@LDiCesare: You are absolutely right. This would be the real thing. i worked more or less with a minimal hypothesis (assuming they will not introduce actual armies that stay fixed). Allow us to build organized and permanent (more or less) armies!
Symondus
http://dl.dropbox.com/u/9038574/Elemental0_806-2010-07-16T05-04-16-734.zip this game crashed rather early. It said Out of Memory. Large Map, 6 Players. My machine has 2 GB of memory.
Working as designed?
On thing that is really really wierd are those armies of spiders that run around. Not that they should not build armies, but they unfortunately do not build organic groups but highly disciplined armies. Therefore, they do not look like creatures at all. They should be randomly put on a tile (or placed in a predefined random looking formation see belwo), instead of beeing organized as one per quarter of the tile. The figure shows how a different formation would lead to much more real spider ar
I have another pose problem with the unit editor. The task: Find a pose fitting for an archer. I trieed every pose but only the first pose might be acceptable (first pose in the figure below) but shows clipping issues. All otehr poses either exhibit strong clipping of bow and archer, or result in very strange orientations of the bow (eg. the third pose shown below). On a side note, as displayed by the figure, those cloth-wrist-things clip with all normal shirts.
I used lower land on a hill within my city (it looked ugly). As a result the buildings, that were built on this hill, were flying in the air afterwards. This also happened to a neigbouring lost library. The city buildings were put back on the ground when the city grew, so about 40 turns later. The lost library remained in the air. Therefore lower land should trigger some routine to place assets back on the ground. I unfortunately did not think about raise land at the time. &nb
As the title says: Capitar can still build one mill per level of the city as demonstrated by the screenshot below. I think that was overlooked during the last pass, but might no longer be relevant for 3b.
The 'unit values' of larger troop contingents are not shown correctly in the bar at the bottom and in the combat preview. As you can see i had 4 Units each of them consisting of 10 Peasants (2 of them mounted peasants also equipped with a club, atk 3). Therefore, the summed up attack rating should have been 120, and the summed up hitpoints should have been 200. However the interface showed 12 Attack and 20 Hitpoints. This appears also for singe units of larger troopsize. Obviosl
Problem: Currently basic cloth and cloaks are colored in the empires (or heroes/souvereigns) set of colors. Therefore, your first units show a large amount of faction color. However upon upgrading to even the most basic armor those pieces no longer show an indication of the faction color. Therefore units of different kingdoms can not be easily identified. . This is especially bad for heroes, because typically you care for the appearance of those guys,
I designed some units. After redesigning the unit (by using the upgrade button) and changing some flavour text as well as the image, I retiered the first design. Obviously i would no longer use it. However during the next game both designs reappeared and i had to again retire the first (bad) design. Therefore, a button to delete an design is obviously missing, as this function is not performed by the "retire" button.
When selecting a predefined Souvereign and not choosing his own kingdom, you might meet yourself within the game. E.g, i choose Lady Procipinee and Tarth as Kingdom, while Pariden was an enemy. As a result i met myself as shown below. A solution would be to add
During development of some other fantasy mod (which was more like a game) our design was, that a decision should be meaningful. Simply adding additional options that are clearly worse than the alternatives, only to create a illusion of variety was then thought to be unnessesary and i still think it is. A chamipon has a lot of flexibility right now and according to the manual we will gain much better choices to add flexibility to our champions: In addition,
changed willpower to wisdem, thats actually what i meant. As written above casters also have to care about defensive stats because they can also be targeted by attacks. Or on the other hand physical suovereigns could simply use ranged weapons and then no longer care about defensive stats. The question is: do we really need to invent further difficulties to justify the stat? or can we simply recognize that it is a useless stat and remove it? I would prefer the second option.</p
Actually if you look at brads beta 3b video he will have about 12 cities or more when he is done conquering. He himself built 3 or 4 cities, and each AI did the same. If he wants really few cities he should not build more than two cities himself. So maybe founding cities with the souvereigns essence (or at least creating green land with essence - so that you can rebuild a razed city without additional essence cost) is not to bad, to limit city spamming. Of course founding your empire
I figured if they have individual images (which they lack now) names would not be needed. You might however be right.
The Current empire tree is not quite as usefull. This is for several reasons. (a) All Herores are displayed, even those sitting in a town and those in the army of another hero. Typically these heroes are not accessed individually. (b) Regular troops are not shown (c) Important information is not accessible (army strength, relation (location) between cities and heroes, and heroes themselves) (d) city functions should be accessible (as also noted by frogboy in on
I. Army overview. At the moment Armies are shown as completely unordered (upper part of the first image). This prohibits (i) fast access and (ii) getting an overview of the units within an army or town. The lower part of the image gives one possibility, how the screen should be reordered. First of, the souvereign and champions should always been shown first. The champions could be ordered according to their level and after that their attack value. Stan
c and d are implementend in a satisfying way in 3b. a) This could be implemented in the "HEroes" tech but i am not sure: Champions should spawn in a tiered system like goody huts and quests, which should also be linked to the adventuring technology tree. Hireing champions of higher tier should also require the respective technologies. This would allow to hire cha
After reading some discussion as how caster souvereigns are weaker than melee souvereigns (which should only be discussed after the introduction of tactical battles) i came nevertheless to the conclusion that wisdom should be removed. Mana regeneration should instead be related to int and essence. (At this point, is it on purpuse that the starting essence is coupled to starting int?) This is motivated by the following fact: Melee souvereigns have to level Str (offense)
After thinking some more on this, i believe you should also remove charisma from the souvereign. I come to this conclusion as the attributes are things, which you increase during the game. Cheap champions (the main advantage of charisma as i read it) however are predominantly interesting at the start of the game, while the adventure research tree adds cheaper champions in midgame. Cheaper Champions could however be added as part of one of the souvereing-professions or as a sou
The only effect of charisma is according to my knowledge to make hired champions cheaper. This effect should of course only depend on the charisma of the souvereign (remember you can hire champions as soon as they enter your territory). Therefore offering the possibilty to increase the charisma of one of your champions is simply a trap to new players and to the ai. Alternatively you could make charisma actually usefull, e.g. by creating diplomatic infuence or improving some th
One of the things that made enchanting your cities in master of magic quite rewarding, was that every spell had a graphical representation on the city view. This could also be added to Elemental. E.g., a city with a farm that has been enchanted by "Enchant Farm" could show some kind of sparkle on the farm tiles with in the city. In the same manner studies and schools could sparkle (or somethin more elaborate) when the city was enchanted with "Brilliance". The list goes
At the moment building requires alway to clicks to get to the menu. Changing from building to recruiting also needs two clicks. This could be easily remedied as shown in the image below. So instead of showing the building submenu including a button to actually bui
Ok here is another one. You can see the road if you look closely, but in my opinion it should be visible on the first glance. There are several areas where the road is completly blocked from view, and therefore you might not move your troops exacly. I found it unconvenient to move my troops, when a road runs through a forest close to a
The flavour text of Hunter Souvereign refert to Miners: See red underlined text.