I have had instances where attacking a single enemy stack results in me having to fight two battles - once as the attacker and then again as the defender. If I win both battles, I only receive experience for one.
sabrestrikealpha
Rather than writing a ton of posts, I though I would combine several suggestions into one. Because I'm lazy. 1) The inclusion of a mini-map would be the, coolest, most bestest awesome change in the whole wide world and I would love you forever if you could include one. 2) Make the building queue click and drag. I occasionally need to reorder what is in the queue for various reasons (going to war, need a better economy, researched something better etc.), but I don't want to del
Yeah, when you get that victory condition, it usually means that AI Sovereign got killed by random critters on the map. The white screen is a whole 'nother issue. If it's like other types of white screens, then it means the game isn't properly clearing your data from the last game and is loading your last turn on a new map.
I started on top of an object, preventing me from building a city on my first turn. http://www.screencast.com/users/Cristofyr/folders/Jing/media/a2c70ee3-26d2-4471-8de4-75cb2096500b
I thought Heroes of Might and Magic V had a good system in multiplayer, although I'm not sure how well it would adapt here. Basically, every player had a "ghost" that they could control during other players turns that had an opprotunity to take certain actions, some benefical to the player, others gave some minor detriment to opponents. For instance, you could spend a certain number of the ghosts movement points to "haunt" a resource node of an opponent, which would lower its output for a tur
I thought Heroes of Might and Magic V had a good system in multiplayer, although I'm not sure how well it would adapt here. Basically, every player had a "ghost" that they could control during other players turns that had an opprotunity to take certain actions, some benefical to the player, others gave some minor detriment to opponents. For instance, you could spend a certain number of the ghosts movement points to "haunt" a resource node of an opponent, which would lower its output for a tur
There are some units that I cannot interact with, despite being enemies I am at war with. Situtation: Pink sovereign declared war on me. I attacked and defeated his soveriegn, eliminating his faction (top of the screenshot). This casued the green soveriegn to declare war on me as well. However, I cannot attack any of its units save for the sovereign herself. When I mouse over them, the only option is the movement cursor, not the attack cursor. Also, the pink player's soveriegn
I'm not actually sure if this is a bug or if there is some rule-based reason for it, but I am not being allowed to construct a crystal shrine on top of a water crystal. In the screenshot, the city directly next to the shard was conquered from an enemy. Neither this city, nor the one in the middle of the screenshot (Otar) is allowed to build the shrine. If this is not a bug, then might I suggest including some sort of message to the player telling them why they may not build a particular shrin
Minor graphical issue: The "Spell Points" field on the spell research screen cannot display values greater than 100. It displays as 1... More of a cosmetic issue, since you can stll see how many points you have in the toolbar at the bottom of the screen. http://www.screencast.com/users/Cristofyr/folders/Jing/media/5c6f5d09-97ec-4db9-bf34-55316ace8b5b
Some of the default soverigns to pick from are either over or underpowered compared to what is possible to create using the Create Soverign option. Soveriegn more powerful: Relias (player will be short by 1 point if creating a clone) Gilden (player will be short by 5 points if creating a clone) Sovereigns weaker: Procipinee (Player will have 5 excess points to spend) Now I realize that this is beta an
How do I recruit heroes to my side? I researched the tech for "Recruitment" but the only option I have when moving over enemy heroes is "Declare War on the NPCs". Is this just something that has not been implemented yet or am I missing something?
If you have selected an enemiy unit such that the crossed-swords icon displays and then change turns and get a pop-up of some sort (like a technology advancement), then the cursor will remain the crossed-swords icon even in the menus. Note: I was unable to get a screenshot of this. Jing seems to remove the cursor when it takes a screenshot. Nonetheless, I did not have much trouble reproducing this, so it should not be too hard to see.
Yes, I just found that after researching for a while and that does not seem like the optimal solution to me. First, players who do not want to go down the "Civilization" route for their research are still looking at having to take up a ton of time building houses. Also, houses are not a "strateigc resource" from what I have seen. Unlike Barrakcs or an Academy or some building that requires me to balance the beneift the building will provide versus the upkeep and time I would spend
Instance of river running into the ocean http://www.screencast.com/users/Cristofyr/folders/Jing/media/7aaf9f80-e203-4480-8c14-ff8afca50b7c
If you have a long unit name combined with a unit that takes many turns to build, then the number of turns it takes to build the unit is obscured by the name of the unit. I personally find the number of turns more important than the unit name, so I think the unit name should be truncated with an (...) if it is too long. <a href="http://www.screencast.com/users/Cristofyr/folders/Jing/media/abd27e86-2
Three issue I had when I pulled up the diplomacy screen for the first time and attempted to make a treaty: http://www.screencast.com/users/Cristofyr/folders/Jing/media/96db57ee-3bd6-4def-86e2-f2130ed5cd76 #1 in Screenshot: Obviously,
There should be a way to jump from the "Recruit" pop-up on the map screen to the Unit Design screen. This would save a lot of clicking around since currently we need to go into the Kingdom overview to access unit design. http://www.screencast.com/users/Cristofyr/folders/Jing/media/490b52d4-886e-45f4-a9ce-60b
The text for the "Quest" tab of the Kingdom report is justified to the middle of the screen, which is inconsistent with the "Main" tab that starts from the top. It would probably look better and make the transition between the two tabs less jolting if the text was always starting at the top. http://www.screencast.com/users/Cristofyr/folders/Jing/media/19376b12-4dd
I would like there to be a smaller requirement for the number of houses I need to build to achieve population growth in a city. 90% of what I'm building right now is housing just so the settlement can expand. Maybe increase the amount of population a house gives to 50 rather than 20 so I don't need to build as many. Even better would be the option to automate it. If anyone ever played Master of Orion 2, that's how it worked there. You picked housing as an "ongoing project" and it would build
The game crashed to desktop. No error message was given. http://dl.dropbox.com/u/5149697/Elemental0_295-2010-03-05T13-29-59-622.zip
I just saw this too. It looks like the game is pulling in information from the last game you played. Look at the bottom portion of the screen. It should show information based on your last playthrough, like the number of cities you had and what you were researching when you ended the last game.
When I start a game under certain conditions, the world map is entirely blank. This seems to happen more often if I am using a custom soveriegn, although I am not sure yet. This keeps happening until I exit and restart the game. http://www.screencast.com/users/Cristofyr/folders/Jing/media/d6909397-6ddb-430a-a8ff-7e6d20216820 EDIT: O.K. Some more information. It appea
Game crashed while loading a saved game. (I hope I'm doing this data dump thing right...) http://dl.dropbox.com/u/5149697/Elemental0_295-2010-03-05T00-40-57-500.zip
I just got access to the Beta yesterday, and as I was playing around with it, I thought that the tech research system could use some improvement. It isn't that it is a horrible system by any means- it just strikes me as kind of stale. One problem I have with it is that it seems inefficient to me to choose a research path and then select a technology from the list when the timer is up. I could already see what techs I would be allowed to pick from and what they are able to do when I inita
I was able to purchase the spell "Create Desert" without the requisite shards displayed in the "Requirements" Panel. See the screenshot below: It says I have 1 Air and 1 Earth shard available. The spell requires 1 Fire Shard to learn. When I clicked purchase, I was able to learn the spell, despite not having any fire shards available for use. http://www.screencast.com/users/Cris