A goto Next Unit feature would be nice. It's pretty standard thing in TBS games when you could have units spread all over the map. And it would be nice to see especially since I build a ton of units.
PyroMancer2k
I think the bug is that it only tells you the price of the first hero. And yes one hero can cost 451 gilder. I've seen a single hero asking for over 1K once.
Trying to rearrange large armies is a bit of a hassle. At times I want to select all units of a curtain type in the stack but it takes a while cause I have a dozen or more units. It would make things much easier if I could select all units of that type in the stack. Also a similar issue with garrison units. I dread putting my armies into any city because it takes forever to remove them. I have to select each units individually and when I have stacks of a couple dozen units it just tak
Actually I think the R&D for gardens improves the food output of the gardens. As for the old techs remaining perhaps they will add more buildings in their place. Because now that they limited most buildings to 1 copy it would be cool to see more buildings. Before there was no need as specializing a city simply meant you build a ton of one type of building their. Now that most buildings are limited to 1 cities tend to look alike since you have more space then you can fill.
As the game progresses it seems that hiring heroes increases greatly. I've see Heroes costing 500+ gold late game and even seen one at over 1,000 gold !?! This doesn't make much sense when the heroes that you hire are just as powerful as they were back in the start of the game. It would be understandable if the heroes were more powerful having leveled up but they are simple level 1 heroes. Even late game 500-1000 gold is a serious investment and you could easily hire whole armies for
Last night I discovered that if you queue up any housing building to a tile then cancel it the tile then acts as beach allowing you to build a harbor or fishery. Haven't tested it throughly so I'm not sure if it's just caused by queuing up any building then canceling or if it's specific to the villa/mansion which were the two buildings I tested it with.
This kind of thing seem to happen a lot in the last build. But now in 2A I guess I got unlucky cause my first again I again started near a strong monster. To further test I started several games and revealed the whole map. It seems most of the monsters start in the same place each time just like the terrain layout. So I'm guessing some of the start locations are a little closer to the powerful monsters then other. Personally I don't mind have some powerful monsters especially late gam
[quote who="lokideath" reply="1" id="2650206"] Internet access is required. .... Please, read pinned topics ! [/quote] I did read the pin up topics. A couple months ago when first got in beta. I had forgotten reading that section though.
My ISP was acting up earlier today and my Inet was down for a few hours. During that time I was unable to start Elemental because I kept getting a message that said unable to download data file. Please be sure you are connected to the internet and logged into Impulse?!?! I couldn't even get past the main loading screen to the menu and was kinda suprised to see a message like that considering stardock has such a nice track record of not bogging down paying customers with stupid DRM typ
[quote who="Sparhawk4242" reply="2" id="2649050"] I think it should also highlight if any enemy unit is in reach or can reach the unit in this turn. So you can not accidently loose a unit which has movement order and which you did not check out this round.[/quote] It would also be nice if the path finding would actually try and go around enemy unit. Not just as in not going through their square but when passing by that area stay at least 1 movement round away from them
I took some screenshots to show what I mean. Since beach locations are fairly important in the game it would be nice if they were more noticable on the cloth map. Perhaps make the cliff lines darker and the beach line lighter. Or a dotted line for the
They should garrison the city as soon as they build it.
[quote who="Eternal_King" reply="2" id="2648913"]There are another problems with the city UI. The construction screen is very non-intuitive with too many things to build. Buildings are unsorted and it is really difficult to choose one in the advanced city.[/quote] Yea I know what you mean. I made some suggestions on that a couple months ago along with some other UI things. But it was during 1Z when stability was the priority. Here is the link if you wanna read some
I like the empire tree idea and liked it in Sins also. Though the one in elemental seems a bit sparse and lacking the same sense of detail. Right now it seems to only display Heroes and highlighted if they have movement left, as well as Cities and if they are currently building anything. But I think it should display more information. Here is a list of some of the changes I think it help improve the feedback it gives to the player. 1) Cities don't light up when they have no ro
[quote who="Sareln" reply="7" id="2648840"] The tech-trees look roughly like this right now (this was gleaned from the XML in Beta1Z, and looking at the XML now, it doesn't seem to have changed too dramatically, mostly more stuff!): https://forums.elementalgame.com/383598/page/1/#2644565 [/quote] Great that's just what I wanted to see. But the thing is this kind of information should be IN GAME for players to use. Being able to display the tech tree in this kind o
Interacting with the cities seems to feel a bit combersome. I feel I can't access the information I want at a quick glance and doing stuff takes more clicks then it really should. The action/resource/training/building tabs seem a bit more then is really needed. All of the information could be just as easily access with 1 main tab and some minor changes to the buttons already there. To better illustrate this I did a bit of editing to some screenshots to show the changes I'm about to su
On the what to research front I do have a question for the Devs. I know some R&D doesn't show up till later and some techs don't show up until you research ones before them. But are any of the techs restricted by the tech level? The reason is I find market places (the 2x2 +6 Gildar building) is one of the most important buildings to get up first and trying to figure out how to unlock it faster. ;) I've figured out some items progression like Housing, leads to Vilas, leads
Also sometimes when you place a building it will snap to over the city. This is VERY ANNOYING as it causing you to place the building in a different location then you picked. So you have to cancel the order and replace it. Happens to me all the time.
Yea I've found the info card to be annoying at times too when trying to click on stuff on the far right side of the screen. I can think of two nice solutions to the problem besides just moving up a little out of the way. 1) Have it move to the left side of the screen. I recall seeing this type of setup in other games and think it works nicely. 2) Have the info card appear right next to the item. So it's more like a tool tip and appears just off to the side of th
[quote who="esrever2357" reply="102" id="2645184"] 1) Creatures. Are the creatures physically possible? We need to examine their dietary habits, the balance in the food chain, their favored climate conditions, etc etc. The cooperation of some creatures with others also becomes very questionable, judging from the natural instincts of those monster. 2) Lighting. Don't get me started. The lighting is SO not realistic & physically incorrect. I'd expect to see attention to deta
I might be over analyzing this but Lake Gandru doesn't seem that realistic. It has two rivers leaving it both of which go to the sea and on opposite sides of the continent. Water flows down hill and takes the first available opening so which ever river exit was lower would take precedent except maybe in times of heavy rains when the lake rises enough to poor into the 2nd river. I'm not that familiar with every lake/river in the world but I don't know of any cases of this happening nat
[quote who="Valiant_Turtle" reply="10" id="2623458"]Of course the 'tech tree' in MOM is a bit shallow.[/quote] There was no 'tech' tree in MoM. There was simply a magic tree for unlocking new spells but that was it. Everything other then spells you started the game with access to you just had to build it and it's requirements first. MoM had more of an RTS feel with buildings and unit production. In fact the focus on the Magic tree was often the thing that allowed people to do
Nice weather there in Plymouth. Also 8 CPUs with 25.7 GHz and 12 GB Ram. [e digicons]:O[/e]
Or Screenshoot? Gfx glitches can be hard to describe at times and visual aids help.
[quote who="Campaigner" reply="21" id="2614516"] WITH XP: Build small squads of powerful troops and tech/expand hard. WITHOUT XP: Build as many units as you need and want. This will lead to more conflict around the map (more exciting) and more battles. [/quote] I don't see how XP is going to force those things to happen. After all let's take Master of Magic a game which had units that gain XP and units