Some of the points from https://forums.elementalgame.com/389642 warrant further discussion in a more constructive manner. [And no, I'm not the same poster.] I'm sure that many of these are already 1. More techs sounds like a known issue that will no doubt be changed before release. Moving from 3 to 4 there is already some good improvement here. 2. I strongly agree with the general point
_Scooter_
Thanks for the reply. Much appreciated.
I can't seem to enter tactical combat at all?!? Pressing the "Battle" button does nothing. Has tactical combat been disabled in this version? [CTD may have just been because I alt-tabbed to report the failure to enter tactical combat.]
My sovreign is attacked by a band of spiders. I select that I want to manually fight the battle, but doing so does nothing, just takes me back to the same screen. I am forced to auto-resolve, which loses me the battle and then CTDs. [Feeling foolish, but I cannot for the life of me see an attach file button here anywhere??]
[quote]Remember there was little to no attempt to bother with balancing for 3C. Be assured this shall not be the case by retail[/quote] How do you balance a complex game with many options in only a month?
A suggestion; bump up the gold income of merchants, pubs and inns by +1 gold each, so they are 2, 2, 3 instead of 1, 1, 2. All the % economy bonuses in the world don't help if the only thing they boost is +1 gold. Similarly, its far too random whether you happen to start near gold mines or not. Honestly, this game has awesome potential, but I would be amazed if the gameplay could be redesigned to a good reviewable state in less than a month. I know about all the
Confirmed. The quest also seemed anti-climatic, but maybe that was just because combat was a breeze since I got a 100/100 red dragon from a previous quest chain.
From my initial impressions, the game as written doesn't seem to have much of a counter sufficient built-in - or at least isn't reporting it properly. Where are elemental and magical resistances, for example? Whats the difference between the elementals of various types? Where can you even see whether a unit's armor is good vs slashing or vs something else?
[quote]I'd like to come up (or hear a) solution to this age old issue. One solution that has been brought up a few times before is using the population as a workforce. Each building requires a certain amount of people working there to be able to function. So if you want to build something you will need to have enough unemployed people in that town. This would allow the bigger cities to have lots of buildings, but in smaller towns you would have to choose carefully what t
[quote]Right now the gold income curve from cities goes like: Phase 1) irrelevant - must earn all through adventuring Phase 2) balanced Phase 3) overflowing, partly due to caravans - hard to say whether it's unbalanced considering there's no oppo to see whether you really need gold to buy units to wage war. I think phase 1 is an issue, and phase 3 may be one too.[/quote] I totally agree here, city gold income increases need to be much more e
The mapscript *definitely* needs work. Had another game with a few items around the city, and a huge rest of continent that was totally devoid of any resource tiles at all. Where am I supposed to build another city?? [spoiler] [IMG]http://i894.photobucket.com/albums/ac149/Ahriman_pics/barren.jpg[/IMG] [/spoiler]
Unlike other adventure sites, inns don't seem to disappe This can be frustrating, as you revisit tiles thinking there is still a quest there when there isn't. Active quest sites also should have some kind of mouseover text which displays what quest they are related to, and then clicking on it will take you to the quests screen. There should also be some kind of obvious visual signal for new/unvisited quest sites; they should glow slightly or otherwise stand out.
Agree with these. I'll add another; there needs to be an army management screen like the Military Advisor for Civ4, that lists all of my units everywhere with a minimap, lets me go to them select them, upgrade them, purchase equipment for them, etc.
If I build a farm or mine or whatever manually through a city's build menu, it enters the city's build queue and takes up worker time to build. But if I just click on the metal tile and tell it to build a mine, then it just starts building immediately. It doesn't show up in the city's build queue and doesn't seem to take up any time. It seems weird that you can either build these things through the build menu of the city, or build them by clicking on the site, or build t
Agreed, this is very frustrating.
I got the spiders, won the fight, it showed me the armor then CTDed.
Thanks very much for the response. [quote]The inventors, farmers, merchants etc that you're referring too are your champions[/quote] Huh. This needs to be made abundantly clear to the player. If I hire a farmer, whose only stated ability is to increase my food income, its just not logical to the player that they're supposed to be channeling essence into them and turning them into champions. So whats the difference between these guys and an Adventurer?  
I installed the beta yesterday, and spent ~10 hours or so experimenting and trying to get a handle on the game. Some initial thoughts follow, and then some questions that others can hopefully answer. 1. The game has a steep learning curve. It takes only a little while to figure out the really core mechanics, but it takes a lot longer to work out anything like a good strategy. It also took me a while to figure out things like the fact that pioneers could build struc