Gene1966

Gene1966

Joined Member # 4040694
0 Posts 45 Replies 516 Reputation

[quote who="TarlSS" reply="15" id="2846529"]As an addendum, I don't think outposts should get physical city walls, but I do think that capitals at least should automatically get them. Intelligence is really a strange stat. Yeah- Arcane Arrow /Arcane Burst is great with it, but it doesn't really affect any other spells! EVERY SPELL should be scaled via intelligence, somehow. Dexterity though, is plain useless. I don't really see the point of it. When would you want to spe

28 Replies 42,933 Views

Yes there are still the same old Out of Memory Errors for ATI and Win7 64-bit. Sure wish SD would test/Develop on modern OS, but that said , the economy is very nicely balanced, you can tip it out of whack and it can grind to a halt but you can also set it right again and pick up where you went wrong. The game is not perfect and many folks still have legitimate gripes, but it is at least a entertaining game now. I was pissed off at teh quality of the game back at lau

24 Replies 23,676 Views

Sorry my bust I was going from memory (pulled and all nighter) I was thinking of spell blast which also costs something like 27 mana iirc. I have not experience storm spell then... Apply my comments to Spell Blast...

5 Replies 2,453 Views

Storm Spell is awesome! It's a huge AOE spell and justly should cost a lot! It can be spammed if one has the action points and mana, so it should have a high cost and its radius is bigger than I've since from any of the 1.09e or predecessors. Unable to comment on the city question.

5 Replies 2,453 Views

I made a point of not playing the betas, and it was theright decision. The game is fresher than ever and better balanced than before. below are some of my specific standout impression and feedback for SD. + Armor is important now. Glass cannon units -those with strong offense and no defense are now vulnerable. - Armor should not prevent all damage imho - it should mitigate damage. Even if I out tech armor vs other factions, my units sho

24 Replies 23,676 Views

Are we there yet? I've intentionally stayed away from teh beta's because I wanted polish. But now it's like launch all over againI just hope I have not gotten my hopes too high. Sooo... are we there yet? It's 5:30 PST and no updates... I hope I do not need to wait until midnight. [e digicons]

126 Replies 361,142 Views

I'm greatly inspired those are very creative! How about an ARCANE NETWORK spell that allows the caster to tap into the magic web of arcane forces and know who casts what spells? you know sort of like the patriot act :P

64 Replies 134,819 Views

Wait... Can someone please explain what is different in the OP of this thread than the original release? I've been following the 1.09x -> 1.1 beta goodness but what in Brad's post above specifically indicates anything different from September?

72 Replies 210,071 Views

[quote who="CHiZZoPs" reply="10" id="2844813"]Yeah a basic spear is just a stick with a sharpened point at the end. It really shouldn't need any tech; it really shouldn't be more powerful than an axe. [/quote] First 1.5 sentences - I agree Spears should be a bit more danergous than a normal wordsman's axe if for no other reason than the increased reach/range and use versus mounted units from a historical perspictive.

15 Replies 5,521 Views

Good suggestion, but with any changes please keep things progressive and not regressive as they were in the original. If more effort goes into researching a new tech then I wish it would be better at its intended purpose than the previous type. How much better is subjective but I think making it worse or regress is very , very bad form. (case in point - Kingdom Mace and Kingdom Warhammer)

21 Replies 19,810 Views

I'd like to see some smart resource node distribution during map generation... (this should have been done for the launch of the game, but to make good, do it for 1.1 and I'll be a happy gamer.) Materials seems to be wood and other non-metallic production materials so it makes sense to me to place these node near or in Forrests. Metal nodes should mostly be placed in or near mountains mostly and to some lesser extent hills. (Where mines usually get built)<

17 Replies 10,489 Views

I'm glad im not playing the beta, I'd just be pissed, but I am not. I am remaining hopeful that SD Devs and Kael will come through. They had better be listening to all this great *AHEM* FREE feedback (from those of you playing and commenting) on their beta and get it right for 1.1 or its the last money I'll have spent on a SD product. I recall in MOM while you were a character, your character did not take form in the "gameboard" itself, you sent forth your minio

53 Replies 139,815 Views

Have you considered a multi-thread fingerprint debugging scheme where when you compile builds with the /debug on you setup a GP register to hold a stamp for each CPU logical core to know which thread entered the room most recently and it only gets overwritten by the next thread entering?

52 Replies 99,469 Views

[quote who="Blaze of Glory" reply="6" id="2837701"]I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense) I also would like to see factions switch allegiance (fallen to kingdom or vice-versa) if a similar/ally faction is getting too big. (treachery) Finally, I would like to see factions band together to demolish a faction between them. (dog pile) This should result in m

79 Replies 187,254 Views

[quote who="Blaze of Glory" reply="6" id="2837701"]I would like to see factions band together to stop expansion of another faction that is getting too big/powerful. (band together for defense) I also would like to see factions switch allegiance (fallen to kingdom or vice-versa) if a similar/ally faction is getting too big. (treachery) Finally, I would like to see factions band together to demolish a faction between them. (dog pile) This should result in m

79 Replies 187,254 Views

Brad, You wrote, "If you guys see anything wrong with the strategy I employ, let me know." Early Game: Build town, recruited a couple NPCs, sent sovereign out to gather goodies. Observation: Need more choices in what to build early on. First rule in this game: Any sovereign I can kill, I will kill." I find that a bit xenophobic... maybe tone it down a bit with the RP part of the RPTBS such that any opposing faction y

64 Replies 214,235 Views

Reposted from https://forums.elementalgame.com/400279 I assume this has not changed yet... But was noticed on the last production 1.09 version. "Brad, you wanted CHEESE, here is my cheese. The current AI is flawed in that it does not react to the following situation. AI 'X' decides I'm a good target and attacks my newest outpost, while I may be weaker ATM I used summoned creatures and magic to break th

54 Replies 113,653 Views

[quote who="Heavenfall" reply="1" id="2829151"]As is? No. Come back in a month, I would say. They're working on a great patch that is currently being open beta-tested that will push the game from being mediocre to quite decent. [/quote] This. I am not trying out the Beta, I know I would just be disappointed but I have time so I'm waiting, the Game definately has potential!

29 Replies 18,910 Views

Good Question, I have not a clue... Do you have Building Queues in progress at towns where you have negative citizens? Maybe SD needs a better way to represent cost and communicate them more intuitively. I hope this is some of the stuff they polish in beta.

1 Replies 3,083 Views

I have seen the same issue with the Tactical autoresolve as you say the AI seems to not finish it's turn and leaves you virtually hung in the game. W/o the autoresolve button the game WOULD be hung. This was in production 1.09. I hope SD tracks that down and squishes it. It might be hard since I noticed it only occasionally occurs and those occasional issues can be difficult to root cause.

5 Replies 2,745 Views