That idea of using diplo capital to send monsters away from your cities into other cities, is a great one, and good use for it. As for magic- some spells should be limited to 1/turn, but not all. Maybe have INT affect the total level of spells you can cast in a round perhaps, or an INT penalty for casting multiple spells in a round? In terms of magic balance, arcane arrow should be moved up. Beelining with the way Brad
Alstein
I'm getting crashes still. Less frequently then before, but this is not close to being ready on the stability front.
I can confirm standing on tiles with monsters is still in. Also, an issue with cities. Sometimes you aren't able to build improvements on cities. Leaving and clicking back fixes this though.
When you click on a stack after selecting a strategic spell, a box pops up with the individual units in the stack and boxes below them. left-clicking selects a unit right-clicking inverts selection a Done button will cast the spells. This is the system used in the Age of Wonders series, it worked perfectly well there, and I see no particular reason to re-invent the wheel. This would probably take someone a day or two of work,
I have an idea for #2 known issue. Add an enchantements pop-up, where you can enchant your heroes/sovs/etc , when you click on a stack, similar to how it is done in AOW2.
This is somethingg GC2 did well, that hasn't popped up in Elemental yet. Things that should be options: a) sliders for each category special resouces: shards, mounts, food, pits, iron, gold, libraries, shard, temples. In addition, have 5 bins for modded resources so modders can have custom levels for custom resources. b) Your standard terrrain modifiers- which should be something that emulates Civ. Civ does it better then anyone else
It's looking like a hotfix is needed- apparently there's a crash bug that causes a CTD when you train units on a lvl 3 city. I've run into the problem myself.
Requiring the amount of citizens you do to build the low lvl buildings has stopped the early game spam, which is good. That said, I think the first few turns are a little too slow right now. Suggested fix: give sovereigns 5 or 10 materials at startup to reduce the wait of building your first farm and/or workshop.
City spamming for resources isn't that bad, especially if there aren't a ton of resources. Those are just glorified outposts. Will this new mechanic be in a future 1.1 or a later build, such as one of the expansions?
[quote who="Trojasmic" reply="103" id="2834237"]Take your time... Take another week if you need to. Hehe.[/quote] Nah, I'd rather see some fixes Friday morning, and get the rest later if it can't get finished. This is still a beta, so not everything has to be fixed in one gulp (you're going to find new bugs anyways once you squash the old ones)
Glad I'm wrong on this one. Also glad for the heads up so I know not to expect it before conking out Thursday (I go to bed early non work nights) I'm thinking you're going to need 2-3 more runs for stability, and then 1-2 for balance. You guys are massively improving this though, I now want to play the game.
[quote who="Lantros" reply="86" id="2834106"]Is 1.09o scheduled for this week? Fixing the ZOC (save/load) Bug will bring me back into the game... [/quote] I doubt it's scheduled for this week-- they had thanksgiving off. That said, I went to keep playing this now- so another patch would be nice. This feels like the beta of the game I wanted earlier this year.
Looks like 1.9o is going to add a research tech requirement to use these buildings. I don't oppose that, but I think they'll have to be powered up to make up for it.
I think all harbors being able to make food in unreasonable, as if this is the case , post-cataclysm nearly every civ would be coastal.
Is this scheduled for this week, or we going to have to wait longer? Elemental's fun now, so I want things fixed so I can keep playing it. ^_^
Make a fish resource in the water instead of just having the harbors do food.
I'm all for letting bandits develop into a minor faction if they band together enough and get a hero on their side.
[quote who="Yama-B" reply="33" id="2832420"] FadedCcomment 28 Well when you boil it all down, most one on one strategy games are decided after the first major battle whether it's a RTS or a TBS. These games usually involve cascading victories or failures so once you fall behind you usually don't have a chance to catch back up. It's just a question of whether this big battle occurs after 5 minutes like in SC2 or in an hour like when I used to play Heroes 3 online. E
I can confirm arcane arrow is showing that it is doing 3 to 4 damage on the screen, but only does 1 damage every time it seems. Unsure if that's a display issue, or an issue with that spell though.
each of those cities cost 1 food though. It would be more effective to build a lvl 3 then a lvl 4 city, then lvl ones. The hard cap would mostly limit lvl 1 and lvl 2's (I'm thinking limits of 5/20/45/75/125 for building in a city by level would work)
It would be better if population was done by city, instead of on an empire-wide basis, but then you'd have micromanagement concerns/exploits. A hard cap on buildings based on city level, not counting huts (to avoid a newbie trap)- is something I've been suggesting for a while now. Also, the side effect of what I'm suggesting for the pop costs is that it would encouraging levelling up cities to get multipliers and advanced buildings, which would be
To counter the sprawl. I'd suggest building multiple of the same building should consume more population , maybe +1 for each additional identical building, so that lab which takes up 3 pop for the first 1 takes up 4 for the 2nd, 5 for the 3rd and so on. Won't eliminate the problem, but may encourage not spamming.
Those kinds of battles are noteworthy for the result. 99 times out of 100, the natives/peasants get crushed. That said, this is a GAME. You need it to be fun. I'd suggest towns have a militia based on their level, that is raised from the citizenry (lvl 1's would have none). These guys would be peasants with clubs pretty much. Your average peasant levy should have a spear and a concept of which end to
There aren't many complaints because it was announced ahead of time that the AI improvements weren't planned for this patch. Also, there are a bunch of bugs to be worked out also. This game still needs a LOT of work, to be fair and honest, but if it gets what is needed (and I believe Stardock will get it done)- then you have a near-classic on your hands (and expansions could push it into that area, though more likely it will be a "lost classic" that gets discovere
Quests definitely need to be done. Unique items/unique features REALLY is needed (FFH2 had this, so Kael knows how to do it). Skill trees might be overcomplication. This isn't Din's Curse/Torchlight/Diablo.