[quote who="Recnelis2" reply="70" id="2661180"]There should be and hopefully will be a summoner ability for sovereigns to choose during creation. This making it cheaper to summon and maintain summoned creatures for all of us would be summoners out there. [/quote] Or this ability could be directly tied to the essence level of the Sovereign.
Mandelik
[quote who="Frogboy" reply="52" id="2659412"]I do like the idea of logistics affecting the size of armies. I also like the idea of being able to go beyond the nominal limits of logistics (Napoleon discovered this the hard way). So for instance, you could have have "Expert Logistics" provide a nominal army unit size of say 8. Every level above that costs N gold per turn where N is how many beyond 8 you have. So if you have enough gold, you can have a bigger army but
[quote who="Frogboy" reply="15" id="2661315"]The standard edition's manual is about 35 pages. Which is enough to definitely learn how to play. The Limited Edition includes the Hiergamenon, the world's encyclopedia. That's looking like it'll be around 150 pages (plus it has the big canvas map, dragon pewter piece, etc.). [/quote] Keep on advertising it and it has better be not so 'limited'. [e digicons]:d[/e] As for me...Ok, you won, I'll upgrad
[quote who="GW Swicord" reply="2" id="2660967"]I also want to see the info frame for the main view have some awareness of the resolution I'm using and stretch to cover the entire bottom of my game window (why scroll for three more icons if you have room to just put them in view to start with?). [/quote][e digicons]:yes:[/e] Yes.
[quote who="larrypeters" reply="8" id="2660255"]I remember the manual/strategy guide for the original Age of Wonders... I think they gave it out as a pre-order bonus at the last minute or something because I remember getting it rather unexpectedly. That thing was nice and think, with pretty much everything you wanted to know about every unit.[/quote] No, it seems it was the regular manual, I have it too. I remembered it being good but, reading your post, I just took it from the
[quote who="Andorfiend" reply="387" id="2660889"][quote who="SirPleb"] I think that the invading party should be able to terminate the attack at any time when it is their turn to act, and that this should return their remaining units to the tile from which they initiated the attack. The defending party should either have no retreat option at all, or if they have one it should have a significant associated penalty (payment to the attacker, loss and/or weakening of most units, etc.) <
It probably wouldn't have added much but that's not the point. As I have few time to test the beta, I prefer to focus on bugs, UI and visible glitches than on balance and strategy.
[quote who="Blazerules" reply="34" id="2655832"] i hope when Elemental comes out i can burn some villages for the fun of it [/quote] There is the option to "Raze city" but no special animation. No city burning, no peasants fleeing, no cries and screams of women and children... Anti-climactic for the moment.
Ok, that explains. It shall probably be better described in the infocard later (lots of infocards to improve by the way; many parts of text missing or inadequate infos).
The title says it all. It's greyed out and no green tiles appears despite having everything needed.
Strange! After having built a workshop in my first city, I built a garden. Then, after other things inbetween, I built a study, researched "Harvesting" and it should allow me to build...gardens. [e digicons] Something like the chicken and the egg here.
As he's a naturalist, we are told that Lord Markinn gets a mine nears his starting location. Well, either the meaning of "near" is questionable or there isn't nearby. <img src="http://content.screencast.com/users/Vishniac/folders/Jing/media/e45ef11b-41ab-4ab4-8bdd-7a726065cc4d/2010-06-18_0100.png" alt="" width="719" height="586"
Some text to fix. I don't think it deserves its own thread so: even if it now costs 3 essence to revive land and start a city, the dialog still asks whether it's acceptable to spend 1. (but the Sov's stat go down by 3 when acccepted).
Fine! Looking forward to test it. [e digicons]:rofl:[/e] Fatalities when killing units, UI improvements, statues in cities... Good!
[quote who="Nemesis7884" reply="213" id="2655748"]i also would like to see stuff that supports the immersion of each of the fraction - like statues of heros, parks etc. for the kingdoms, for the empires , maybe skulls piereced on spears around the wall/city/gate or a execution place in the city etc... [/quote] Yeah! [e digicons]:dur:[/e] A gallow's pole with bodies hanging!! Yes, yes!!
[quote who="MagicwillNZ" reply="1" id="2653850"]Managing and shifting around pull-down menus of supertiles is not very intuitive, and sounds like even more micromanagement than before. Not that I think there's much micromanagement now. I think the "micromanagement" problem is seriously overblown that's actually more a symptom of a weak UI.[/quote] Agreed too! They should put serious efforts in streamlining the UI before adding more content, otherwise we'll end like dogs chasin
[quote who="larrypeters" reply="6" id="2653955"]Having played plenty of CivIV games where the computer just makes gigantic stacks that you can't possibly defend everywhere against, I have to say I want limits in the game.[/quote] In Elemental, as in other fantasy games, giant stacks could just be giants with clay feet. Once spotted, they can receive some spell as "Rain of Fire", "Poison Cloud", "Cloud of Death", "Earthquake" and such, and get decimated. Or they can be blocked by "Turn
[quote who="Slainangel52" reply="15" id="2653689"]Visually perhaps not, you may have 5,000 tiny little guys on a square but they'll still act as a single unit on the battlefield.[/quote] I'd like to see the battles exactly like those in Dom3 but under our turn-based control: - before the battle, you can arrange your troops in formations as you want (divide your horsemen in 2 groups and place them on extreme left and right if that's what you want; make 3 groups of archers; put
Context: one of my cities (blue faction) had been conquered by the red army. I took it back but, even after many turns and a save/load, two cities seems superposed with 2 different names. The red one even had faction-territory borders during a few turns. And I can click either on the blue city or the red one to select it. [e digicons]:omg:[/e] <img src="http://content.screencast.com/users/Vishniac/folders/Jing/media/0bbb3170-811a-4446-a0f8-d4b2900b637d/2010-06-15_2150.p
Played it a few hours. No CTD, so everytime I saved my game and I progressed a little along the tech trees and the city growth. I like it. [e digicons]B)[/e] Of course things are somewhat repetitive but I know it's just waiting for stuff to get implemented. I don't share many critics I can read (about citybuilding or monsters). I mainly encountered graphic glitches. I don't know whether to report them now since we've been told the Debugg.err has been
[quote who="Wintersong" reply="48" id="2651901"]So, taking a look to the index book at the top of the thread, would you mind to make some suggestions about what you think that should be there? It doesn't need to be a complete list but it'd help me to see if I forget something or determine how important some elements really are (i.e. does city tetris deserve a whole section?).[/quote] I don't know if it fits your objectives but I would appreciate an annex about "How to do..."
[quote who="GW Swicord" reply="3" id="2651859"]And then there's the confusing presence of temples in the choices for city improvements. I've never heard of an 'ethics-free' temple. [/quote] Depends what you call "ethics". Aztecs had temples and they were sacrificing their prisoners by the thousands. (not to talk about churches and Inquisition, or indian Thugs and kali temples, or any ancient nation loving to raze and burn cities...[e digicons]:grin:[/e] ) &
[quote who="UnspeakableHorror" reply="29" id="2651467"]Another thing I don't understand is how are we going to control each and every city on a Colossal map. I can understand wanting to micromanage the main 4-6 cities in you empire and some others (they are important for your plans) but what about the other 250-252 conquered, settled, etc? [/quote] The developpers said one of the main goals of the game was to reduce 'city-spam'. Now, we see that the cost of starting
I'd like some explanation too. When they are in a city, CTRL+left click allows to join the medallions. But, when I send them wandering, the group disjoins according to the number of moves of the champions. [e digicons]#:([/e] But not always... [e digicons]8(|[/e]
[quote who="Xtropy" reply="4" id="2650504"]Perhaps a "next idle unit/city" button? [/quote] There is. Go to Options then Keyboard . There are 3 keys for Next city , Next Unit and Next City/Unit (which is Tab )