--Indication of size of city on empire tree --Resisted versus miss: when a spell doesn't work it should be because of resistance --On City build screen I would like to be able to see the Resource/Housing/etc stats so if I didn't look before opening it I don't have to close it and re-ope
Tim4fun
Suggestions to increase fun: --Upon city capture, you get to manufacture units (or one unit) they could in that city. Or maybe you get to choose one. Reason: DOUBLES the number of units you get to use to comprise your army—incredibly more FUN! And the developers have already done most of this work! You can thus use all the buildings already built plus give
I voice my agreement that there are many ways better than 1DN, nearly any of them I would support. Having Attack be different than Damage is useful for detailed battle and makes sense, but that would be icing on the cake. I hope SD will listen to this post.
I would really like to see a modern menu style Spellbook. That's because I hope there are so many spells to choose from you'll need an organized way to look at them. If you look at how DragonAge actions worked, they had a complex menu driven interface to select really sophisticated filters. Just an idea. I would also like to have quick spell slots and a hotkey to invoke them. The current method is clickhappy.
Archer animation on the tactical combat screen causes a weird semi-circular screen motion, causing the screen to shift to center the archer then take the screen to the target. The result is dizzying to me to the point of nausea. It's 100% repeatable. If the screen moved a little it would be ok, but it doesn't do this [centering] for spell casters when casting ranged attacks. Does this happen to you? If not, maybe my machine? Windows7 64 HP laptop with ATI
As many have said, you're allowed to be human. As more should have said, the 0 day game is very cool. VERY COOL. There are so many things going for it. It's really moddable and you've said many times it would take a long time to get the balance down. Would I have released it a little later after more polish to make it more fun? Yes; there are features I would like to have seen there, but a) I'm not you b) I don't know all the fac
Don't know if there are many illusions spells in the mix, but just a few suggestions: 1) Overland spell: Illusion army: make an army seem more significant unless you have actual combat with them 2) Overland spell: Illusion resource: makes a resource appear unless your units get really close 3) Overland spell: Illusion fog: makes it harder to see what's going on inside another Sovereign's zone 4) Overland spell: Illusion direction: makes a foreign army confused
Second Raven X's idea. If that's not possible, more effects from having shards and/or more magical effects possible in general. Don't know how many spells will be in the 0 day, but number of spells isn't the point. It's important to feel like you have some cool options, like combinations. Beta 4 felt a little pedantic with spell casting except for summoning; without upkeep it was less strategic which spell you cast when.
https://forums.elementalgame.com/390240
Suggestion: Every shard you have increases your rate of mana rejuvenation. Suggestion: Every shard you have adds to a pool of mana your Sovereign and/or Champions can also draw from instead of just their own. Suggestion: Must have a shard for your Sovereign to escape to from a death blow in battle Suggestion: Shards add to the magic resistance of every unit in your domain Suggestion: Shards greatly reduce the amount of mana needed to maintain spells of th
The following link is a news release about Mono Tools, a Novell product which enables development of Microsoft .Net applications for Linux, Unix, and Mac OS X from within Microsoft's Visual Studio IDE. http://www.arnnet.com.au/article/355286/novell_upgrades_mono_tools_visual_studio/ Might be a way to expand the distribution of Elemental to other OS's, though I know t
Sometimes when initiating combat, a non-combat related screen pops up (about a Tech selection or other game issue) and then after choosing you continue into combat. IMHO once initiated, combat needs to take place, be resolved, and the win/loss screen closed before any other game issue screen should be displayed.
Buying: might help with game balance if buying attributes worked more on a bell curve like in GURPS. An increase to 11 or 12 cost 1, and increase to 13 or 14 cost 2, 15 or 16 3, etc. This makes the cost of having higher attributes much more expensive. Losing: some monsters upon successful hits or spells should be able to zap attributes. Remember the Balrog in LOTR? When we played D&D years ago our GM had you lost attributes whenever that thing hit you with it's whips.
After playing with the Tile and Map editor and Beta 4, you all deserve great praise for your work. The interface is impressively flexible and very cool. My 4 year old and 8 year old are building tiles with the Tile editor because it was so cool, animated, zoomable, camera angle changeable and easy. That is impressive! And reading Frogboy's comments about things you want to work on both before and after release, it seems like all the major stuff wil
Saved game link http://dl.dropbox.com/u/9605289/cant%20see%20sovereign.EleSav Saved debug.err link http://dl.dropbox.com/u/9605289/debug.err Saved screenshot link http://dl.dropbox.com/u/9605289/no%20sovereign.png <p
happened to me too just now
Thank you for that---it was my stupid mistake. Don't want the devs wasting time.
I created a custom Sovereign. When you click to move 1 square away or so, he/they move there then in a random direction. The dropbox link has my save file; the incorrect movement is repeatable just load it and move him/them. Will gladly send other files, let me know if you need other. FYI This is the first time it happened, and with built-in Sovereigns it hasn't happened since. Keep up the good work! Update:
Positives The graphics are stunning. The music is wonderful. The basics appear to be there to make the game eventually phenomenal. The commitment to excellence is clear. The communication with the beta teams is refreshing. The Red Dragon was freaking amazing. Make him roar/spit flame and I'll check my pants. Suggestions (may be repeats with other posts/inaccuracies, sorry, I did my best): 1 Text in general: i
[quote who="WhiteElk" reply="9" id="2691062"] This reminds of a question I've had: Can the gear from defeated units be awarded to the victor?[/quote] YES PLEASE!!! This is one of the reasons you go after those Champions!
You can rotate the map already! You need a third mouse button or a way to simulate one. I haven't found a keyboard shortcut, but my Logitech mouse has programmable buttons and 'third mouse button' worked perfectly. Makes the game much more fun. keywords: mouse rotate button viewing angle
Agreed. After looking at the new 3B beta, there are some very cool graphics in this game. I'm hopeful the gameplay will continue to improve in 'degree of fun' like MoM was able to deliver...EWOM has the potential, going to depend a lot on how they refine the Magic casting, the tactical combat, and how Heroes are leveraged. Managing your units and their moves is not really fun yet; for example, you don't know if your units can cross a mountain or what route they will tak
To minimize need for using the mouse, it would be nice if pressing Escape would close any popup information screen. Right now if you press Escape some windows (like the technology screen) stays open till you close it then the Game Save screen appears. Thanks for consideration.
Agree that there should be some randomness in movement and initiative when in combat, as 's___t' happens in combat. The magic is supposed to add a lot of variability in play, such that your 2 knights might be able to defeat 10 knights if your Sovereign has enough skill and will choose to expend enough resources to alter the battle dynamics with spells. This IMHO is the heart of fantasy battles and will keep every battle fresh and exciting and thus FUN. This
[quote who="nitey47" reply="57" id="2682277"]I don't envy your position right now Brad. I'm not sure when your code freeze date is, but if I remember your previously mentioned schedule you can't be anymore than 2 weeks at most away in order to hit your August Ship date. I'm not real big on multiplayer, but I DO play it and like others have mentioned, not having tactical battles available in some form will probably make me shun multiplayer mode until it is in. For the players that l