cattess

cattess

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

I generally do report everything separatedly, for the purpose you mention. In this case, I thought perhaps both the tab key and fog of war issue were caused by the same "bug", so thought reporting them together made the most sense. i will continue to try and report things I find as separate items - sorry if this caused a problem.

3 Replies 752 Views

I made this comment in an earlier beta version, but it either got missed or was decided that it wasn't neccassary to address it. In case it was the first, I will repeat it - if it's the second, no problem - will stop mentioning it! When you have a large number of armies, NPCs, and/or the sovereign wandering about, they trip over a lot of goodie huts and/or quests. When that happens, you obviously get a pop-up saying "item found" or outlining the quest. Unfortunately,

0 Replies 403 Views

I captured 3 cities during the game. When I use the "tab" key, it cycles through the city I built, my sovereign, and my armies (NPCs and created soldiers) wandering around, but does not cycle to my captured cities or the NPCs stationed inside of them. I can go to the captured cities and build/recruit troops, so they are under my control, but do not appear as I cycle through using the tab key. On perhaps a related note, the captured cities also

3 Replies 752 Views

Right now the information that shows up when you click on a unit makes it appear as if the upkeep cost of a unit is zero,while it is really 0.5. While this can all change, if you do plan on using decimals on upkeep cost I believe you should extend the information shown to carry out to one decimal point - i.e. to provide more complete information. <img src="http://content.screencast.com/users/thomaspel/folders/Elemental/media/d65557ca-31eb-45de-9297-3377c9dcc30e/Up

1 Replies 539 Views

I have my Sovereign on autoexplore. All of a sudden this pop-up screen appears, indicating that he wandered into someone else's territory. So far, all fine. However, when I click on the 3rd choice "Ver well, we will leave your land", the screen just keeps popping up - can't get past this screen. i clicked on it about 20 times, and it just kept popping back up. <img src="http://content.screencast.com/users/thomaspel/folders/Elemental/media

2 Replies 924 Views

Two descriptions that I think are no longer valid after recent code changes. 1.) When you research Engineering it says it gives you access to workshops, but now you can build workshps from the beginning - i.e. don't need to research this first. 2.) Now that you get ques

0 Replies 413 Views

When designing a unit, there are several strange things that occur. 1.) Club and staff have same attributes, but staff costs more than club (maybe a balance issue that hasn't been looked at yet, but thought I would point it out) <img src="http://content.screencast.com/users/thomas

5 Replies 1,102 Views

When one of my scout's entered another sovereign's territory, this message popped up, like it is suppossed to. However, when I clicked on "Very well.....", the screen blinked and then the same message reappeared. Happened 5 times in a row; I couldn't get past it and had to quit game.

0 Replies 404 Views

I got something similiar when I found a shield that was supopssed to buff defense. In another case, a book that supposely increased dexterity also had no impact on defense. On the other hnd, when I used a potion to increase speed, it did alter my attack. I'm not sure I understand all the mechanics for how this is supopssed to work, so can't tell if it's an error, but it was/is confusing. <img src="http://content.screencast.com/us

2 Replies 888 Views

At times my soveriegn and soldiers lose Auto Explore. It seems to happen at random times - or at least I can't find a pattern. I click the Auto Explore button and it works for a while, then turns itself off and can't be recclicked on - nothing happens. The game will continue, but I have to manually move all units. Happened in about 5 different games at different times. Twice, it turned itself back on - i.e. after several manul amoves I was able t

1 Replies 599 Views

A similar concept about providing incentives to build cities near water was discussed in this forum. https://forums.elementalgame.com/378551 While less than an overwhelming response, it seems like there is at least some agreement that providing benefits for being near the coast makes sense. The issue I see now is that the "easiest" way that everyone seems to gravitate towards - improving food gathering - has less of a

5 Replies 6,168 Views

I have not had this issue (haven't been able to reach level where I can summon anything!), but I did wonder about the hierarchy of desertion in general, as I mentioned in this post. https://forums.elementalgame.com/378533

3 Replies 1,010 Views

Currently, the biggest limiting factor on city size seems to be access to food - e.g. reaching level 5 seems to require the ability to reach 2 food tiles. This leads to the largest cities typically being inland, where it is easier to find 2 food tiles within reach of a city center. This seems to run counter to most of history, certainly in the ages when this game is set, that the largest cities were found near water, where fishing and trade was easier. I would

2 Replies 2,072 Views

The "Kingdom Report" page, the "City Report" page, and the main screen all show the population and "gold" available, and the "City Report" page indiciates the impact of the amount of food produced in terms of whether it is limiting city growth, but none of these places seem to provide information on the amount of other materials, like lumber, being produced and/or available to the player. Since these materials potentially impact the choice of which buildings to produce and/or

1 Replies 598 Views

The sovereign aparently provides at least a morale boost to troops, which is affected by the choices made when you create the sovereign. Is this morale boost for all troops, or only for troops in the stack with the sovereign? i would suggest having the morale boost, and any other modifiers the sovereign (and/or any "heroes/champions") provides to troops, be distance-based - e.g. troops in the same stack with the sovereign get 100% benefit, then as troops are further away from so

2 Replies 789 Views

A minor point, but if for whatever reason you are not paying attention/aren't careful and run out of gold, your troops begin to desert. In these cases, I think having a prioritization to the way your troops desert would make sense - i.e. your elite troops (those that take the longest # of turns to create) should be the LAST to desert, as you would surely pay them first. Not sure how it works now, but I thought I would suggest this in case it hasn't been addressed/considered yet.

0 Replies 495 Views

As far as I understand (notivce the qualifier!) all Watchtowers provide is extending sight range. I am proposing that in addition they provide some minor defensive bonus if built outside city limits, as well. I know htere is another thread on the potential for building forts, which would have much more functionality than my proposed Watchtower-as-outpost suggestion...I think regarldess of what the dev team does with forts, extending Watchtower use as I suggest cou

2 Replies 720 Views

While moving a unit, is there a way to set waypoints so you can outline a path to the ultimate destination (shift right click doesn't seem to do it!)

2 Replies 2,167 Views

Your second paragraph is exactly how it was done in "Rise of Nations". My memory is you built a market, which allowed you to create "traders" or something like that that you could direct the trader to go out and build a post near any particular resource on the map (the trader could only build one such post, and then was stuck at that spot). Worked well in my opinion...didn't have to spam roads or cities everywhere or otherwise micro-manage the process, and could decide whe

6 Replies 5,610 Views