N1ghthavvk

N1ghthavvk

Joined Member # 5008382
0 Posts 1 Replies 11,740 Reputation

Which is really a shame. Cities should have really impressive names. For example one could look at all Fantasy Books there are and none of themwould have a city by the name of "Oahkavvhrk" or any other random name our generator spits out. Perhaps the names should be more bound to the backstory of Elemental? And be directly influenced weather or not your faction is a Kingdom/Empire and what Faction Treats it has. That would definately make it more .. um .. interesting (

13 Replies 23,664 Views

This has been brought up time and again and should really be a feature that the devs should implement if its such a huge deal. To me it really does not matter. I like having so many factions. [e digicons]:w00t:[/e]

6 Replies 11,621 Views

[quote who="DsRaider" reply="5" id="3379134"] Haters aside the Devs at Stardock have said they will probably add multiplayer. They are just waiting for other projects to finish to free up network coders.[/quote] That is correct as far as I know. The reason Multiplayer is not in this game is purely the lack of development time for network coders. I recall there was a post even recruiting experienced network coders from Stardock.

74 Replies 333,094 Views

Well that's correct of course, but its still not really the problem here. I mean sure its all good ot have this "feature", but: I mean if there was a way to delete the custom races entirely from within the game it would be easy to just delete a race before overwriting it. That would "fix" this "feature" and also take care of everybody wanting such a delete button. Sure this is minor, but isn't every UI kind of like that? A good game is expected to have a good user inte

14 Replies 11,463 Views

I like to keep all my custom factions in the game and i just recently played a game with dozens of opponents. Pretty funny and action packed. Edit: Brewskin. That's actually something I would call an exploit. Technically you could make a unit for everything with any racial bonusses that you would wish. So yeah.

14 Replies 11,463 Views

@Parrot. Alright, I guess there is a problem. If it weren't you I'd advocate uninstalling all problematic mods and verifying the installation, but I trust you already tried that. Since which version did this problem come up, because I still remember it working fine for me a few times.

270 Replies 673,703 Views

@Kodos The Fear spell is already working as intended. You just don't notice it I think. When cast it will make "feared" units lose a turn which is really justa fast rearrengement at the left side of the screen in the turn order. I would still like changes to the Warrior and Assassin lines. What would really be interesting would be a "Magical Warrior" who is able to deal Fire/Ice/Lightning-Damage with his Weapons. That would set him apart from the Assassin/De

270 Replies 673,703 Views

I would definately encourage you to keep streaming and doing your Let's Plays, even if noone besides me cares enough to post. [e digicons]O:)[/e] Though I will not watch your entire video because for a veteran like me its always more fun to play myself I would like to add: Talk a bit in your opening post about what you intend to do with this LP and what decisions you will make in the future. Also keep your audience however small in the loop and let it decide

2 Replies 6,575 Views

The setting is controlled by the "Pacing" game setting. "Fast" is 800 turns "Normal" is 1600 turns and "Epic" is 3200 turns. You can also check the remaining turns ingame under the Kingdom Overview and you can get the actual turn counter by hovering over the Left top corner where there is some kind of calendar.

8 Replies 12,771 Views

You can combine this shield toghtness with the racial "Guarded Strike" ability from the Ironeers. That way you get the full defensive bonus from your shield while still dealing damage. Other than that... Nothing special about them. I've never build them.

6 Replies 12,562 Views

Firefly is, as often, spot on with his ideas. In my humble opinion I really like the changes to the "Magic" Tech Tree. Thematically correct, I like those changes. Also I will point you guys towards this post where some of us gathered a few typos: https://forums.elementalgame.com/443787/page/1/#3371223 I would appreciate it if those fixes

46 Replies 50,537 Views

You should defintaely post the crash dump files the exact situation how it happened etc.. There is a post here from DerekPaxton explaining how to get those files. It is not a simple nor a single issue but those stopped working issues are multiple different issue and that data would help find that issue.

11 Replies 5,235 Views

Hm maybe make Wildlands more aggressive. So it would produce more units of that wildland type and send them out into the world possibly conquering cities and expanding its borders. I also really liked the idea of having a wildland cut the world in half. Maybe have a mapmode where you would have 3/4 quarters of the world covered in wildlands?

36 Replies 35,892 Views

Just put him into the game as a playable sovereign would suffice (you can also do this yourself :D). His Faction should be: Magical Programmer Wonderland (Men) + Adepts + Scholars + Quick His Sovereign has/is: parrotmath (Scholar) + Brilliant + Attunement + Water Magic I + Ice staff + Dragonfly Bracers

3 Replies 9,002 Views

Well if I have a dragon that casts Fear at the start of the battle it is among the first to act. I would guess that is because the other units lose their turn and not because of its insanle high Initiative (which it has not).

10 Replies 10,618 Views