In Impulse, you can select Elemental in My Games, then look at the very bottom of the Impulse window. It will list a version. If you hover your mouse over that, you will see the last 3 digits of the version number. These are generally for internal use which is why they're not shown everywhere.
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[quote]Months ago, several people (myself included) did attempt to warn Frogboy against such an early release.[/quote] Read the rest of the post, maybe? I'm well aware that people were "warning" about it, and I expressed my concern as well. But it's moot. They're a small company, putting off the release for another 6 months was likely not feasible financially. There are lots of things that go on behind the scenes we don't see. Better to help them make the game better than
[quote] Want to make a specialist town? You'd better damn well *REMEMBER* which one you put which bonuses on or you're just swinging in the dark. This is ok if you have a couple towns, but once you're past a half dozen it gets a bit cumbersome to keep track of.[/quote] If you bring up the city details by clicking its portrait when selected, it will show you which bonuses it has.
To help you spot idle units, they'll have a thick yellow border on the unit tree on the left hand side. Units that are out of moves won't have the border. I'm actually not sure if that setting also works in tactical battles or not, I have it on and haven't tried turning it off :P
It happens sometimes.. there are several quest tiles that give off your influence if they spawn for you. Once you do the quest and the tile disappears, the influence should too. I wonder if there's something in the xml files for these.. do you remember the name of the quest?
There's not much to give. I don't belive USPS actually provides any tracking information for priority mail.
Someone messed up a counter variable update! :D
I think I saw an option in the settings to disable auto unit selection, but I'm not sure. At the moment there doesn't seem to be a way to turn off camera tracking spells/arrows either :(
[quote]How do you research spells and what do you need to do it? I was able to open my spell book and when I highlight spells I see a "learn" button but when I click it, all that seems to happen is that it goes to the top of the spell book and says "learning". Yet nothing seems to actually be happening as the days keep on rolling by. Do I need a special building or Tech to do research? Does it cost anything to research a spell? How long does it take? It's frustrating trying to figure this out
[quote]As far as pulling the release trigger now, I wonder if Brad just sensed alot of burnout in the office. [/quote] What people never seem to realize is that release dates aren't just spur of the moment things. They're set in stone way, way in advance because there's a lot of competition for retail shelf space. Sure you can point at Blizzard being able to delay a couple of months, but the difference is every single retail store would trip over their own feet to carry a Blizzard gam
[quote]So, if you buy game you're somehow magically guaranteed not to be a troll?[/quote] The OP is a shining example of this, actually, since he consistently trolls basically anyone who expresses concern about the game :P
Well that's very strange. Even in the beta my window was always borderless fullscreen. You might want to email [email protected] and include your debug.err, dxdiag, and a screenshot of how it looks in fullscreen with a border.
While "demand" wouldn't be the word I'd use, rolling 0 to max does have to go. Weapons, armor, and spells should have a minimum roll, and the stat modifier should apply to it as well. It's reasonable to always expect to do at least 1/3rd of the weapon's max damage, so say if a club can do 6 max, then your rolls are 2-6. The STR bonus then applies to both the low and the high, so if 2-6 is with 10 STR, with 20 STR you might have 6-18. Same should apply to spells, they need a base damage and us
The UI is dramatically improved over the beta. It's visually a bit bland, but the functionality is miles better than what it was. If you have any specific suggestions rather than an arbitrary "overhaul" for what seems like no reason and no suggestions as to what or how it should be overhauled...
Elemental uses maximized borderless window.. that's how I play. You just need the window resolution to match your screen resolution.
Don't worry guys, Stardock's never going to do this. :P
It's this way for now because they're fixing hardware related issues, and they want to make sure everything resets. In the beta there were some issues caused by an old prefs.ini (the file that stores all the settings) when they were doing engine stability updates, so for now they force a new one each time. I would expect it will stop resetting when they begin to make just gameplay changes, rather than stability changes.
They never gained hp on level-up, but they really should :P
Units regenerate 1hp/turn in your zone of influence, and more while stationed in a city. THere's no regen in the wild without special gear from researching the Warfare tree. If you click the Actions tab with your Sovereign selected, there will be a Trade option and you'll be able to transfer the equipment to another Champion in your stack with it. Regular trained units can't equip stuff.
There are several ongoing discussions about making both tactical combat and magic more fun :) Feel free to participate with your ideas!
[quote]The caveats come from the fact that there's no difference between a "to hit" roll and a "damage" roll. So high attack means high damage. There's no place for weapons that strikes easier (fast weapons) but do few damage or weapons that are easy to avoid but do a lot of damage. So in method 1, if the attacker is only a stack of 1 unit there isn't really an issue : just apply the damage to the first unit, and give whatever damage remains to the next unit, etc. <
[quote]We need individual units and groups to scale in a similar way.[/quote] No, they physically can't. As I've said above, individual units into progressively larger groups is the natural progression of the game. An individual trained unit simply cannot be made to compare to a squad of the same unit, else there's no point to ever build squads and there is no progression. Creatures, Sovereign, and Heroes have the advantage of levelups and stat increases. Trained units do not. To comp
[quote] Not only illogical but bad for balance - it forces us to prioritize researching larger stacks over anything else. ..Not to mention it makes it nearly impossible to balance units that cannot stack vs. stacks - if your dragon (or sovereign, or champion) is competitive with a large group of soldiers, individual soldiers are hopeless no matter how many you build, and if the dragon is balanced against individual soldiers, he quickly becomes obsolete when you can stack groups of 4 soldiers
[quote]Fairly sure you can post on these boards through Impulse, as opposed to actually going out and finding the forums just to rant.[/quote] Which is the same thing. He'd have to make an Impulse account to log in to post, which is the same as a forum account.
[quote]The advantage to being in a ground should be: a. pooled hit points, so even if half the guys are killed they heal back up.[/quote] I don't agree with this. I very much like that once a unit in a squad dies, it's dead. That's how it is at the moment, and that's how it should stay. The advantage of squads should only be that they let you take more men into combat than you could otherwise, nothing else. Each unit in a squad should be treated completely as its own separa