Fearzone

Fearzone

Joined Member # 3057882
2 Posts 114 Replies 11,250 Reputation

The current system is just bizarre behaving one way if the cursor is in the top half of the screen when you rotate the camera, and then behaving a different way (the way I like it) if the cursor is in the lower half of the screen. If you want the masses to like you game, then controls are not the place to start getting creative, but if you do, at least have the option to invert axes, which most games have. And while your at it, might I request the ability to invert the pan axes as well?

14 Replies 12,625 Views

Agree with OP. I can say from doing a little modding work that when it come to magic, particle effects are okay and some interesting things can be done, but spell mechanics are very limited. Mostly, they affect unit and city stats (like hit points, strength, food production), and there are a few abilities that move your unit to another square, and then not much other than that. That is what the game engine has to work with right now. For affecting unit damage, there

48 Replies 31,406 Views

Just play the free trial and see what you think. Whatever you might have heard, WoW is the best MMO out there, and if you are curious about MMOs, that is probably where you should start. EVE is a bad point of entry unless you have friends already playing.

27 Replies 200,915 Views

Looks like the only way to make everybody happy is to have a mob spawn slider in options. I see mobs as good because they give you an opportunity to level up, and having lots of them is fine. But I can sympathize with people who see them has getting in the way and distracting from the main strategy game. Maybe a compromise would be some good loot drops so that they wouldn't be as onerous.

16 Replies 7,829 Views

I didn't mean to release it on day where 1.09o followed by 1.09p got released. I was hoping to release it on a quiet day when people didn't have much to do and might give this a try. I would have posted sooner but forums weren't working for me last night. That said, the mod worked okay in 1.09o except it crashed when you charmed a sovereign. That crash has seems to have stopped with 1.09p, and now charming sovereigns is kookier than ever. For some reason, you c

1 Replies 3,535 Views

Bummer. I'd say try it in 1.09e, which is the latest standard version. Recently Kyro suggested you could change versions without doing a re-install by unchecking beta updates from preferences in Impulse, then shift-right click Elemental in Impulse, and select "Verify" to restore the 1.09e files. I haven't tried it yet myself, but it might save you some time. Anyway the crystal issue has been an ongoing problem so I'm surprised they haven't fixed it better because the campaign is what most peopl

10 Replies 5,573 Views

Makes sense, spells icons on the HUD. Even with the spellbook, the picture on the right page adds nothing, and the description can be accomplished with a mouseover, so you can free up the right page to show spell icons. The picture can still be shown if somebody hits a "more info" tab but it doesn't have to always be there everytime we cast a spell in tactical combat.

10 Replies 45,668 Views

What's up with salted pork anyway? I thought the restorative properties of flagons of mead had been well established so why is Stardock reinventing the wheel? Anyway all peasants should die in all of the scenarios, and maybe one or two knights die of heat stroke or a heart attack. There should be no surviving peasants, excepts if a surrender or POW system is implemented. In King Arthur you could even torture your prisoners for info. Agree with Black Knight on his comments about morale and r

40 Replies 17,712 Views

I'm just glad magical resist is there, even if it is flawed and needs more appropriate use and better balancing. In fact I'd like to see specific elemental resistances, though now the XMLs do not specify what element spells are from. I find myself not liking global mana as much as I hoped--mana should be character specific and if we have to limit things to one fire giant per faction (like with titans) then so be it--but if we are stuck with global mana I support something like essence affecting

53 Replies 139,888 Views

Some good suggestions here. I agree the rpg aspects are fun and add spice and keep the early game interesting, and there should be more of it, particularly at the start, not less. By mid-game I'm occupied with conquering empires and my economy is good so adventuring is far less relevant. There is a lot of cool stuff made available late game that isn't really pertainent, because at that point I've already won and am just mopping up the remaining cities of crippled kingdoms for completeness. I

14 Replies 4,322 Views

Yes, the reduced stats feel very lean and reduces the opportunity of magic to affect the game. For example: combining combat moves and combat speed into one stat. Maybe that sounds like efficiency, but makes it so that you cannot use magic to freeze an enemy in place without also stopping him from doing any kind of attact or casting a spell. Freezing or slowing an enemy while otherwise they remain functional is a staple of fantasy magic. On the Escap

55 Replies 23,735 Views

Yeah, Heavenfall, those goblins look awesome. I was thinking of when you were done to add a summon ability to orcs so that anyone playing orcs could have some goblins in thier army as well, though if the AI was playing orcs it probably wouldn't use that ability so AI armies wouldn't have any. Either that, or maybe make goblins diplomatic units for orcs and just replace darklings. I was thinking of looking into those options.

33 Replies 127,348 Views

Make sense to me bro. I've just been playing around with the mods lately, and I bet most other people are chilling out while waiting for 1.1. So, yeah, good idea to check out something else, take a little breather, then hope to see you back with better patches ahead. [e digicons]:')[/e]

263 Replies 572,673 Views

I suppose there is only one way to find out. I'm hoping for racial factions the updating won't be too bad. Moded spells and abilities might be another story, we'll see how that goes. Ultimately, deep changes in game mechanics is all good so what update work on mods that will be needed is the price to pay.

10 Replies 5,266 Views