Lord Reliant

Lord Reliant

Joined Member # 2411813
1 Posts 252 Replies 28,116 Reputation

This seems to be fixed in .91 (and probably earlier). I used it successfully in a game instead of causing the game to crash. My only feedback, though, is that it seems like I should be able to drag and drop icons from one side to the other. Instead, you double-click. Dragging and dropping is a bit more intuitive both for understanding and so you could place an army in a specific spot.

1 Replies 2,124 Views

Found a couple other bugs tonight: Produce Research, Wealth, etc. are missing improvement changes- https://forums.elementalgame.com/444402 Blacksmith technology is linked to chain armor requirement text missing- https://forums.elementalgame.com/443491/page/1/

89 Replies 273,737 Views

Building improvements show what the new city values will be when you build them. However, if you choose "Produce Growth" or "Produce Research" it doesn't show what the values will be. For instance, if I choose "Produce Research" and I'm producing +2 right now, it should go to +3, but I only see that the next turn afterwards. It needs to be highlighted in green like the buildings show. <img src="https://dl.dropboxusercontent.com/u/83946369/lh_91_buildings_show_value_improvement

1 Replies 5,975 Views

[quote who="Derek Paxton" reply="2" id="3358034"]Parrottmath, now you owe me a new keyboard. This one has coke all over it. [/quote] Uh oh. Now you've got a scape goat for the grammar mistakes! We need JackArbiter to come back and do a grammar check like he did before. That guy was seriously awesome at this. Stardock- I sent him a message through

61 Replies 184,775 Views

[quote who="Kestral2040" reply="11" id="3357907"]My assassin in my scenario game uses rain of arrows to AoE crit dudes for like 50+...[/quote] So that's one of the primary issues- it's really dependent on getting a good bow. Would it be possible to have more/better bows for purchase? That would reduce the dependency on random drops. Even if each Assassin got a special skill right off like Evicerate, that would make them more competitive (or double-strike).

15 Replies 21,839 Views

[quote who="Chibiabos" reply="5" id="3357959"] Yes, it is tricky to document ... you don't realize the game gave an incorrect estimate for how far a unit can move until after it moved, at which point it is too late to take a screenshot of how far it had estimated you could move before you actually moved.[/quote] Good point. I'd love the ability to easily setup scenarios to test stuff, but as it stands now I'd either need to get heavily into modding (which cou

19 Replies 21,849 Views

I don't have a problem that this exists, but the crummy part is not being able to track/tell how the mechanic works.

24 Replies 6,659 Views

[quote who="Anelyn" reply="17" id="3357544"] A game combat turn passes when every single unit played an action.[/quote] Wow. That's kind of crummy, especially since it's hard to keep track of when each unit has completed a turn. If it's that important, it should have a divider and/or notice when it changes to another round. A simple counter in the corner would seem to suffice.

24 Replies 6,659 Views

[quote who="Derek Paxton" reply="8" id="3357532"] Yesterday Toby ran into this: http://screencast.com/t/1zEUyKlA That's a warg riding, level 4, champion, path of the mage, pioneer fully outfitted with armor and weapons. You haven't lived until a Quendar pioneer has walked into your lands and beat up your soldiers. I'm still curious to find out if the pioneer would have settled a town if he would have been reborn in it or permanently died.[/quote]<

89 Replies 273,737 Views

[quote who="Azunai_" reply="2" id="3357358"]i'm specifically thinking of a mechanic that moves the damage variation (the range from min-max damage) closer to the predicted max damage if accuracy is higher than required.[/quote] That would be great! Now that champions have a buff to accuracy right from the beginning from the .90 patch: Increased base champion accuracy from 75 to 80 it's not as beneficial to keep getting a boost when it's already high. If the

15 Replies 21,839 Views

After playing a rather high level assassin (level 12) a few weeks back, I'd agree. I was kind of underwhelmed. Rain of arrows was pretty sweet, but the sheer low DPS really made the hero ho-hum. Seems like a bit more buffing of existing bows and/or new bows would fix that. Instead, if I had specialized as a Mage, I would have been totally destroying my opponents with Fireballs and other dangerous stuff. I had to settle for small amounts of damage (with a bit of luck thrown in). A group of

15 Replies 21,839 Views

It's so cool to see how this has progressed. It's still a bit of an art identifying magic combos of crashes (driver, game version, windows version, GPU model, etc.), but having the reports in a format you can use to read through them has got to help greatly. Certainly saves so much from having to report on them in the forums, too. The devs really have been maturing the game engine in some cool ways!

8 Replies 6,644 Views

[quote who="Emperorjarin" reply="8" id="3356754"] Quoting Publius of NV, reply 4 The main time I see it is when holding control and trying to click to select multiple units in cities. Cursor tremble so bad it's almost impossible to click on the units. Like Darxim, I use shift, but this is also the only time I notice any cursor issues. It's been around forever, I've kind of just accepted it. I would hope that if it was able to be fixed

12 Replies 4,715 Views