pad152

pad152

Joined Member # 4130713
0 Posts 53 Replies 9,770 Reputation

Would also like to have the ability for heirs to marry your champions (keep them in your family). Not really seeing much benifit of marrying off heirs to other kingdoms that you will only end up in war with.

4 Replies 9,508 Views

1.8, I'm waiting for version 2.0, maybe by then the memory issues/crash bugs will finally be resolved, random maps will be implemented and the AI will be improved enough to be able play on a large map of islands.

31 Replies 95,204 Views

Yea, Stardock is getting a reputation alright, for making software changes at the last minute, which leads to more buggy software and another patch, just to fix the last one! [e digicons]O:)[/e]

23 Replies 14,833 Views

The game's name should be changed to Spam A Lot. City Spamming, it's not just the AI that spams cities, the gameplay requires it, want to capture a remote resource, spam another city, need a harbor near a shore hex, spam another city, want to limit other player access to a part of the map, spam another city, etc, etc. Creatures Spam, creatures over spawn in remote area's in long games. Resources Spam, they over spawn all over the map, just research and wait for r

7 Replies 6,037 Views

I'll consider the game in a finished state when the AI can play on an island map and half the AI players don't commit suicide in the first 100 turns! <span style="background-color: transparent; font-style: normal; font-family: Arial; font-size: small; vertical-align: baseline; font-weight: normal; text-decor

326 Replies 940,975 Views

1. Military Tech - Archer design gets recreated for every Military tech after archer (issue sense Beta 4). - Single archer, squad, or half-squad all start out with 1-4 points of damage, seems odd a single archer does no more damage than a group of archers. 2. Champion - Portrait is some are that of a babe (Sola?) 3. Monsters/Creatures - Creatures over spawn in long games, needs to be some limits. 4. Monster/Creature levels - There are

0 Replies 935 Views

I've created some nice lsland maps but, the game is still not fully stable, the AI does play well on island maps, and harbors, shore hexes, load/unloading from ships are a mess (a lot more difficult than it should be), so I haven't make them available. There are still open issues/questions of resource spawning on maps, that yet to be answered.

12 Replies 8,480 Views

[quote quoting="post"] If a team of professionals got together and made a serious mod could we sell it? [/quote] Develop a working prototype (alpha/beta level to prove you can do what you say) and come up with a proposal, then talk to Stardock! There a plenty of examples of game mods that became expansion packs or games. - The Fall from Heaven 2 Mod, is now being developed into it's own game. - The mod War Plan Orange for War in

18 Replies 9,584 Views

Would really like to find out how to add spells effects to weapons, example; Bow of Stun and/or Stun Arrows- add the Daze spell/effect to a Bow or maybe even Arrows in tactical combat.

4 Replies 3,472 Views

Is there anyway to add units (i.e. guards) to Caravan? There is no way currently to do this in game, so is there a way to mode this?

1 Replies 2,376 Views

Elemental is still in the bug fix stage, it's pretty stable as of the 1.06 patch but, the game still needs balance & polish (things like magic, tech, units, quests, need to be fleshed more, random maps and a much better AI). The AI can't really play on a map of islands yet. The game is a collections of good ideas, that right now only work at a very basic level, the question of how these areas will be expanded (mods, lots of patches, expansion packs) is yet unknown. There is no rea

57 Replies 29,121 Views

All units are the same thing with different number of points. You can't design units with any special abilities. If with could design units with special abilities (like the special attack of fire elements) then we would might have something. Would like to see combat a little more like Disciples I & II, where special units have special attack abilities. Tech: Thiefs Guild Building: Thief's Guild Unit Type: Thief Special Abilities: Hide

83 Replies 314,093 Views

Whenever I have auto-combat the camera switches to back to my first city, then back to the auto-combat animation, only seen this after updating to 1.06. I try turning off next unit selected to see if that has nay effect. Note: Game originally started with v1.5016. So far, tactical combat is much better in 1.6!

0 Replies 1,041 Views

First, trees, forest area can't be build on (another undocumented feature), the hill to southeast is also an issue. Bring in a spell caster and case (lower land) on the hills to see if that helps. I don't know yet if there is a spell to clear out trees/forest areas, or it could be the zone of control of your first city is covering the clear area around the second. Try building from the fist city to see if it allows your to build anything around the second. All e

6 Replies 5,475 Views

Funny, there was a story a couple of years ago about a Chinese millionaire using slave labor to mine and sell gold in WOW. So using a cheat is against the law but, slave labor is ok! If you buy the software and are paying to play it (why I hate MMORPG's), I don't see anything wrong with playing it your way, including using Bot's or cheats as long as your not cheating or effecting other players. Getting lawyers involed in the gaming industry only means one thing, more law

462 Replies 1,156,509 Views

Unless you want to play beta tester, wait until the game is fixed, it's buggy, unfinished, unpolished. - Limited Maps, no random maps - AI can't play yet on Island maps - Very Poor documentation - The AI players no matter what the map size, one or two kingdoms start right on top of the player - Very unbalanced, some times you can walk right over other kingdoms, next your get killed by a random generated creature that just appeared next to you on the map

73 Replies 33,964 Views