PyroMancer2k

PyroMancer2k

Joined Member # 2388239
0 Posts 48 Replies 773 Reputation

I understand where the OP is coming from as I too have thought it annoying in TBS games where you trade with someone to get say Horses and build a few Calvery units only to have them later cancel the deal. Then it becomes how come I can't make my horses breed so i can keep building Calvary? I think the problem becomes that in making the availability more realistic you then have to make all the other stuff more realisitic. For example not all plants and animals do well in all types of

8 Replies 32,422 Views

[quote who="Paradoxical" reply="2" id="2657663"]Howdy, I made a post on this bug earlier with a pic. Seems it's quite easy to build fisheries and harbors on land still. Figure the guys know about it and they'll get around to it. [/quote] When it comes to bugs in the beta it's best never to assume the devs know about it unless directly stayed by them they are aware of it. After all that's how stuff ends up not getting done with a lot of thing

6 Replies 1,384 Views

In regards to the first one with SC2 Beta. That chick is crazy and he was right to dumb her. There is another clip on youtube where she is outside his house smashes a window with a brick then turns the garden hose on and puts it into the window and leaves it running. It's a good thing she left video evidence of her crime as were it me I would promptly have her arrested and a restraining order placed on her crazy ass. Second I find it amusing how people think "

96 Replies 192,559 Views

I understand wanted to limit the number of units in a stack so you don't end up with the Civilizations style stack of Doom. But as a result you end up the Epic undefeatable mini stack of Doom like MoM had. It's funny the OP should mention MoM because the stack limit was one of the things I didn't really like about MoM and was hoping they would fix in a sequal. As I just assumed they did it because of some technical limitation. The reason I didn't like the limited stack size in

78 Replies 166,491 Views

I understand wanted to limit the number of units in a stack so you don't end up with the Civilizations style stack of Doom. But as a result you end up the Epic undefeatable mini stack of Doom like MoM had. It's funny the OP should mention MoM because the stack limit was one of the things I didn't really like about MoM and was hoping they would fix in a sequal. As I just assumed they did it because of some technical limitation. The reason I didn't like the limited stack size in

78 Replies 166,491 Views

[quote who="Frogboy" reply="60" id="2612786"] I like Steam. And as a developer, I appreciate what Steamworks provides. However, I do not want to be lending my support to something that is clearly designed to turn the PC into a closed platform. If I make a game for the iPhone, I understand that I have to sell it on the App store (as a practical matter). But as a PC developer and consumer, I don't want to see the PC become a closed platform. If you take Steamwor

726 Replies 1,770,036 Views

A lot of the ideas here sound nice but can the Elemental Engine handle it? The idea of "layers" with solar systems being like their own map/cave type setup sounds cool but can elemental engine do that? I recall a discussion a while back on who MoM did the planes as a way to get around the memory limitations. And when the idea for that in Elemental was suggested as a way to do caves I thought the Devs said that the engine didn't support that cause they didn't like the idea of planes.</

31 Replies 106,165 Views

A goto Next Unit feature would be nice. It's pretty standard thing in TBS games when you could have units spread all over the map. And it would be nice to see especially since I build a ton of units.

8 Replies 47,371 Views

Trying to rearrange large armies is a bit of a hassle. At times I want to select all units of a curtain type in the stack but it takes a while cause I have a dozen or more units. It would make things much easier if I could select all units of that type in the stack. Also a similar issue with garrison units. I dread putting my armies into any city because it takes forever to remove them. I have to select each units individually and when I have stacks of a couple dozen units it just tak

0 Replies 749 Views

Actually I think the R&D for gardens improves the food output of the gardens. As for the old techs remaining perhaps they will add more buildings in their place. Because now that they limited most buildings to 1 copy it would be cool to see more buildings. Before there was no need as specializing a city simply meant you build a ton of one type of building their. Now that most buildings are limited to 1 cities tend to look alike since you have more space then you can fill.

4 Replies 1,869 Views

As the game progresses it seems that hiring heroes increases greatly. I've see Heroes costing 500+ gold late game and even seen one at over 1,000 gold !?! This doesn't make much sense when the heroes that you hire are just as powerful as they were back in the start of the game. It would be understandable if the heroes were more powerful having leveled up but they are simple level 1 heroes. Even late game 500-1000 gold is a serious investment and you could easily hire whole armies for

2 Replies 811 Views

Last night I discovered that if you queue up any housing building to a tile then cancel it the tile then acts as beach allowing you to build a harbor or fishery. Haven't tested it throughly so I'm not sure if it's just caused by queuing up any building then canceling or if it's specific to the villa/mansion which were the two buildings I tested it with.

6 Replies 1,384 Views

This kind of thing seem to happen a lot in the last build. But now in 2A I guess I got unlucky cause my first again I again started near a strong monster. To further test I started several games and revealed the whole map. It seems most of the monsters start in the same place each time just like the terrain layout. So I'm guessing some of the start locations are a little closer to the powerful monsters then other. Personally I don't mind have some powerful monsters especially late gam

20 Replies 3,370 Views

[quote who="GoaFan77" reply="35" id="2655149"] Stardock (the publisher of Sins) is working on Elemental, which while it looks awesome, does not involve Ironclad, the developer of Sins. Ironclad is presumably working on their next project which we are pretty much totally ignorant about, and is what the others are speculating about.[/quote] That doesn't mean some of the developers from sins aren't also working on it. Like Frogboy and Kryo show up in the Elemental forums all the tim

49 Replies 32,059 Views

[quote who="-Ue_Carbon" reply="29" id="2636192"]Their new game.[/quote] Yep. They are hard at work on Elemental .You see a lot of the same Devs post here and over there. It shares the same Stardock forum login as well. The game recently went into Beta 2 and they are hoping for a Aug release.

49 Replies 32,059 Views

My ISP was acting up earlier today and my Inet was down for a few hours. During that time I was unable to start Elemental because I kept getting a message that said unable to download data file. Please be sure you are connected to the internet and logged into Impulse?!?! I couldn't even get past the main loading screen to the menu and was kinda suprised to see a message like that considering stardock has such a nice track record of not bogging down paying customers with stupid DRM typ

3 Replies 1,251 Views

[quote who="Sparhawk4242" reply="2" id="2649050"] I think it should also highlight if any enemy unit is in reach or can reach the unit in this turn. So you can not accidently loose a unit which has movement order and which you did not check out this round.[/quote] It would also be nice if the path finding would actually try and go around enemy unit. Not just as in not going through their square but when passing by that area stay at least 1 movement round away from them

4 Replies 1,199 Views

[quote who="Eternal_King" reply="2" id="2648913"]There are another problems with the city UI. The construction screen is very non-intuitive with too many things to build. Buildings are unsorted and it is really difficult to choose one in the advanced city.[/quote] Yea I know what you mean. I made some suggestions on that a couple months ago along with some other UI things. But it was during 1Z when stability was the priority. Here is the link if you wanna read some

3 Replies 1,143 Views

I like the empire tree idea and liked it in Sins also. Though the one in elemental seems a bit sparse and lacking the same sense of detail. Right now it seems to only display Heroes and highlighted if they have movement left, as well as Cities and if they are currently building anything. But I think it should display more information. Here is a list of some of the changes I think it help improve the feedback it gives to the player. 1) Cities don't light up when they have no ro

4 Replies 1,199 Views