Valca

Valca

Joined Member # 2422488
0 Posts 1 Replies 227 Reputation

Summon's Titan Imp spell (I believe you get it from a random event or quest, can't remember) tooltip mentions you're supposed to summon a level 8 Imp, but the imp is actually level 1 - pretty wimpy and useless at that level :)

1 Replies 3,526 Views

- When changing the order of the build queue, the rush tooltip gildar cost is not updated and still shows the previous building rush cost. Only the tooltip is wrong, what is deduced from the treasury is the new cost (so much for abusing that bug!) - I have seen negative rush values especially when building resources improvements, when the number of remaining turn is one. Rushing the improvement at that time actually gives you gildars

1 Replies 2,338 Views

[quote who="joasoze" reply="11" id="3144842"]We need another game setting in addition to difficulty and monster density. We need one called Monster toughness that would change the stats and types of monsters ingame. I want the game to be VERY difficult to survive, while others enjoy casual levelling.[/quote] That [e digicons]k1[/e] When it seems nobody can agree, give a choice.

33 Replies 14,305 Views

I tried to download the full .912 beta exe file yesterday and the day before from stardock store, but each install was corrupted at 95% of the decompression of the file. Might be my internet connection but it's the only file who did that and corrupted always at the same place doesn't bode well...

0 Replies 1,813 Views

[quote who="seanw3" reply="31" id="3138453"] The way I have it in my mod is like this: Level 1 City has two unarmored squads of peasants with the best blunt weapon you can muster. Level 2 City has those two peasant squads, two groups of archers with the best bows you can muster and one light defender, a leather clad blunt and shield group. Level 3 City has the previous units with one medium defender, which is chainmail clad Blunt and shield group an

66 Replies 165,425 Views

This quest reward is far too overpowered compared to its difficulty. The archers with impulsive wipe most beginning to mid game monster at the very beginning and this quest is doable very early (one bandit captain and two bandits only). The village elder tells you "But we are little more than fatted calves for the bandits that hunt us.", hum... The archers could wipe the bandits AND you at this quest level [e digicons]:P[/e] Since nerfing the bandit is not fun it

1 Replies 2,728 Views

There's also a solution around diplomacy: the AI should try to steamroll YOU! If you are steamrolling an AI, it should do all it can to make another AI, closer to you go to war with you (it's dead anyway so it can promise gold, techs, women, whatever...). Because movement is slow now, it's going to make it difficult for the player to defend a second front. Same thing for when the AI declares war: now it declares war when it's pissed off with your stack of doom being cl

52 Replies 152,305 Views

Here's a list of minor inconsistencies caught here and there: Porcipinee's Queen's staff is supposed to give +6 dodge, but only gives +1 dodge On hero level up, some perks tooltips are displayed incorrectly (I remember Attunement in particular) Porcipinee's summoner ability is supposed to give +2 to summons, but summoned shadow warg is level 3 (spell says level 2 shadow warg + 2 levels, so it should be level 4) When designing a unit

1 Replies 2,488 Views

After all heroes have moved, the end turn button does nothing. Issue is the same even after saving / reloading. Save game + debug.err located here: http://dl.dropbox.com/u/10660944/Elemental/debugEndTurn.zip

6 Replies 5,386 Views

It happened to me too, and a full reinstall of 0.86 solved the issue (to be clear I redownloaded the 2 GB full version) . I had an issue with the govern button too which was still on top of the screen rather than below the mini map... solved too.

4 Replies 2,643 Views

For objects restrictions, I usually prefer when it's the system that is motivating you to put the "right" items on the right class. Look at how the Oblivion/Skyrim system is working: as a mage you can wear whatever you want (including plates!), but you end up using robes because they give you tons of bonuses that works well with your strength. You could have robes that increase your spells power / reduce their cost, plates could reduce initiative (less attractive for an assassin)

4 Replies 4,122 Views

First I must say I have a lot of fun with Fallen enchantress even if it crashes every hour (a good cure to one-more-turn disease). Here's some small suggestions on the UI for heroes management: XP and current life should be displayed on the character sheet (especially since the bottom left hud disappears if you open a hero page) Double clicking a hero/unit icon in the army pane should open the hero/unit sheet It would be nice to have arrows in he

4 Replies 4,122 Views

Love the idea of buildings improvments too! With improvments you could also have multiple upgrade "paths" for each buildings, providing for more opportunities for hard choices. Limiting to 3x3 tiles makes it consistent with the way initial resources are computed too...

32 Replies 26,084 Views

In my game, I cannot activate any more quests, despite having completed all of the previous ones (except one that I cancelled). Savegame here: http://dl.dropbox.com/u/10660944/Elemental/quests/QuestBug.EleSav

5 Replies 4,771 Views

For now it's a simple 1 mana point / turn, but SD intends to link that to wisdom (aka essence) in a future patch (it's somewhere in one of their master todo list). At that time I expect you'll have somewhere to see your mana regen. BTW it would be an interesting idea to increase mana regen in your influence zone (after all it's powerful enough to change a barren land in green fields, you'd expect your magic to change a bit in it [e digicons]:)[/e] )

31 Replies 17,677 Views

Or you could still consider each unit as an individual (for stats): for HP a pool like a squad would be great. For APs I agree that best stat would be good too: if all special abilities were available to the party, that would make a nice compromise between a lot of APs but weak units, and a strong unit without much AP but many abilities to choose from.

6 Replies 4,887 Views

Here's a small idea to add something to heroes: an adventuring tech could unlock the capability to group heroes in a single unit (a bit like a squad), creating an adventuring party, that would behave like squads as far as combat goes, just more versatile. You could create two levels of the tech, one to create parties (up to four heroes?) and one to create bands (up to eight?). On a side note, a small UI thing missing in tactical battle (maybe already signaled): there's no way to see t

6 Replies 4,887 Views

Some magic tech give you an essence bonus, and all shard give you a 10% bonus to essence too. I'm a bit surprised for spellbooks cause I kind of remember in the video tutorial Brad saying something like "don't worry if you don't take them all, you can always research them later..."

7 Replies 6,737 Views