I suggested splitting the .xml files into a separate load so we could at least test some balance changes and give feedback on typos/descriptions. Certainly not the impact of an updated UI/game mechanics/AI, but we could at least see how this is progressing in the current schema.
Lord Reliant
Is there any reason the game updates couldn't be separated to changes in the .xml files? Since the .xml changes are mostly balance/typo fixes, that should be an easy thing to change without having to roll out a whole new build. I don't want to downplay this and say it's a trivial change, but compared to packaging, deploying, and listing all of the various other changes, I'd think just changing these files would address some low-hanging issues while allowing the community to se
Yep. And how much do the shards you control actually impact the spells you cast, other than needing to remember the quantity for each and then run a math equation to extrapolate the damage/level/impact.
There are certainly advantages to casting spells as tactical-only. I just would like to see the values adjusted a bit, either making them higher level or cost less. Just not the same like they are now.
Hasn't happened to me before. Strange! Any chance during battle a pop-up of some sort interrupted? I've had it where I'd enter a battle and get quest notices and/or research and after that the whole system goes bonkers and ends up crashing. Perhaps it's related?
I can't remember if this happened in .76 or .77, but at some point something changed where I can now no longer click on an enemy unit in a tactical battle. Instead I have to find it's card on the left-side and then click on it to view in-depth info. I'd still love to see a better portrayal of the amount of damage a unit might do other than just an attack value, and by being able to click on an enemy unit, I could do that (if it was programmed that way).
It will show a warning message on the right if an enemy or new resource is in your territory, but right now even that's bugged since you have to click on the very right-most area of the notice and it's difficult for it to go away. If something as important as a resource/caravan is destroyed, it darn better show you where!
Agreed! I believe you can click on the quest location for difficulty prior to visiting it, but it should be tool tippable. Or maybe even color-coded/visually differentiated from lower level quests. As we've discovered, not all quests are created equally!
Not saying summons aren't a good thing during battle. Just saying that it should be treated differently than just no mana upkeep. Certainly having elementals on your team is a big advantage. I love trying to level up a sand golem, which is hard to do with its low initial HPs.
Good try, unacomn. Even ruling out some issues is helpful. One concept that hit me was the degree to which AI bug tracking was happening at lower levels than the highest or normal. Maybe there's a locked thread due to different code being used in lower levels of the AI? Or maybe it manifests itself more when it's at an easier level than higher? Some food for thought.
Two main issues here: 1. ZZzzz is too subtle. Whether it's pop-ups, sounds, or something else, it needs to be given more prominence. 2. There either needs to be a strategic advantage to not building (generating gildar and/or research like other games), or the building queue empty notices need to be required.
[quote who="seanw3" reply="9" id="3080566"]Strategic summons have upkeep costs and take up space in an army. This is an well thought out game mechanic. The advantage of a tactical summons is having more than 9 units. It is worth the extra mana. This thread explains it pretty well: https://forums.elementalgame.com/417620[/quote] I understand the advantage/difference between strategic versus tactical, but what I do
Pretty simple request. Tactical battles should allow you to edge scroll just like the strategic view. Use case- if I'm casing an area effect spell and can't see my target, I can't left-click to move the view or it will trigger the spell. I'm forced to zoom out instead. I'd also still like to see spell casting use right-click instead of left-click, just like all other actions. It's very strange to use left-click for anything other than unit selection or moving t
Thanks for the confirmation it's on the "fix it" list, Brad! While we're on the topic of the camera, I have difficulty with the camera in tactical when casting a spell with an area effect (like fireball). Often I'm further away from the enemy than what is displayed on the current zoom level. Since tactical doesn't edge scroll (unlike the stategic view), the only way to target without causing the spell to fire is to zoom out. Annoying and hopefully something addressed.<
[quote who="davidabc66" reply="1" id="3080678"]The case of this that has bothered me the most is when planning new cities, and you can't see the grain yields of tiles until you send units back out to the area.[/quote] Yeah- another case where this causes a problem. You end up wasting unit turns just so you can remember the values of the area to settle. This is pretty common practice in most games with fog of war, so hopefully it's just a bug.
Hey, those caravans are freakin' huge! ;) Yeah, I bet it's either a stack issue or a bug.
I find it annoying to explore an area, discover a shard/quest/resource, then leave that area and have the fog of war make it disappear. I mean, I saw it before and it's not like it's going away. Why doesn't it still show up on the 3d view and/or the cloth map? I shouldn't have to remember the locations of everything, especially on really big maps! I'm hoping this might just be a bug, but if not I'll file it as a suggestion.
[quote who="Archonsod" reply="16" id="3080480"]Part of the problem for me is that the heroes are split into adventuring types and governing types, but they both rely on the same way to get XP. So you're pretty much forced to drag an administrator along with your warrior to get him to level up. It would be nice if the governor hero types could get XP from actually governing rather than either having to wander off on adventures or sit in the adventurer's guild. It also
Agreed. I posted suggestions on both of these same issues a few weeks ago with some "I agrees" from others. The UI and timing of events really needs some lovin'.
I'm not sure if this is a bug or suggestion, but the behavior for summoned units during battle is strange. I believe it costs the same as when you summon them in the strategic map, yet you don't get to keep them around after battle. I could see having some spells that you cast where you temporarily summon a unit to help you during the battle, but either the unit needs to be more powerful or cost less mana than the same spell in the strategic map. I understand those cast in the strateg
I'm not sure if that's a bug or suggestion, so I'll file it as both. Back to the OP, I'll have to test out summoning twice during battle.
The frustrating part, I believe, is that the cost is the same in tactical and strategic. I can't test that now, but I think it was 30 mana in strategic and the same in tactical. If it's that way, why can't I keep the unit around permanently after the battle? Either that, or reduce the cost in tactical if it's not permanent.
Anyone know why elementals summoned during battle disappear after the battle but elementals summoned outside of battle stay with you? Seems like a bug.
Agreed. The only fix here is clearly for Stardock to release .78.
It's magic? ;)