Thanks, Sean. That audio is really low for some reason on the first vid... had to turn everything max, like super duper max, to hear it.
AlLanMandragoran
That is absolutely nuts, lol!
Cool deal. Looking forward to it.
It's all good. At this point in the game leveraging the city defenders was the only shot I had to expand... outside clicking end turn for 300 more turns and hope I could field an army to fight those mobs. So the bug was a game-killer unless I reloaded, which in hindsight I could probably talk myself into since I consider it a bug (or horrible design choice). I normally try to ironman it and avoid any reloads.
Yes, indeed! Munching on a little humble pie, licking my wounds, having some cheese with my whine, ...
/start rant Oh man, on turn 73 got roflstomped. Founded 4th settlement, moved full stack of units in to defend. Now this is a pretty infuriating vanilla bug (or if it's a design choice I completely fail to see the logic). Ended turn... One spider decided to attack the new city - full defense of 9 units plus city defenders (4 city spearmen, groups of 5) so 13 units defending against 1 spider. Mopped the floor with him obviously with no losses. 2nd
Sean - didn't the devs fix the Pariden buffing all unit animations in 1.02? At the start of each battle all my units are going through that animation (playing as Pariden) in 1.02.016.
Turn 70 - FP 71. Lowest is Yithril at 40. Attempts at border and crowd control are not working... too many mobs. It's like trying to fight a forest fire with a small extinguisher. I think I failed to destroy some key lairs at the beginning - chickens are coming home to roost. If there's a silver lining - obviously the faction AI is dealing with the same thing. Will keep plugging away but this is not looking good at all... might be able to hold the capital and 2nd city but that fortres
Holy hell! Despite nightwatchmen, the wandering Dark Wizard decided to attack Raven's Heart... his despair was counterspelled twice by Procipinee but resisted the counter on the 3rd go, got it off and fully healed from 18 hp back to 146 hp. Countdown timer expired, he cast again, tried to counterspell, resisted, and he was up to hit me again from 11 HP when my spearmen got him at the last minute... Jimminy Crickets! Start of Battle: <img src="https://dl.dropbox.com/u/
Sean - fyi, 1.02.016 issue. The champ Tearny is all decked out in light plate but his encumbrance > 100%. Need to unequip 2 items to get him below 100%. Unsure if you wanted it that way or just need to tweak his carrying capacity.
Sean's Master's Affliction Mod (vanilla on crack): https://forums.elementalgame.com/430587 Heavenfall's Stormworld Mod (content on crack): https://forums.elementalgame.com/421802 I'm a big fan of both. I have a few recent playthroughs where you can hopefully get a feel for how they look and play. Please note Sean's Mod is not for the faint of hea
Yeah, don't quite understand the design choice myself (glass cannon militia). If I were to speculate it's because it slows down the game and quite possibly, the AI wouldn't be able to take cities if they were buffed hardcore with armor and/or more units. Good news - Sean's Master's Affliction mod takes a different approach. City improvements add both quality and quantity of defenders. Totally different feel than vanilla. I personally like it. Because the
[e digicons]:rofl:[/e] Love the new Avatar WhiteEld.
[quote who="sakalu" reply="52" id="3280969"]Thanks!I am so looking forward to making the world of Elemental map. [/quote] That map is incoming... please see this thread: https://forums.elementalgame.com/436360
Turn 60 - FP 62 (#1). Last 10 turns have been focused on pushing back monster hordes via some new outposts and wardens with a little bit of kiting. Lowered the mountain range north of Tenfell so I could start building improvements again. Have enough tech now to design a build a tank unit, mid-range hybrid spearmen with some armor, and of course the cheap spear units. Trying to get unrest in line so can carry a normal tax rate - a little low on the gold. Hopefully can build my 4th settlement i
Turn 50 - FP 56 highest, lowest is Kraxis at 19. Well, 3rd settlement has Nightwatch now. Crossing my fingers it works... kiting killer stacks on all borders. Need to decide location of next push, I think southeast so capital can upgrade warden on arcane monoliths... most mobs are just too tough right now, and I know time will make it worse. Trying some crowd control to get this line... absolutely crazy. My wardens need double pay. Kinghts of Asok, River Slags, have mercy! <a href="https://dl
Black Widows are roaming.
[quote who="seanw3" reply="9" id="3280882"]Are those Cave Bears able to move? If so, it's a bug I need to fix.[/quote] Yep, the dark wizard moved off his lair, the cave bears, and one other but I forget... it was northeast of where Raven's Heart is now. And doh, my diabolical plan of spamming monoliths isn't intended to work... I thought you may have changed something in the design allowing the lair guardians to wander (I know in the last build you made they weren't su
Turn 40 - FP 51 (highest). Lowest are Kraxis and Magnar at 18. Founded a 3rd settlement but that looks like a huge mistake... have bears, wizards, ogres, stalkers, you name it, all running wild in my borders. 2nd city is hamstrung and can't build any improvements due to the capital snaking northward. If that 3rd settlement falls, will retreat to capital and focus on spamming arcane monoliths in an outward circle... and building wardens while I go. I'll position my champs to hopefully
[quote who="WhiteElk" reply="30" id="3280876"]Quoting Lord Xia, reply 27And for years, many times when Brad or Derek would talk about additions or changes to the game, I would ask about adding ponies. Over and over Yep! That why i see the love in tagging you with a Brony Faction. Is an inside joke dating way back. Good stuff for many laughs [/quote] Yep. I'm a Xia groupie, going back to Sep '10 when the very first thread I read (after buying EWOM at Target, installing, a
Very nice.
[quote who="seanw3" reply="7" id="3280854"]Hahaha, terrible settlement placement up north. I actually set that up as a settlers trap. Looks like that Iron Mine to your East could foster a decent city though... [/quote] Yeah, I've made a couple of mistakes... only way to get that town to upgrade further is to lower land northwards and free up some space... but not the best use of mana. This sux! This thing could turn out bad very very soon... bears and a dark wizard ar
Turn 30 - FP 36, in the lead. Lowest are Altar and Kraxis, both tied at 18. Now have wardens and nightwatch. Building wardens, getting ready to expand to 3rd settlement with a 9 stack of champs and spear chicks. Jesselde came with path of the governor, thus using her to quickly level additional settlements to level 2. One bad thing... capital grew to include a farm nearby, which has cutoff 2nd settlement from building any new improvements. Considering demolishing the farm so can get the night
[quote who="seanw3" reply="2" id="3280797"]You are going to love this map. Those Ophies are weak to blunt. My advice is to focus on throwing spearmen at those Ogres. You need to get rid of lairs that close.[/quote] You are correct, lovin' it so far. Anxiety level 10! [Edit] And damnit Sean, I got the rat quest again! I hate corpse spiders... this time I'm leaving it alone for now.
Turn 20 - FP 30, highest. Lowest is Kraxis at 14. It's been a crazy 10 turns. There are hireable champions galore past the initial line of monsters. Ran my Shadow Warg through the guantlet and hired an additional 3 champs of which only 1 made it back without an injury. Took a risk and cast an arcane monolith right in the middle of monster territory... mainly to see what happens. None have attacked the outpost yet, but I've set a number of them loose, including a dark wizard. Still try