[quote]Good stuff, but I will miss organized, now investing in movement is pointless. I know people thought it was OP, but it really helped the pace of the game IMHO. I feel like the this and the recent revision to terrain movement cost has drastically slowed the pace of this game, which makes it less fun, for me at least.[/quote] What he said.
LordCobol
Neither do I. And if they want to stop city spam, why not just increase the minimum distance between cities ?
Couple additional thoughts... If they keep it simple and don't move to some sort of initiative-based system, defender-first might be a *little* better than attacker-first. Now its too easy to stomp a powerful enemy by moving in with a few units with are spells. If they have separate attack vs chance to hit, handle ranged attacks well, have separate magic resistances for each element, add some special abilities, and generally toss in a sampling of the many requests above,
Lots of good stuff here, especially reference to MOM-style combat rolls & chance-to-hit, requests for special abilities like 1st-strike, long-range etc. I personally favor some form or magic resistance, whether MOM-style (just one resistance to all types) or AoW-SM style (separate resistances to fire, poison, etc). Almost everyone seems to agree that combat is too random. I *guess* the simplest fix would be to take replace the single roll with the average of 2 or 3 r
GalCiv 2 had a great planet summary screen. I hope / expect they'll get around to something similar for EWoM once they get caught up on urgent fixes.
Ditto the complaint about caravans.
debug.err http://pastebin.ca/1937653 save file at http://dl.dropbox.com/u/8928343/QuickSaveNoLoad.EleSav Regarding messages in the debug.err like "DebugMessage: No files found matching mask D:\My Documents\My Games\Elemental\Items\*.xml DebugMessage: No files found matching mask D:\My Documents\My Games\Elemental\Race\*.xml<b
"Stardock, please sneak this into 1.08! I'm excited to play but the battles are just so slow!!!" Yes
Works for me.
Gotta do something
My list, in no particular order... 1: A screen listing all our cities, one line per city and one column per stat/thing-produced. Let us jump to the building or unit-recruiting screens from there. Make it like the screen in GalCiv2. 2: In the item shop, let us see what the hero already has (like item 9A in the master list). Maybe show the unit in the left part of the screen, or maybe just show items he already has in a different color in the shop i
All was well till I saved & exited. About 370 turns & 30 cities. Sorry, don't have much info from the time of the BSOD. It died as I was exiting. Later loading the save game, debug.err http://pastebin.ca/1933989 crash zip file at http://dl.dro
(btw, I think it might help if the game showed the whole version number on the title screen)
I bitched about something similar in the early beta. WAAAAY to many games like to center things in silly ways, like when city is upgrading, center the screen on it, then center the update message on the screen so we can't see the city anyway. Next time: "center" the city or whatever on the right side of the screen, and the message on the left side.
I think it is supposed to select only idle units, and said caravans have been put on a trade route and had d**n well better not be idly sleeping under a bridge somewhere.
Once in the Beta I was able to nuke huge tracts of forests with the Earthquake spell. Only got that spell in that one game however. Agree that we ought to eventually be able to clear forests. Maybe let pioneers clear them? Maybe cut them down for a one-time materials bonus ? Maybe fire-magic could have a "forest-fire" spell ? But not a high priority compared to stability & performance.
[quote]Great the graphics are incontinent. [/quote] :)
[quote]I don't know if anybody else mentioned this someplace else, but the option to turn on an in-game clock would be nice.[/quote] Yes (although not exactly top priority)
[quote]1. Lag in Tactical combat, seems related to champions on horses, maybe tied in with bow's as well, but 10-15 second lag between when I first attack and when I can do anything again. Lag occures during counter attacks, and before enemy movement as well. During counter attacks, I can hover over the enemy unit, see that it lost hitpoints or even went to 0, but animations don't occur for 10-15 seconds, which really slows down combat.[/quote] Absolutely ! ! ! ! This is m
[quote]I too put in my vote for conquered sovereign's remaining cities to go independent and not just magically disappear. The remaining cities should remain to be conquered or to be negotiated with, but leaving the map with a bunch of barren tiles is just not cool, aesthetic, challenging or "realistic" (for whatever that means in a fantasy game.) [/quote] Agree.
[quote]A comment on the item stacking: I suggest 10 rings (10 fingers!) 2 bracelets 1 pack (2 with mount?) 3 amulets. Or better yet, make the limits moddable [/quote] Sounds about right. The 2-ring 1-amulet suggestions I've seen seem a bit too much. One pack seems fine because "pack" sounds big & heavy, but anywhere from 5 to 10 rings and from 3 to 10 amulets. OR....
Very irritating. Goes all the way back to early beta. Please fix sometime.
[quote]They should just make it the way master of magic does. No need to reinvent the wheel [/quote] I agree, but the IP police might not. Sigh.
[quote]A good change would be that attacks are mutual, unless a unit has the "first strike" ability[/quote] Hope you mean simultaneous. If so, agree. Then they need another round or re-balancing, or the monsters will wipe us out.