It is particularly confusing in combination with the food/materials from the square that the city is originally built on, being the only place that affects the cities food and materials. Aparently the only bit of a city where any farming or production can occur is the very center.
ben_sphynx
When I play this sort of 4X game, I think my main interest is in producing interesting units that do interesting things in battles. If the battles are not fun in the long term, for whatever reason, then the game will not hold my interest. Master of Magic has battles that I still find interesting; the small number of stats interact in an interesting way, and specialising in any of attack, defence or hit points, and the varying numbers of figures and the small number of special abilitie
Add a bonus to the baracks so that it pays the wage of one unit within the city. That would make it beneficial from an economic point of view, when one is building up defences. A similar bonus could be added to walls and castles too. I loved the fame cost reduction mechanic in MoM; being able to afford large armies shouldnt just be about cities producing taxes. Having multiple ways of making armies affordable makes for interesting choices.
"The damage in early game is much too high relative to units' health. Either basic armaments get a nerf, or basic armor (and hp) get a buff. Didn't play enough at high level gear to have an opinion on that." I agree with this assesment of the problem, although not so much the proposed solutions. Part of this problem arises from the feature of only providing hit point bonuses to normal units as they level up. I would much prefer to see some damage bonuses t
I would like to see an economy that works better; adventuring is too profitable compared to citybuilding, and upkeeps for buildings are mostly 0 or 1 per turn - that doesnt seem very flexible. I want to be able to choose how I build up my cities; at the moment there are frequently too few things to build, at the start, and one has to tide things over until the settlement grows. I would like to see more unit variaty - would like to see traits and equipment that require particul
This beta seems much less pollished than the previous one; there are lots of text errors, such as discriptions of faction bonuses and technologies saying that stuff is provided when it isnt, and hero recruitment tooltips not knowing the heroes level. Also discriptions saying that drakes of various sorts are intelligent, when they have an inteligence of 1. Hero vs unit balance seems a bit better, and unit upkeep now changing with unit value seems an improvement.<
Very much agree with the different gilar scales; In the game I have been playing currently, I have been funding my empire with loot found by heroes, rather than ever balancing my economy. It also seems crazy that so many buildings have an upkeep of exactly 1 guilder. And that my troops all get the same pay.
Firstly, it would be good to default the 'Turns until autosave' stat to 1 (or 0 if that causes it to autosave every turn. I lost about 20 min playtime after this crash. In a game where I have the ability to build Drakes (from having built on a lair or something), if I go to unit design, select the Drake, and hit Edit, Elemental crashes. This is repeatable with save games. If you need the save game, please let me know where they are saved, and an email to send it
Maybe some hero abilities such as '5 mana discount on the first spell cast each combat' would help things.
Yes, it needs redesigning. During tactical combat, I want to have to think about position of units. I want to have to work to get my units to attack without being attacked back, or so that my tough units are the ones in the way. I want melee counterattacks when being attacked; it makes ranged more meaningful. I would like to see terrain that means something - cover, different movement costs, elevation. I would like to see defensive combat in citi
When I'm starting a new game, I need more information: What the faction I'm playing does. Am I empire or kingdoms? In combat, I need to know how to move my units to a specific point to attack someone; often they just seem to go to an arbitary square to engage the enemy, which sometimes leaves them in range of another unit that they would not otherwise be in range of, had they moved how I wanted them to move. When I am desig
Reproduction: Disable auto end of turn. Start a tutorial in version .75 or .76 Progress to the stage where you have put the workshop in the production queue. Note the date at the top (probably spring 200 AC) Note the number of seasons required for production (eg 9) Click Turn Note that it is the next season (eg summer 200 AC) Note that the number of seasons required for production has decreased by 4 (eg now 5).
Currently cities have a certain fixed amount of space to build on. I havnt played elemental since I found that out; all through the last game I was playing, I was expecting my cities to aquire more building space when they leveled up. Making cities start with only a small amount of space to build on, and letting them use more space as the city levels up would provide a significant incentive to level up cities. You wouldnt be able to build crazy amounts of a resource producing building
Are there any work arounds for this - my patch from 1.1 to 1.11 requires a 1.9 gig download. Not ideal The registry entry says: HKEY_CURRENT_USER\Software\Stardock\ComponentManager\UpdateSizes elemental$1.10.052$$1.11.053$$ 2138823650|1|2414201790|1 This is after deleting it and trying update again in impulse. Still seems to be the same size. This was initially a download via impulse, rather than an install from a d
I like the way new things to fight and new quests appear as one researches adventuring. Although I didnt find it was very intuitive for the empires, as opposed to the kingdoms. Possibly the tech's needed better discriptions. I also realy liked getting some new sort of monster with a different special ability that affected what you could do in tactical combat. Although this didnt happen that much.
I'm very disconcerted with the current relative costs between buildings and equipment (especially weapons). There are some crazy gold costs on weapons - making the expensive ones cost lots of metal or matierials (for wooden things) might be a lot more reasonable than just pumping up the guildar prices. I'm also concerned as to how the 'shop' works. Once you set up a settlement, the first guy there is a trader who can get you anything, if you have the gold! It's impressive, but
[quote who="mastroego" reply="195" id="2749898"] Notable Locations “Elemental's system of having Notable Locations and NPC heroes materialize on the map when you research some completely abstract tech is just sort of weird and unthematic. Getting a new level in Notable Locations or Heroes is sort of like putting on the glasses from They Live. Suddenly, powerful heroes everywhere! Or, as in Tom's Figit post, skyscraper-sized haunted castles right
Magic Calculations There was a thread about changing the xml for spells so that they actually took into account the number of shards yo
After playing for a couple of hours, it ran out of memory again. The crash dump is 0 bytes (I'm guessing it didnt manage to write to it correctly due to running out of memory), but I've posted the log to the pastebin link. I now have 3 different 0-byte DMP files from elemental running out of memory. I've had two tonight (with the 1.05.016), and one with a previous build. I've been able to continue my game with the auto save each time, so this game has been played with
Can you write an AI that ignores diplomatic capital (either trading it away, or ignoring the relative values of things as weighted by the diplomatic capital), that does better as a result? If so, it is broken.
[quote] Players set a threshold of how many units need to be involved on both sides in order to bring up the tactical battle screen. So it’s quick battle automatically until that threshold is met. [/quote] I would much prefer a different method of Auto Resolving. With strategy games in the past, I have always given up on auto resolved battles, as about the most anoying thing is taking casualties in a fight you could have won better yourself. If there is a
Should essence be gainable in ways that dont involve adventuring, but instead might require civilisation? Eg: Trade - buying valuable objects that have magical essence? Sacrifice - blood of 1000 virgins, or legions of sheep? Nature - get to the volcano for the eruption, or the eye of the huricane, or the epicentre of an earthquake. Biology - increase the sise of ones family. Science or engineering - build huge engines of magic, or pyramids,
Smith - fire resistance, benefits to making weapons or armour Engineer - understanding of siege equipment Scribe/scholer - better spellbooks? Mother/Father - already have several heirs Undertaker - bonuses to death magic effects? Doctor - Bonuses to healing effects
Another way to help the instant resolve work well: Emulate the battle first, and then have the hero or general say what he expects the results to be (and be mostly correct) something like: We've got some good intel on this group, we expect to be able to crush them with no casulties. or They look quite strong, but we should only have light losses if you provide magical support. or This is a close one, my lord. Possibly you should lead it?
One thing that can work well with simultaneous turns is separating movement+city management from combat. Both players can do movement and city management at the same time, and once everyone has decided on their moves, the moves are processed, and combat may result. All combat is dealt with before people are allowed into the next turn to do movement and city management again. One needs sets of rules for how things move when units try to move past each other, setting up ambushes, or def