Does anyone have found a way to utilize Forest tiles for anything? I haven't seen any use for them in the game besides slowing movement down. No way to build buildings on them. As far as I know no new resource appears in forests (not sure though). And I found no difference between desert, swamp, hill or plain tiles, they currently function as eye candy.
Pedinapal
As in title, "Show Auto-Pilot lines" is listed as a setting on p.26, but it is not present in the game.
Not only tec hsbut units. If you would have a pioneer/peasant ready during the autosave turn, reloading the game won't have those units ready either. Hurts if it took 7-15 turns to get that unit built.
[quote quoting="post"]“The schools are not sufficiently distinct from each other. Mana regen is too slow for pure casters. The damage done by magic scales poorly against more advanced squads.”[/quote] I had to add, as a turn represents several weeks (whatever it is actually), it would make sense that mana should regenerate completely at the start of each turn - it would still limit how much would be available during a turn.
I got an escort mission that produced the estate within enemy borders. [IMG]http://i48.tinypic.com/30nacux.jpg[/IMG]
Bug still there in 0.803.
A huge elemental map, from the thread linked above, would be 224x160. That means each square side is somewhere between 10 and 100km (or miles) long. Ancient Rome (within Hardian's wall) would fit in a 5x5km square. A Beta2 city can easily spread to 5 square one side, with 3 mangitude smaller population. I know, it is a fantasy world, and a city block's of hydroponics farmlands (about the size of a largish m
But while Civ4 cities evolved into megapolises with population of few dozen million, Elemental has city populations up to a few thousand. And towns were deliberately built compact so they could be defended with less resources. A good medievalish/fantasy city town builder should take defensibility into account. If the city expands beyond the walls, eventually a newer set of walls must be built...
I have hard times justifying map scales in Elemental. On one hand, there are the continents in the order of a few thousand squares extent. This and the slow movement suggests large distanced. One the other hand there's the the current city sprawling. With move 1 it could take ~10 turns only to go around a bigger unfiendly one. If it is a 'city', then it should not take more than one square. If the cities represent "provinces" and countryside, then one should not be able to build a Li
#1 City Improvements To much clutter and MM as is. It is a bit boring that one will have to click on the capital city build screen in consecutive turns to build the workshop,build the farm and one more building to wait the "materials" to accumulate, then finally build that one hovel - as the resource requirements for the later buildings are not met, they cannot be put into the queue. So, I suggest the following: Get rid of housing altogether. A
Movement and attack should require different mouseclicks. Several times I accidentally attacked and NPC or monster when I only wanted to move to the square next to them. A Shift/Ctrl/Alt+RightClick would make it somewhat less automatic - granted, somewhat less intuitive.
It's OK that I need to research a tech to unlock a bonus. However, to unlock a second/third type of food bonus, I'd need to research another two or three techs with progressively increasing cost, even if I had only a single one of those resources.
It cannot be determined if a character had move order assigned, when the destination is zoomed out. Furthermore, Those units still assumed to be 'active' for the turn. Suggestions: - show move path on the map - if a unit has valid destination, they should not be considered active - the hero/sovereign portrait icons in the upper-left side of the screen could give some additional information. A small icon for status, e.g. moving (+ETA)/fortified/in a city/h
I'd add that beaches cannot be distinguished on the cloth map, and fertile land could be barely seen.
When moving groups, the moves are subtracted only from the leader. Other group members could continue moving after the leader has zero moves left.
I don't have beta access yet. However, I noticed that ports cannot be built on every coastal tiles but beaches (from the trailer in the dev diary). Ancient ports usually were sheltered from winds - bays and river mouths, not beaches. My suggestions are: - make ports buildable next to river mouths - create a 'anchorage' feature for coastal tiles. Ports would be buildable there and next to rivers - not beaches - a mid-game water/earth spell that would create an 'anchorag