conquered (and since razed) city was also not able to construct buildings, and a newly formed city cannot either. Here is a debug.err: <a href="http://dl.dropbo

2 Replies 821 Views

I just really don't like that the current system lets a unit attack often just because it is able to move far.

274 Replies 392,995 Views

Re: Unit Placement I would definitely like to see some control over where my units are placed at the beginning of the battle. Ideally (but time intensive) would be to place each unit on the map - each time a tactical combat starts. This is quite unrealistic for this type of game however: tactical combat could happen quite often (making repeated placement boring) multiplayer games would be needlessly dragg

274 Replies 392,995 Views

Oh no no, no worries - like I said: 'currently'. I remember reading a official post that stated this behavior will be fixed, and you can use both. Now, since I don't have a link handy, don't hold me to it - but I'm pretty sure that I'm correct.

10 Replies 2,119 Views

You get shields once you go down further in the armor tree (light plate and heavy plate I think it was), however, shields are currently occupying the same slot as bracers, so you can only have one or the other - not both.

10 Replies 2,119 Views

I love both these from reply#103: [quote] Second: Take a note from Age of Wonders II and let us build wizards towers! (maybe ONE tower). This would give us a reason to keep a soverign at home 'ruling'', and allow him/her to use spells to support armies in their territory. Like 'MOM', use a modifier based off of range (and maybe consider letting them cast spells when the soverign has heroes in an army in foreign territory) <

274 Replies 392,995 Views

[quote who="Tridus" reply="98" id="2686917"] Quoting Sareln, reply 97 Agreed. In terms of tactical combat, I really think AoW:SM had it done well. Had cover, high-ground, movement penaltys by terrain or spell... And takes care OK of the retaliation without abusing... pedroente, how did the AoW:SM system work? Units had a "moves" stat. Moves used the same number overland and tactical. Numbers ranged from say 12 for a very slow unit (like a zombie) to 4

274 Replies 392,995 Views

Oh wow, didn't notice that yet - but that could definitely be a problem. Maybe we could use 'Greater Raise/Lower' on enemy land? And of course only if we are at war with them (did you check whether or not it can be done during war time?).

3 Replies 4,457 Views

Speaking of Inns, isn't it funny that the whole thing just dissappears after you visit it? Instead of having many randomly spawning/despawning Inns, could we have just a few randomly placed, but permanent Inns? These Inns could be places of refuge for a wide variety of people that require help. A quest hub. There won't be quests available all the time, but every now and then a new quest, or new quests, appear. As an indicator the Inn could have a flag up, or lights cou

30 Replies 32,040 Views

Tactical Battlefield did not display, chose Auto-resolve to fight the fight anyway, won, then quickly saved the game as I knew a crash was coming. Right after saving I managed to squeeze another move in, which was an attack on a city - then crashed. http://dl.dropbox.com/u/9164057/Elemental0_90-2010-07-17T22-06-08-815.zip

1 Replies 645 Views

I apologize, I cannot seem to get Block quotes to work properly, therefore quotes will be small, bold, italic in the following text. Below is the system we intend to implement and we look forward to your thoughts on this: When a unit attacks another unit, that units gets to retaliate (if it can) against the unit that attacked

274 Replies 392,995 Views

First of: 3B is a nice improvement over 3A However, there are several areas that need improvement: 1.) Units / Champions / Armies Basic units are severely underpowered and overpriced. So far I have not had any reason to build custom units (except just to do it because its possible). Champions are plentyful, strong, cost no upkeep, and are easily upgradeable (most important in areas of strategic movemen

1 Replies 3,382 Views

1.) http://dl.dropbox.com/u/9164057/Elemental0_90-2010-07-17T02-56-49-622.zip 2.) http://dl.dropbox.com/u/9164057/Elemental0_90-2010-07-17T12-47-52-945.zip 3.) This dump is from a crash that occurs after ending a Tactical Battle <a href="http://dl.dropbox.com/u/91640

0 Replies 480 Views

@Frogboy Since you asked for ideas on Essence, I posted my idea in the following thread (both kailen3's and my take on it are very similar) https://forums.elementalgame.com/387478/#2681661 Basically: 1.) Essence is a global resource like food (does not accumulate like gold/materials, but acts like food does) 2.) It is gained through land withing your

43 Replies 16,133 Views

I like this. I was thinking just about the same thing, so let me add my version of this: I feel that Essence should not be a character stat, but rather given in small amounts by the land area you command, and in greater amounts by special locations you command (such as Shrines on Earth, Air, Fire, etc. nodes). Essence should be used up like the food resource, and should be available to be spend on fun things such as: 1.) Land Fertilization

3 Replies 16,791 Views