Problems I Experienced With Elemental v1.07

Frogboy's posts took me off the fence. Instead of being someone waiting for Elemental to reach a 'finished' state before I played I am someone who is actually playing the game...just not a pay-to-beta-plus-test-our-game kind of player. I've only played this game in the 1.07 incarnation even though I purchased it on launch day, therefore i am not in any way familiar with what changed in-game save for what I've read in the Dev Journals.

Technology
-Toshiba Qosmio X505-Q880 gaming laptop (Windows 7 64x, Intel i7 Q720 1.6GHz CPU, 550GB memory, 6GB DDR3 RAM, Nvidia GeForce GTS 360M GPU);
-Custom built beast (Windows 7 64x,AMD Black Phenom II 3.2GHz cpu, 2TB memory, 8GB DDR3 RAM, x2 ATI HD Radeon 4850 GPUs)

Problems
-
the game slows down considerably from turn 200 on, even on tiny maps with only two chosen enemy factions (with up to 3 minor factions involved);
-when Sovereign is housed in a city, moving any unit until their movement points have been expended immediately results in the turn ending and moving to the next turn even when there is at least one other unit that has not expended all of their movement points;
-expending Sovereigns movement points immediately results in the end of the current turn and beginning of a new turn, outside of combat, even when there is at least one other unit that has not expended all of their movement points;
-game freezes at any time after turn 100, despite a lack of...'things' on the play surface, be they notable locations, units, improvements in a city, et cetera;
-enemy units actually spawn inside the same tile as my units when two large armies (8+ unit armies) enter tactical battle;
-units spawn well away from the rest of their army's units (often right next to enemy units) when two large armies (see above for size) meet;
-units you have not selected will move in tactical combat, even though the unit you actually selected is still shown to be the target unit (note: there is no movement for the non-selected-but-moved unit in queue);
-the above occurs outside of combat as well;
-units will not move to the square you selected, even when zoomed in to the maximum and with the grid on. The worst example I have seen of this is selecting a square two squares away from my unit and the targeted square being shown as three squares above my unit, something the unit could not even move to by the end of the turn;
-the above happens inside tactical combat as well;
-sometimes a unit that is part of an army, viz. stack of units, will not accompany the rest of the army during movement or appear in combat;
-earning one point to spend on a champion's stats and spending it on any given stat does not result in a one point increase, it results in two or more depending on the stat chosen to increase;
-it is impossible to cast a spell while within a city, the caster needs to move outside of the city to cast any spell whatever and this results in a wasted movement point.

Final Thoughts
These are the examples I can remember from my last two play sessions, totaling over 6 hours and 5-6 came freezes (Ctrl+Alt+Del out to Task Manager to find the game not responding but Windows recognising the game has stopped responding). This makes me rather concerned for the planned multi-player, as these issues are rather annoying in a single-player game and will be absolutely devastating in a mulit-player game. I am sure that Stardock recognises this and I can only hope that these issues are addressed before attempting to turn on the multi-player feature we've already paid for. I can imagine some rather epic matches taking place only to freeze up or crash due to the issues I've encountered and/or the issues other people have encountered.

I like the direction that I see this game going, albeit incredibly late, however in order to realise Elemental's potential there are some shockingly fundamental gameplay elements that need to be cleaned up so the single-player game can run smoothly and before the multi-player portion should run at all.

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1 - Not much to add. I personally spend alot of time on the cloth map when macro-managing. Its laggy when zoomed in as you said, and I have Win7 64-bit,  i7 965 exTreme, 12 gigs of RAM, and a Radeon HD 5870. I personally fixed the out-of-memory crashes that occurred every 2-3 turns late in the game with the large address aware patch https://forums.elementalgame.com/393090. The only crashes I get now are when messing with the various editors.

2-3 - Easy fix. This is a setting in the game options, Auto Turn. I turn most of these options off, but always leave Janusk ON. Always and forever...

4 - Not sure what you mean here.

5-6  - Some of the the tactical maps (viewable in the editor) have fewer than 12 possible attacker/defender start positions. This is bad because max army size is 12. Most notoriously the TacticalTestMap that is used as the default siege map on Kingdom towns with no walls. It has only 10 positions for attacker/defender, meaning some of your 12 guy army will be stacked up and/or stuck on the enemy's side of the board. Funny because if you're Empire, this one single map is often one of the most frequent you fight on when at war with Kingdoms.

       Fun fact: The T_Desert_Grassland_Fortified is exactly the same as the regular T_Desert_Grassland (probably a mix-up).

7-10 - Tactical battles can be fiddly. I've had unexplained delays, irreversable loss of control (autocalc to get out). I've seen enemy units move and attack while their predecessors are still acting (this seems like it would actually be a nice feature, simultaneous unit moves by the AI to speed its turn up, plus it looks pretty cool).

Your units moving of their own accord is them carrying out any movement orders they were unable to perform from the previous turn. Sadly there's no indication of this queued movement until you see your 0 armor archers march inexplicably up to that Bone Ogre on the next turn.

About units not moving to the indicated tile. Its terrain elevation and big units that play havokā„¢ on this. And some of those hills are really barely visible. A slight hill when viewed from any angle but top down will cause you to move to a different tile than you intended. This type of thing applies to units also. You have to rotate the camera over a large unit like a dragon to target a small spider or run the risk of targeting the dragon instead with no feedback until its already done. Also when units are engaged in melee, the lead guy inhabits the very edge of their square,  which seems to make targeting the unit as a whole way more problematic than it should be. This last is probably the most annoying thing about tactical battles for me.

11 - Stacks are limited to 12 units. You can see if there are any ungrouped units when a new tab called Stacks appears next to Vitals/Actions. I wonder why the UI is only designed to display 11 portraits though, I always have to scroll over 1 to see the 12th unit...

12 - This seems to be a design decision. In CoreChampionsLevel.xml, it indicates that from level 6 each point invested in a stat gives a +2, and +3 from level 10. Of course this file also says there are SpecialAbilityChoices that are supposed to happen at 5, 11, 15.

13 - It doesn't cost any movement to exit a town, but it does to reenter.