You could always do a trading system in which a city produces gold, and you could buy a resource at a bad rate, that way the .1 per turn could be avoided all together. Then you could have a black market where you could trade metal for wood at a better price than say metal for money, and actually create an economic system of supply and demand.
SilentShout
+1 on putting Chuck Norris into the game... Wait what was the original suggestion...?
Not a bug, eventually you will be able to cross that water, just not implemented yet.
So maybe the arguement should be how do we fix the problems of teleportation, not how to ignore it... [e digicons]^_^[/e]
Wow I like this idea a lot, I do hate having too big of an advantage because of technology or vice versa. I think it is logical that the more you encounter new tech and survive the faster you should be able to research that specific tech. This also brings up the option for spies to steal tech. Also maybe you can use advanced tech found in a battle field but not neccessarily reproduce it. Maybe opening up an option to skip the in between steps required t
So it sounds like no matter what that we all agree that the current system does infact need to be changed. Stardock, do you want to weigh in on the matter?
I find it wierd that I build a building and it doesn't drain income until after the building is done. I would prefer it to be drained before the building is done, as in right once I decide to build it, and then give me a refund proportional to what percentage is not complete if I decide to scrap the project.
I think it would be even more enjoyable to pick what stats went up everytime your hero leveled up. Normal units would be fine if they were automatic, but how different would every game be if you could customize your sovereign to your liking?
Just built a palace, inn, and a farm and I still have as much gold as I started with.
I like the idea of killing the one unit to end the game. It gives you a chance to pull victory out of a certain lose. So my vote is leave it as it is. Also chances are if your soveriegn dies then you are going to lose anyway and it would just be a slow painful death at times.
Let me start off by offending half of the forum and say I hate the game Risk. I mean you are either winning the whole game or your losing the whole game. It isn't like chess where you always have a chance to come back no matter the odds, after you lose so many countries you are pretty much toast. My post isn't really a suggestion per say, just a question; how is elemental going to avoid this Risk feeling in the game. I mean, after you claim over half the map aren't you more likely to
Where the beta testing will become intensive for everyone, is when we get more features and it becomes more of a balancing the game act instead of the laundry list bugs deal. The first beta was fun for what it is, but Thursday is well looked forward too. I think we got MOST of the bugs caught in this version anyway.
Just a different point of view on this one, I like having to command all my troops to some degree because it adds the human error into the game. If I am not wise enought to manage all of my troops it should be something other players can exploit. Just a different oppinion.
There was much rejoicing. I have stopped testing the current build because everything I find seems to already be posted, and though semi fun I would rather spend my time on some of stardock's completed games like Sins. Waiting until thursday!
Why are you attacking with a scout? ;)
I find how units are selected feels akward and not natural. I would humbly suggest implementing better unit selection, such as drag and select features, and highlighting selected units better.
+1, but I might leave up the suggestions.
I agree that however it ends up, it does need to be reworked from it's current status.
For everyone who struggles reading satire, let me translate this very clever post. Translation: This movie is so original and awesome that I want a new one in front of every beta. Great sarcasim BvG but I am afraid some aren't appreciating your wit.
Perfect! Response to post is all we really want, because now we know what to expect :)
Let me start of by saying I didn't know where to post this, so if this is the wrong section I apologize in advance. So Elemental Beta is up and running, and I must be frank; it contains more content than I expectected. So thumbs up to Stardock, and dispite what they said I have found the beta to be ... FUN ... I can't even imagine what it is going to be like after we start to get tactical battles, spell research, and the like. Having Beta for only a few days now I d
After building a city the computer automatically moves my pawn. Sometimes it moves it in a favorable direction, other times it moves it away from where I wanted to move it, thus ruining my strategy and causing me to spend an extra turn to get a bag of gold or visit a magical fountain. Could we not just leave the pawn on the newly built settlement, and allow the user to move it where they want too?
True true, just leave your pawn on the capital or city or town or whatever the technical term is. :)
Units are sometimes hard to select, but sometimes they are actually impossible to select. I spent 30 plus seconds trying to select a specific unit. I zoomed it, rotated, tried to select again to no avail. Also one of my units magically dissapeared. Every once and a while he would re-appear, but he was also non-selectable.
So I have been moving back and forth between Elemental and my desktop without any problems. Only when I built a city and then hit alt-tab did I get a problem. My map disappeared. Take a look for yourselves.