cattess

cattess

Joined Member # 3554235
52 Posts 44 Replies 1,247 Reputation

Maybe some type of barter system, where you can trade "stuff" you have found with a certain value for other "stuff" from the store with the same value (or for a 10% markup or something like that)? E.g. can "trade" 3 wolf pelts worth 10 each and 1 of your extra daggers worth 100 for 1 axe valued at 130... This would allow you to get rid of your superflous items (multiple leather helmets, etc) and the random silken webs, wolf pelts, et. al. without havnig to sell them for

9 Replies 15,508 Views

There has been a lot of talk about the "need" to have meaningful choices and many different ways to play and win game. And it has also been mentioned that under the currnet build, there is one obvious must-do way to start the game - spam pioneers and create outposts to capture all the resources you can before the AI does it. This has been exacerbated by the recent change to make it so that you can harvest all mining etc. resources without having to do any research, so you ca

9 Replies 8,841 Views

A minor but annoying point - when a pioneer builds an outpost it automatically jumps to the next avaiable unit (using auto turn) before you can build on the resources which were the reason you built the outpost...you then have to try to remember/search for where you built that outpost (since the pioneer unit no longer exists you can't just cycle through idle units to find it) in order to build on the resources. This is further complicated by the fact (bug?) that the "hamm

1 Replies 1,430 Views

There has been a little discussion about the role of guerrilla warfare to take out outposts and resources in this game, especially as it relates to the attractiveness of spamming weak units to attack your opponent. I have a suggestion that I think allows this to remiain a viable strategy, while also making it less annoying to try to defend against. I understand that this should be a valid strategy, but sometimes I think it gets so carried away it detracts from the

3 Replies 1,682 Views

Burning Hands is a tactical spell that only allows you to deal damage to a unit that is adjacent to the caster, and that is the way it works when you manually play a battle - it has no range. However, I auto-resolved a battle and was surprised I had won, so I went into the "detail" of the battle and saw this, which seems to indicate that this spell was cast and caused damage while the enemy was still some distance away (and still moving towards the caste

0 Replies 1,078 Views

I am attacking an oppenet's town which contains a Champion with the trait that Mass Curse gets cast upon the start of battle. The tactical battle screen comes up, and then it freezes...Mass Curse shows at the bottom of the left-hand side (i.e. indicating "it's" turn), but nothing else happens...it doesn't go to the next unit's turn (I have reloaded and replayed numerous times, and have waited for as long as 5 minutes). If I hit the "auto-turn" toggl

1 Replies 1,385 Views

- when you have a spell scroll, in tactical battle it doesn't tell you mana cost to use the scroll, which I think would be useful - when you have the silver flute it shows up in the "equip" screen, but I don't think this is something you equip - works like a scroll in taactical combat/shows up with other spells. Also, when mouse over the silver flute in tactical battle it doesn't tell you what the flute actually does - think I saw this mentioned elsewhe

0 Replies 1,216 Views

I have found the following strange things as relates to using magic: - When spiders cast "web" it seems to have no effect...the targeted unit says "webbed" but the unit can still move and attack etc. - When I cast "shrink" on monsters and enemies' champions it seems to work as advertised. When I cast it on enemies' "normal" units, however, it takes the attack points to zero, and also visably shrinks just one of people in the un

1 Replies 1,763 Views

In a previous thread about the endless piles of weapons received as loot over the course of the game, it was pointed out that when you kill a champion (either recruitable or from an oppossing player) you receive the weapon wielded by that player into your inventory....but since that champion doesn't actually die, he/she comes back into the game with the same weapon they had previously - i.e. the weapon now exists twice! And this can be done over and over to the same champion,

3 Replies 2,358 Views

KAEL The goal of stopping/slowing on the-the-field regeneration and/or ability to advance for a short while is not to turn it into an "end turn" situation, but rather to incent the player to have more than one Stack of Doom/have other armies to advance to AVOID being in a position to have no choice but just hit "end turn". Per the OP's main point, by not having the player face any potential negative consequences of having just one super stack attack

37 Replies 27,682 Views

Wouldn't nerf the loot system - still want to get great/impactful stuff from it...would nerf the SPAMMING of a particular kind of loot that seems to distort the game mechnics into every victory coming about the same way - load up champions with great weapons and smash everyone! Get your point, though...just think there is some adjustemtn that can be done to keep loot special without having negative/one-sided impact that feature has now (outside the "nerf champio

7 Replies 4,803 Views

I agree that the ability to steamroll (i.e. pick up momenetum as you start to win) makes the mid-and-end game more boinr ghtan it could/should be...many people have meentioned the fact that past a certian point it just becomes a time-consuming, and never in doubt - mop up exercise. This topic is closely linked with the Stack of Doom/Champions Overpowered stuff that sominates the forum now, so I will avoid that topic and focus on some other things that I think might affect this d

37 Replies 27,682 Views

This same factor is really exacerbated since you can easily gang up and kill opposing factions' recruitable heros that are stuck in place by themselves (and haven't been leveling up) and take their equipment! I think that as a general statement it is too easy to get very strong weapons, armor, etc. overall. I typically end up with WAY more high-caliber weapons than I have champions, and generally more helmets, cuirasses, gloves, etc. as well. I

7 Replies 4,803 Views

I agree that having every unit, including champions, lose striking power as they get hurt themselves increases the potential strategic aspect of the tatcical battles, which many people believe needs addressing - while there are other suggestions that have been made to address this issue, this seems like an easy change that will move things in that direction regardless of what other decisions are made.

6 Replies 4,096 Views

I have seen it mentioned in previous posts that it is difficult/impossible to get a unit to disembark from a transport at a beach tile. I have also had this problem...neither ejecting nor right clicking on the unit and left clicking on the beach tile seems to work...so this part is just a "me too" as the devs seem to keep count of times things mentioned. Even if this gets rectified (or we figure out what we are doing wrong!), there is still one issue I wanted to point out -

4 Replies 3,015 Views

Thanks for all the responses..and not a flame among them!! All good insights, and informative/enjoyable for me to think through...nothing to do with the game, of course, but interesting to understand how people look at the world.

281 Replies 1,163,773 Views

Yeh - the games-for-fun vs. car-for-safety thing makes the example irrelevant to me...not at all comparable. How about this: A movie comes out, backed by advertising how great it is. It had been shown to some preview clients, who had some concerns about it, but the producer thad made some changes based on the feedback and hought they addressed many of those issues. The producer no doubt would have liked to work on the movie for another few months, but clearly thoug

281 Replies 1,163,773 Views

I agree people are getting charged to beta test for another 6 months...my point is the charge is small relative to the benefit, as you can choose to do no work/beta testing and just lose out on the use of your $50 for 6 months, which is, in financial terms, a very small "real" cost. And that the "beta test" as a full release is superior to a "beta test" as a "beta test", if that makes sense (open to the suggestion that it doesn't). "I'll admit, I'm pretty baffled by your comment

281 Replies 1,163,773 Views

Sorry for the dissertation, but if you are bored while waiting for Elemental to get fixed and want to contemplate the silliness of the human psyche.... I must admit I don't understand all the anger/people saying Stardock should have delayed releasing Elemental until February 2011. It seems to me that EVERYONE is better off with the game released and in players' hands, rather than having Stardock work on it internally for another 6 months before release: 1.) Sta

281 Replies 1,163,773 Views

Had same occurrence several times...sometimes familiars duplicated on battle summary report, sometimes peasants..whatever I used in the battle. Only the soveriegn was not duplicated.

3 Replies 909 Views

I had the same thing (mulitiple repeats of battle) when I attacked another soverign. It was an autoresolved battle, but once it was resolved it started the pop-up autoresolve screen again. in my case went on for 3 rounds.

6 Replies 1,461 Views

I had my spouse get killed at a young age in my latest game, before any children were born. i was 24 at the time. It seems like I was out of luck - i.e. I couldn't marry another person to try and get a family started, despite my young age. Wouldn't it make sense to allow a soveriegn to remarry in such a situation?

1 Replies 660 Views