scyldSCHEFING

scyldSCHEFING

Joined Member # 3387127
8 Posts 67 Replies 9,570 Reputation

Yep. So started a game. Bear hit sovereign once. Maul. Twice. Maul. Three times. Maul. Four times. Maul Five times... This mechanic is so obviously broken, and has generated a sufficient amount of commentary, yet hasn't been addressed at all in the last patch? Granted, it was more a concern to players because it made it too easy for players against computer controlled opponents. But point is, it looks like it's still there.

8 Replies 38,042 Views

I had an earth shard in vicinity of my city, so I put its earth shrine in my city's construction queue. While it was in my city's construction queue, I cast Corrupt on the shard. At first the square was blank. When I moved an army onto the square, the death shard graphic appeared. However, the earth shrine was still in my build queue and could not be removed. In addition, I could not queue up a death shrine by pressing the "build" button in the death shard's description pa

0 Replies 1,845 Views

Might an option activated as default be considered, where if the selected unit has the "Settle" ability, grain yields from map squares are shown?

13 Replies 6,851 Views

PLEASE, please... do not feed the trolls. In my personal experience, it's best to ignore them. I find it odd that Easy is paced more slowly than Normal, with units apparently taking longer to build and longer to build up levels. Why is that? I have only played Normal so far, so I haven't experienced this...

51 Replies 109,215 Views

[quote who="donkeymonkeyhobofuncky" reply="1" id="3066891"] For those of you not in the beta be aware that it is shaping up to be a great game buts going to be a while before its finished.[/quote] If I may say, what's there now are some of the fundamentals missing from WoM, with some new neat stuff, and with some nagging issues still there. What isn't quite there yet is the content (including city development options and technology upgrades) that will keep players hooked over

52 Replies 258,360 Views

Wow, that was faster than I thought... I mean given the reticence to implement mouse scrolling in GCII (which used the same basic engine as Elemental) I thought the issue might have lay somewhere in the engine itself. But I suppose not. Also, saving sovereigns would be boffo. Definitely something that should be added.

4 Replies 3,388 Views

Yep, that is quite useful. The problem now is that it's a little more difficult to find where to disable the active enchantment once you're done with it.

3 Replies 1,774 Views

So are beta players just not bothering to read anything the developers have posted before they speak, or what? Why has no one posted the following link yet? https://forums.elementalgame.com/410595 This is not a DEMO, as the OP called it. THIS IS A BETA. BETA MEANS NOT ALL FEATURES, SPELLS, ETC. ARE IMPLEMENTED. MORE MAGIC IS GOING TO BE ADDE

29 Replies 19,745 Views

[quote who="i3elial" reply="54" id="3065684"]Another concept to explore is to not allow the player to build any of the buildings but allow the city and its resources therein dictate what it should build. Realistically, why would a merchant setup shop where there is no gold to be had, for instance. Mind you, this isn't something I think is ideal, but worth mentioning nonetheless. [/quote] Pardon, but it is not worth mentioning,

64 Replies 161,170 Views

[quote who="Mtrixis" reply="10" id="3064831"] Pretty sure the answer to both is 'we're not designing the game'[/quote] I'm writing code in Matlab to perform analysis on simulation data, which I'm sure is like Dick and Jane compared to Stardock's epic novel here. But at points there are changes I think about making, but then I realize they may mean I'll have to sit here for another hour changing things around. So... yeah i

11 Replies 8,080 Views

[quote who="CdrRogdan" reply="9" id="3064754"] Conscripted needs to come with a reduced (gildar) maintenance cost to be worth it, or the reduced build times need to be a percentage (with some minimum value). -10 to build time for -2 initiative and accuracy isn't close to be a fair trade.[/quote] Yep. Initiative and accuracy are so vital that reducing them pretty well neuters any unit. I think maybe reduced constitution or reduced attack might be a tad better? Als

11 Replies 7,708 Views

[quote who="Mtrixis" reply="1" id="3064662"]Dunno but I definitely want to see these. Faction specific unique units would also be good. As would recruitable single figure, stronger controllable units, ala elementals, guardian statues, demon assassins etc. Basically, units with a handful of special abilities and more unique attributes, instead of 'dudes with melee weapons' and 'dudes with bows' There are some of these in the game with

11 Replies 4,212 Views

[quote who="GW Swicord" reply="37" id="3064753"] I vote yea, especially if we might also have some methods to connect fortified outposts and do things like building at least Trajan's Wall, if not a proper Great Wall.[/quote] I like this idea, not as the defender huddled behind their measly little wall, but as the invader ready to topple over the pathetic little barrier and from a single weak point spread havok throughout the kingdom's tender, red, succulent insides

61 Replies 126,315 Views

[quote who="Lord Xia" reply="9" id="3056873"]I do think you generally have to be careful about purchased form Amazon, but, how careful do you need to be for $2?[/quote] What if it's +$15 s&h? ;p

10 Replies 12,368 Views

[quote who="seanw3" reply="18" id="3064731"]I get the feeling that the changes will be less significant than most of the community hopes. As long as they make things good enough to get people to enjoy the game long enough to want to buy the expansion I'll be satisfied. I mod in the features I want. [/quote] This is my #1 fear as well. I'm scared that they'll get too used to the way many features are implemented to improve them in necessary ways. At l

20 Replies 4,926 Views

I agree with everything, except for the "immunity" bit. I hate it when enemies completely undermine my offensive capabilities by being COMPLETELY immune to the strengths I have developed in my offenses. Fine, let them have better defense against one type of damage vs. another, but not complete immunity...

7 Replies 6,593 Views

Actually, perhaps bridges should be an option for cities near river tiles :p As it is, cities can get too easily hemmed in by rivers, completely halting expansion.

5 Replies 2,503 Views

I agree that it's too bad sieges are like wilderness battles, except with more defender-side troops and bonuses. Just personally, though, I never really liked traditional walls where I had to knock down a gate or a wall segment to give regular melee troops access. But perhaps that would be attractive to most of the playerbase.

3 Replies 3,799 Views

How about just, like most games, using the same world map spellbook interface in combat at least some abilities, if not only spells?

8 Replies 10,092 Views

Ah, I wasn't aware of some of these issues, like the fact that melee pre-designed troops did not come with auto-upgraded armor. (Likewise I didn't realize how resource-intensive this was. Shows you how much I've been playing with troop designing :p) One thing that needs working on, or could be removed altogether, is the "Conscripted" trait. Or is it still useful enough for making weird units, like the above poster's "Banner" unit, or super cheap scouts, to merit its co

11 Replies 7,708 Views

[quote who="Thormodr" reply="26" id="3064460"] I think you should have to build a road to an outpost in order to extract the resource. A pioneer should have the ability to do that. [/quote] I kinda like this idea. It's quite a bit too easy to exploit resources remotely now.

61 Replies 126,315 Views

I love the suggestions in the OP and in the 1st reply. Great stuff that I hope the developers read through thoughtfully and thoroughly. That said: No, no, no... NO just slapping on higher maintenance costs to buildings. I'm sorry, but let me be frank: there's a clear reason why you, and I, are not game designers. Just suggesting this horrible mechanic illustrates this. It punishes a city for succeeding at growing, and it DOESN'T fix t

64 Replies 161,170 Views

I still feel a possible solution would be to split off hero's martial and governor roles entirely: two different experience pools per hero, generated from completely different actions, with completely different traits. Of course then the problem would be that a hero spending all her time gaining levels in her governess role wouldn't be much help during a city siege, if she has no combat experience... unless there were governor-role talents specifically related to city sieges,

39 Replies 11,803 Views