Cruxador

Cruxador

Joined Member # 2941996
0 Posts 295 Replies 475 Reputation

I haven't noticed anything wrong with the head models. They look fine to me. Perhaps they may be modeled after ethnicities that you're unused to seeing? What does look kind of bad, though, is the hair and beard models. But honestly, considering the technical constraints, they're the best we can expect. Although some are much better than others.

21 Replies 16,456 Views

The problem with putting the cool visual effects on the cloth map is that they use up system resources, and part of the point of the cloth map is that it's not supposed to be resource-intensive. That said, I am mostly zoomed out to cloth-map distances, and wouldn't mind some spell effects. I would like to see some high-tier spells as well. The mode-specific armor is cool. Something of that nature that I'd like would be some sort of weapon

4 Replies 4,500 Views

[quote who="FatNonFree" reply="14" id="2841343"]There's boats in this game?[/quote]There's one tech for them in the Civic tree (for kingdom, I don't know where for empire). They're just transports; this is very much not a naval game.

52 Replies 99,844 Views

[quote who="greggbert" reply="7" id="2841091"]Janusk is looking for a soverign to aid.... And a really cute purse![/quote]Unfortunately, there aren't any cute purses in the game. We can only hope that this changes some time soon.

21 Replies 16,456 Views

Well the magic nerfing is great, although I still reckon that Heal ought to be INT based. The high amount of Gildar reduction seems scary to me, but I'll see how it works out before I can really judge it. Everything else is unquestionably good.

42 Replies 106,909 Views

[quote who="Spitz" reply="6" id="2839883"]I'd like to see intelligence effect the number of spells you can cast per tactical turn. If channeled spells are implemented, intelligence should effect how quickly a spell can be channeled.[/quote] This does seem like a very good solution, but since it has been suggested a while ago, and Frogboy noticed it, said it was interesting, and then ceased to consider it (despite it being brought up favorably since

14 Replies 15,115 Views

[quote who="Sethai" reply="10" id="2840104"]it's not that bad, just that there are no other spells capable of dealing that magnitude of damage. though i will agree it does need some way for the target to mitigate the damage. if only we had a saving throw system. the new magic resistance is a good start, but it only works as an all or nothing mechanic, instead of reducing damage.[/quote]The irony here is that a "saving throw" generally means an all-or-nothing system, whereas "resistance" tends

15 Replies 7,601 Views

[quote who="cfehunter" reply="2" id="2839819"]You need a minimum int rating to be able to cast most spells.[/quote]My understanding is that this does not apply to sovereigns. Nothing I have seen in play contradicts this. [quote who="Wintersong" reply="1" id="2839812"]I see no point in increasing anything else but Intelligence for a spell based Sovereign (except maybe some early Constitution points). Arcane Arrow and Arcane Strike are enough for your damaging needs as

14 Replies 15,115 Views

Right now, Intelligence is not very useful, even for a heavily spell-casting sovereign. It applies, as far as I've noticed, only to a couple non-essential spells, and does nothing much beyond damage. There's probably some other spell that uses it that someone who's explored spells a bit more than me could point out, but nonetheless, it's very sparsely used. As it stands, you're better suited just putting those points in Strength and never using the damage spells - the extra melee damage will

14 Replies 15,115 Views

[quote who="Lord Xia" reply="21" id="2837795"] quoting postI also want to emphasize how much we enjoy hanging out with you guys on the forums. Truth be told, the community of Elemental is really amazing. Seriously, check out our forums and look at how people are, Lord Xia is my favorite poster and I would let him make babies in me if I had a womb. It’s a great experience for all involved and we thank you for that. Your continued support and ideas fuel our motivati

79 Replies 187,816 Views

[quote who="eobet" reply="15" id="2837163"]I have not had time to play this game (or any game) at all lately, so I would also like to know if those of us who bought the game early automatically get the expansion packs added to our Impulse accounts, or if we actually have to take action of some sort before the 31st?[/quote]You have to have updated it at some point. Most folks probably have done this already, though.

16 Replies 45,410 Views

[quote who="davidjc_af" reply="7" id="2836400"]Lawl, I am so tempted to youtube this thing crashing. This game crashes like within 5-10 mins. I dunno what people are smoking. Run it on large map with full AI opponents. I am very close to youtubing it and showing a timeline and the number of crashes that occur. Narrate it and all....just so people can see. I won't do this until after official non beta patch. But my patience is coming to an end.[/quote]The official non-beta patch will pre

22 Replies 10,928 Views

[quote who="xStarfirex" reply="4" id="2836258"] Quoting Cruxador, reply 3Why would the merchants and markets thing be a mistake? It's a good bonus (or it would be if it wasn't broken at the moment) and they become available at different levels. And there was a huge thread explaining why merchants giving a static +1 was a less than ideal situation. It's probably in the Ideas forum, if you want to go find it. I can understand why just having them produce a static +1 is less

7 Replies 6,428 Views

Why would the merchants and markets thing be a mistake? It's a good bonus (or it would be if it wasn't broken at the moment) and they become available at different levels. And there was a huge thread explaining why merchants giving a static +1 was a less than ideal situation. It's probably in the Ideas forum, if you want to go find it.

7 Replies 6,428 Views

I came here expecting a rant from someone who was unhappy with the state of Elemental, probably due to beta patches being beta. I'm much more pleased with what I found.

6 Replies 37,871 Views

[quote who="tjashen" reply="3" id="2836011"]Cruxador, are you using any 'old' units at the moment? I purged almost my entire Mygames/Elemental/Units folder trying to get 1.09o to work early yesterday, before I downloaded the new patch (1.09p). In my debug.err file, I saw some 'broken' calls for models and such, which older unit files would be doing. Derek said that you'd have to start a new game with 1.09p to avoid having problems.[/quote]That's a good idea, I hadn't th

22 Replies 10,928 Views

[quote who="StevenAus" reply="26" id="2835987"]Actually, you need to put them in Mods subdirectory in the install directory of Elemental, and turn on "Use Mods" in the Options screen in-game. Hope this works. Best regards, Steven.[/quote]Ah. Mods need to be manually enabled from options; that's what I was missing. Thanks! I would likely have never guessed.

457 Replies 640,750 Views

This is pretty much the first mod that I've felt any inclination to use. The factions are interesting, while staying in line with the feel and fluff of Elemental. EDIT: Unfortunately, it turns out I have no idea how to install this. The instructions provided seem to not work.

457 Replies 640,750 Views