farkas

farkas

Joined Member # 2449984
0 Posts 1 Replies 408 Reputation

Hi, if you tame a greyed out beast (you can see if it is a greyed out beast or a regular one in the army information square) it will join the city garrison if your army stops over in the city. If you just move through the city in the same go it will stay in your army. You cannot cast unit spells on the greyed out beasts. From what I've observed, roaming beast (the ones that leave their liars) are regular ones, the ones that stay guarding the liars are greyed out. Don

37 Replies 33,362 Views

Thanks UncleJJ44. You say t he basic game at normal speed will replace a shard demon 10 turns after it is lost. In my current game on 1.1 my Young Mirror Elemental killed in battle was replaced 8 turns after it was killed. (Btw, it's really easy to lose Mirror Elementals in battle since they start with 8 hit points only and are regularly targeted first both by ranged and m

19 Replies 16,332 Views

I think the "binding" trait is really cool but I'm confused as to how the mechanism is supposed to work when you have more than one shard of a kind and when you lose your elementals in combat. I have the impression they are spawned sometimes. The manual only says "Resoln periodically gains powerful elementals from shard shrines". So does anyone know what they mean with "periodically"? Thx

19 Replies 16,332 Views

You were right! Thanks. So I turned off auto-save and the long wait times between those turns are gone. But I still think it's weird because if I manually hit "save" it only takes a couple of seconds to do so. The reason it takes all that time in auto-save mod still puzzles me. Maybe the Devs can look into this.... Regards, farkas

5 Replies 3,756 Views

Last week I installed the 1.01 patch and to my surprise I now have a weird performance issue (I run Windows XP): every time I hit the turn button at the end of turn 5, 10, 15, 20, etc. I get totally unacceptable wait times between turns. Just to give you a couple of examples I clocked the time from when I hit the turn button to when the cursor is transformed back from hourglass to sword: 1. Resoln (with custom sovereign): turn 5: 4:25 turn 10: 4:10 turn

5 Replies 3,756 Views

Same problem here. I believe it's because I changed the password of my Stardock.com store account. Tried to run the game from the comand line (as suggested by the error message) but when FE starts to fire up (black screen, mouse cursor turns into a sword) it soon displays a "String not found" message. So now I'm accessing both forums.elementalgame.com and the Stardock.com store with the new password and both work. It's "just" the game that's not working. <

10 Replies 7,581 Views

A few suggestions I already made in an other thread: two minor things right away: - zoomable minimap in the "governors" screen; - the "esc" on the keyboard always brings you back to the main screen and only if you hit it while you're on the main screen it would bring you to the menu screen; One major change: UP rules when sanctions are to be decided, i.e. "max trade routes for evil civs", all votes for sanctions (max 1 route, max 2 routes, max 3 routes)

382 Replies 106,159 Views

Yeah, so since everyone is making suggestions I would like to add a couple that are really just minor UI tweaks that are surely feasible. 1. please add a thousands separator to the influence numbers on the United Planets screen and on the United Planets tab in the foreign relations manager. 2. please make it so that the "Esc" button on the keyboard closes any in game window such as the planet/ship list, the civilisation manager or the research screen. Only from the main screen

74 Replies 104,130 Views

Piznit, I double checked and I had only 1 mini freighter on that route and it was definitely mine; I'm sure it was mine because noone else was at war at the time. So I'm still puzzeled by this thing: the mini freighter is regenerated the first time an enemy AI destroys it and the trade route isn't gone. When it's destroyed for the second time the route is gone. And that's before I build the Galactic Privateer. So is it supposed to work this way for the Korx?

12 Replies 8,289 Views

well maybe this is only when YOU attack the AI. In 1.7 b4 [B]if the AI attacks you[/B], and that's often my case (I'm a lousy, casual player with a job, wife and kids...) their first wave attack is made of tiny and small ships and the second wave is usually battlehips (at which point I stop playing ) So the AI seems to working well in this case. I'm writing because it's maybe of some use for the AI programmers to know this. I was Kor

25 Replies 6,632 Views

Hi, I don't know if this is a feature and actually I might be wrong but it seems that when I play the Korx and [B]before [/B]I build the Galactic Privateer, whenever an AI declares war and destroys a mini freighter of mine on a trade route, the trade route isn't interrupted and the mini freighter restarts automatically from my home planet. Only when they destroy my mini freighter for the second time the trade route is gone. This looks exactly like the behaviour of the Galactic Priva

12 Replies 8,289 Views

AI rules for better protection of troop transports Ok, maybe this has been said already but this could be a better and more effective way for the AI to move its troop transports around. As it is now the troop transports, when the AI cares to defend them, form a fleet with combat ships and in fleet combat those transports get slaughtered regularly. So I suggest the following: - AI should build transports without any weapons or defences (it does so now);

150 Replies 104,695 Views

Any changes to espionage? I'm really not liking the way it is right now. Oh yes, please give us back the possibility to do "passive" espionage like in DL. Or, if that's too difficult to integrate with the current DA system, give us the possibility to place "dormant" agents, that just would gather intelligence and wouldn't do damage to buildings. Dormant agents would be somewhat cheaper and could not be removed by the targeted race (instead the

150 Replies 104,695 Views

I just noticed this "Galaxy Map" window that Frogboy used for the "End of year status report" (it also has a "DONE" button). Is that some sort of developer tool or can common mortals use it too? And how, actually?

20 Replies 34,499 Views

What about a mix of the old and the new system? You would have to split your espionage efforts towards generic espionage (as in DL) and towards the training of spies (as in DA beta 2b) In order to be able to send a spy on the planet of a specific opponent, you would first have to commit funds on a per week basis for generic espionage (as in DL) in order to attain a certain level, say advanced. Then would you be given the option to send a spy for specific sabotage miss

22 Replies 14,775 Views

Hi there, my apologies if this has been said before but I think the fact that the planet is revealed when you are about to plant a spy is IMO a huge exploit. IIRC in DL the planet was revealed only if you had reached a fairly advanced espionage level. Now in DA you can reveal the planet straight from the beginning of the game by opening the "place spy" screen (Ok, you don't see the figures but you see what's o every tile). And on top of it, you don't even have to actually plac

22 Replies 14,775 Views

quote: "Its the first planet I grab in Dark Avatar... it's only a PQ4, sure, but it's been made ABSURDLY terraformable" In my DA games I very often find PQ4 planets that have 5(!) upgradable tiles for each terraform tech. I admittedly customise my race to have a 10% extra PQ bonus but still, is this in the developers' intentions?

24 Replies 15,467 Views

Draginol, if it was for me, you should hard code only one change to AI behaviour: the AI *MUST* send troop transports only with escorts AND the escorts have to be strong. The strong escort could be defined as follows: one class less than your max researched ship class and a 1 to 1 ratio between combined ship attack and combined defence. If the AI can't come up with strong escorts it shouldn't bother sending the troops because in 85% of the cases those troops are intercepted by some tin

12 Replies 26,223 Views

I think satthukaraoke misses one point: the combat system is implemented in a stone-scissor-paper manner, not only as far as weapons/defences are concerned but ALSO with regard to the size of hulls. In other words, there is no ultimate hull or weapon system that dominates, instead there is always a combination of weapons and hulls to counter any threat. I think the devs did a great job with this rather uncomplicated system that allows for great balance in the game.

23 Replies 15,380 Views