If someone has to ask if this is a bug or not, then it at least is poor design and should be fixed.
LNQ
Yes, Auto-turn shouldn't trigger when you have idle cities. I hate that. And I agree with the "idle city" button. Just have a "sleep" hotkey/button for a city, and display some sort of an icon on top of a city that's currently in sleep mode. It should automatically stop sleeping when leveling up, maybe also when you learn a new tech or when an enemy unit comes close to it.
[quote who="Dsraider" reply="6" id="2847238"]@Sir_Linque: Both Bazaars and Marketplaces already exist. Although Bazaars are basically never built becasue they are level 5 buildings that give a boost to gold.[/quote] Well you could switch the name or give them an additional function like described above. And drop/up the level to 3.
[quote who="rwemack" reply="2" id="2847213"]Also, I would like a button that commits all pending move orders, but doesn't end the turn. That way, all the units that have reached their destination don't lose their remaining moves.[/quote] Yes. I want this too. In fact, even when you press end turn, if some unit reaches its destination, it shouldn't end the turn but instead jump into that unit and let you move it.
If you have idle cities or units when pressing end turn, I want the game to tell me "You haven't moved all your units this turn, are you sure you want to end you turn?". Or "Some of your cities are idle, are you sure you want to end your turn?". If you click no, it should center on something that is idle.
I think they are going to do exactly what you said. It's going to take time but I'm sure they are exactly on the same page as you are. Stardock has already said that they are going to do big things in the magic part of the game, it's just going to take a bit more time to make those changes. I want all the same things as you do. Except for the vampires and zombies and skeletons, that's not a necessity. Death can be death even without those. But I wouldn't mind if those kind of spells w
I agree with changing the Item Shop to a Forge. I would further suggest that a level 3 city building called "Bazaar" (Empire) or "Marketplace" (Kingdom) would enable mundane items to be bought for gold instead of their material cost. The Bazaar/Marketplace would also provide some additional items that can only be bought for gold, not materials (rare books, magical jewelry etc). Also, you would need an Arcane Forge to get some magical, more rare items that have exotic materials in their price.
This is a big, big thing. When you right click a square to move units, it will automatically start moving towards that square with no warning. You never get to see the path it is going to take, and you can just as well misclick on a wrong square, especially if you don't have the grid on. Some sort of a display showing where the unit is going to move and where it is going to stop this turn (if it hasn't enough moves to get to the target square) is an absolute necessity in this game. Once again
There is some weird bug with the fog of war covering units when visiting quest huts. I did the following: 1) Sovereign enters witch hut #1 in "Wild goose chase" quest. I get the dialog and choose to continue quest. 2) I don't move the Sovereign after entering the hut. Instead I chose Janusk from the left sidebar and moved him two spaces. 3) Not sure if I had to press end turn to cause the bug, but after that or right after moving Janusk, my Sovereign was covered in fog
Satrhan, yes you can have the same effect with equipment, but it just doesn't feel as cool as having different base units. There's no sense of achievement when you just keep upgrading your best unit design with whatever new equipment you just researched. You could have all sorts of base units, with the important part that they should each feel a bit different to play with. They should look a bit different and they should have distinct stats that you can modify slightl
To me the big thing hurting the 'one more turn' feeling really is the part about how units work in the game the OP talked about. Yes there are special units you can research up to, but the total customization of human troops feels too much like a game of Excel. In GalCiv, being able to completely customize spaceships fitted the concept well, but in a fantasy game I would like it to be a bit more restrictive. There's nothing preventing the game from being a mix of both customization an
I really like those evil spells. The game is missing on anything actually evil. All the current spells are kind of neutral even if destructive.
I believe it was said that it's open until 12am, not pm. I prefer 24h clocks for this reason. :) I too would've liked to switch my entry into something called a Teleport Trap, an idea I got today. It definitely would've been the most interesting idea I've had for a spell. The current entry I have probably won't make the cut. Oh well.
You were right. Well, there are 330 spell submissions in the contest. it'll be interesting to see what kind of gems are among them.
Hm, I updated my spell description a couple of hours before the deadline, now the spell doesn't show up in the submissions list at all.
I'll ignore the rest of the post, but what makes you say that AI can't be fixed fast? What is the thing that prevents AI from improving quickly? Do you have some concrete reason for saying this or is this just a hunch?
Charisma should also affect quest rewards and be a quest prerequisite.
In my opinion, the quest system needs a complete revamp. Quests are unimaginative, boring, don't give enough interesting rewards and seem really random. They don't seem connected to the game world at all. Here are my thoughts on different parts of the system. A) Quest huts. I really like the progression of quest huts, from some small Inns to Witch Huts to Wizard Towers. Of course I wish there were even more of these different kinds of quest locatio
I fired up 1.09n, and straight away ran into a pretty annoying lack of a feature. In pretty much all similar games, when you hold down (or press once) the movement button (right click), you get to see what path your group is going to take to reach the destination. Also, you get to see at least how far the group would reach this turn, and often you see how many turns it takes to reach the final destinations (at least in the Heroes of Might & Magic and Civilization series). In some games yo
Sorry that I my post was kind of vague/misleading. From a 'following the development' standpoint I agree that it's really interesting to follow the game and try it out. I do occasionally boot up Elemental to check out the status. But as a gamer, wanting to play games and enjoy it, I don't understand. And I'm extremely glad that there are people like you who enjoy trying it out and giving feedback; the feedback is very valuable and it will make the game I eventually end up playing and
Exactly what Tridus said. Constant small patches when overhauling the whole game is not possible. Take a chill pill and follow the example: Shelf the game and come back in February or later, see where the game is at at that point. That's the right thing to do if you feel frustrated about the game or it's development right now. I don't understand why anyone would even want to play the game right now. It's in a bad shape and it won't play even close to the same as what the final product
Here's a different approach: Have all mines, camps etc provide a generic Materials resource. When hiring units / building buildings, the build time is shortened for each of the right type of resource source you have. For example: Castle requires stone. If you only have lumber mills, no stone quarries, it's going to take a long time to build the castle and you suffer a material cost penalty. If you have one stone quarry (perhaps has to be in the vincinity of the
BoogieBac, man, how cool was Secret of Mana? It was the most awesome game experience I had as a kid after SNES's Legend of Zelda (and maybe Mega Man X..). And this is actually the first time I realize that it was also my first adventure in the world of grinding for XP. Did you spend time in the woods next to the snow town, killing tons of wolves to gain XP for weapons & spells? I remember looping the woods for quite a few times with a friend of mine to get all the most awesome special att
Well this is what happens when a work-in-progress game is released to the public. In normal developement, all of this is under wraps or at least clearly stated as a beta. It's problematic to make huge changes (which really are definitely needed!) when some people think they are already playing the final version. I'll just not play Elemental until early next year, even though I have bought it. I'll see what state the game is in then, and not complain about any of these temporary patche
The problem is that there are so few techs overall that there isn't a big pool to randomize from.