oops found the answer to my question.
LucidCon
[quote who="sotmh" reply="45" id="2652910"]Good news all around! Is there any chance that when moving more than one square that we can be shown the projected path? It's helpful when navigating around patrolling monsters and enemy units to see how close your forces will get to them.[/quote] And show how many turns to get there. And I would like an option to check and uncheck fastest route.
This was a post I was going to originally make here about Inns: https://forums.elementalgame.com/384226 But it turned into something larger. This a post about how to integrate Inns into the gameplay then I began to think about how quests as a whole could play out. Some is just fun stuff but in regards to inns it could be taken seriously. Maybe quests could be broken down into categories P
Ok three days now unable to log into multiplayer and no help from anyone. No one else has this problem? Or am I the minority so no one cares? Stardock?
The thing is other games provide rewarding city building game play. This game doesn't. This game isn't about city building imo. People keep saying not to dumb it down as the needlessly placing spamming building and click after click, town after town is indepth gameplay?
[quote who="ghog69" reply="26" id="2651341"]Instead of KNOWING I would always need X housing to maximize my population, my civilization would constantly need to account for the World around it. Instead of racing to build my city and then mostly forgetting about it when all is 'maximized'[/quote] I like how you put this. Alot of city building games suffer from this very thing. Once you trudge through the tedium of city building - it is over and forgotten. Then you can concentrate on th
[quote quoting="post"] Many other have noticed the focus on garden-building and house-building. It seems that first 1 workshop for materials, then 2 gardens, then 1 hut, must be built before even considering other types of buildings. Then you need research, money, prestige - there's no thought to it - you just have to build it all. And yet food is so rare, you're forced to flood a city with gardens. So you may not even have much room to get that research/materials city you wa
I agree and said before there are too many right now. To make an assumption that they are scouting, harvesting, or whatever is a stretch. It is about gameplay right now.
Other people are having the same problem as seen here https://forums.elementalgame.com/384228
[quote who="Sir_Linque" reply="22" id="2651053"]Placing huts and gardens is interesting in some cases from a tactical perspective, but the vast majority of the time you just spam them away. After all it needs to be interesting for more than a couple of first times. When you build up city number 15 in game number 100, will the rare occasion of being able to block one path between mountains really worth all the micromanagement you have to do to achieve it? With other improvements this is alrigh
[quote who="Grove12345" reply="14" id="2650801"]Well there is even 2 more schools of thought when coming to MORE COMPLICATED. 1. More complicated as in adding more micromanagement and things to do. 2. More complicated as in add more strategy. Right now the game needs #2 for sure. I feel im not getting much from city building. Seems boring. as far as #1, i wouldnt mind a happiness/loyalty meter to keep people from rioting and destroying stuff[/quote]
[quote who="ghog69" reply="4" id="2650602"]Whether you would consider it pacing or lack of strategic planning, I agree the beginning of the game is extremely slow. I would like to see early exploration count more towards getting your civilization up and running quickly. Instead of waiting for buildings to be built and resources to accumulate, go out exploring and find the goods you need to 'help it along'. They could be anything from scrap metals to wild foods. Maybe you'll find so
[quote who="Bill_Door" reply="3" id="2650606"]Simpler? The game is simple enough as it is! Sure it needs balancing and refining, but dumbing-down the system is never the way to go. Homes do upgrade, and I see no reason the limit the number of buildings you can build in a city. The space problem can be solved in different ways, such as allowing people to walk through cities greater than size 3, unless they meet a minimum size military police force to patr
[quote who="Hound" reply="14" id="2650536"]Level Up! I AM MOAR POWERFU- Oh Wait. False Alarm. Not Really. :/ I like a patient level up power curve for Sovereigns. For them, getting power should most of all mean controlling nodes shards and discovering the knowledge or forgotten spells. That said, I feel they are too weak in the beginning and that the decimal stat upgrades are ridiculous. In fact I think the whole RPG approach to stats is unnecessary in a strategy gam
I think city building just needs to be made simpler. I won't be playing elemental for a city building game. I will play dawn of discovery for that. I didn't play galciv for it planetary building. I played it for strategy. Devs need to ask themselves what purpose does city building serve? At this point I would be completely happy to see city building completely removed and replaced with simple forts the sovereign could make. Small forts where his recruited champions and quest npcs could have s
I don't think progression is slow - its just not strategic with choice. Meaning, there is no possibility to quickly choose a playstyle, let's say quick aggressive attack scouts with daggers with a soveriegn learning fast attack speed spell. By doing said example all other options had to be either eliminated or postponed such as civilization techs, or heavy armor warriors. And by making this decision you are either in a good or bad predicament. This is choice, this is strategy from the
Or instead of half a dozen inns there are a band of nomads settled around some wagons. And they need water or food, or there are wolves attacking them at night, or there are bandits attacking them. Do you help? And how do you help? Inns serve no purpose other than occasionally giving you a quest. And there is no telling if said inn has a quest available unless you run across the map to find out. There should be atleast an icon indicating quest availability. Or atleast reduce the start
I keep hearing similar concerns, https://forums.elementalgame.com/384105
Had same problem, posted about it last night.
Wonder if there could be a 'Make Beach Spell', lol
I honestly like this idea especially at the beginning. But I wonder toward the late game when you really want to learn a specific tech because you know it will help you do x,y,and z and your minions keep coming back to with techs you don't want.
Agree with the OP. The game at the moment overall is spammy. Click to move to goodie huts and to recruit champs for the first 100 turns and spam buildings in the meantime that I really have no idea of what they do. Yea I see they increase, food, prestige, spell, gold, etc. But I don't feel like I am making a choice to go down a certain path through the buildings I chose. Which pertains to the spam again. Everything has to be bought and built eventually so I just do it without
it says "Unable to Login. This may be due to an incorrect login or password" I just relogged into impulsedriven page to make sure I knew my password - still didn't work. I even changed my password to see if something was wierd - still can't connect. Sorry if there is something I am not aware of but find no information with forum search regarding multiplayer connectivity.
I never understand why a civilization could only research one thing at a time. Be neat if you could have primary and secondary research focuses where primary is your main focus while the secondary research discovery takes longer but at least research is going to that area. Its kind of an archaic system to think that a civ can only research one at a time without thinking about other techs. Also as it is right now the tech descriptions are very sparse. I would like to see what units or
I assumed the same thing Savage. I am glad to see a relation between champion and questing too. Thanks for the pic frogboy.