Non-intuitive combat resolution

Hello everyone.

 

The campaign mode of Elemental worked flawlessly for me and was a great tutorial, so thank you to the devs for that. The map mode, however, is exhibiting a strange behaviour I can't figure out. When fighting enemy sovereigns, or when champions are fighting wandering monsters, I can't take tactical control of the battle. And at the risk of raising the Wrath of Frogboy, his AI doesn't do very well in combats early on when my only "weapons" are my spells - the simple notion of "back up and shoot lightning until they die" isn't in the routine, it seems =)

 

So I have a situation where I can either turtle up and research for 500 turns and get some juggernauts, or keep playing the first 50 turns of a new game until my morons go play fisticuffs with the fire-breathing demondog and end up puppy chow.  I can't find anything in the manual to explain why I can't select tactical combat sometimes, and there's no obvious "force tactical" toggle, either.  I'd *really* love to play this game, but its value as the game it's meant to be is depressed with arbitrary and inexplicable autocombats.  Here's hoping this is user error. Please do let me know.

 

Thank you.

4,907 views 3 replies
Reply #1 Top

There's a tactical threshold setting on the menu - it has no tooltip, but I'm assuming its the minimum number of units required to be in a fight before tactical combat is offered (the assumption being presumably that smaller combats aren't worth your time, which is usually true).

Try lowering it early, then raising it later.

Reply #2 Top

This bugged me, as well. There's an option called "tact-battle threshold" that you can set to 0 to always have the option to choose tactical battles. I hope they make 0 the default, in the future, because the auto-resolver seems kinda dumb.