I have impulse installed, have an order number and receipt email, so I know it was charged the full amount. Sent an email to the Support email you just gave me, Thank you.
Furycrab
I ordered Elemental Collectors and have yet to receive it. What's going on, and who do I contact to cancel my order if this keeps being stupid and getting a refund?
If you could win that battle or inflict serious damage, there is likely a very serious imbalance left in the game. (Casters being able to empty out a mana pool on the first turn comes to mind) Don't get me wrong, I'm all for tactical battles mattering, but what you can accomplish with the tactical should be within a certain tolerance. If Player A hits Auto-Resolve and loses, and Player B plays it out and wins with his army fully standing, something is wrong with the auto, or something
http://screencast.com/t/ZjgwOTlkYm Figure a picture is worth 1000 words. No real crash here so not quite sure what to post. This is supposed to be a large world with 4 AIs the first hint that something was weird was when I found over 6 champions (look at left bar), noticed later I was on an island. Than when I saw borders of another Civ I started casting raise land and saw that. Pretty funny bug. *I
[quote who="arstal" reply="1" id="2692315"]LOL at describing the game as an RTS. Though I'd love to see you do one someday. [/quote] SINS was an RTS in the absolute sense, however far too slow paced for it to ever really become a spectator sport. /shrug. I don't think Elemental will ruin Firaxis, but this game will def give it a run for it's money and with proper support and good expansions, will likely be a so
[quote who="Kholai" reply="97" id="2694865"] Quoting Folcik009, reply 79 This just popped into my head: what if diplomatic capital is just converted to Gildar when trading it to another player? That'd make it useful and good for multiplayer. Quite possibly a simple solution. That may work, I like this. The primary problem with Diplomatic revenue is that it is a tangible resource that cannot purchase tangible advantages. If it's a tangibl
I don't mind the current idea, but without some sort of custom roads, people are using cities as roads instead of using them tactically. It just looks a little funny when a city is growing in a straight line, as opposed to something more organic that radiates from a center. It's also a little annoying when you have for example, Metal on one square and horses/food/whatever 3 ish squares away. It pretty much garanties that you will be staring at a resource, often in your
The issue with diplo capital doing a whole lot more, or heck the trying to make a diplomatic approach work in human only games, is mostly balance. You have a tech path that is balanced to be perfectly fine against computers, allowing you to get stuff... and then in multiplayer nothing of the tree works except for the stuff you can "force". So in the end, it's either so weak that no one in his right mind would go very far in that path except for caravans and certain agre
[quote who="marlowwe" reply="14" id="2693715"] Quoting Frogboy, reply 3 Quoting Sarudak, reply 1Sure it seems great for the AI... But you still need to give it some real concrete value for human v human games. If it's just 1 on 1 in human games then it won't do anything. But I won't lose sleep over that. This is actually extremely disappointing. I accept (reluctantly) that you want Elemental to skew towards the singleplayer side at
[quote who="OMG_BlackHatHedgehog" reply="4" id="2693668"] Quoting Frogboy, reply 3 Quoting Sarudak, reply 1Sure it seems great for the AI... But you still need to give it some real concrete value for human v human games. If it's just 1 on 1 in human games then it won't do anything. But I won't lose sleep over that. Of course. But what about 2v2 ? Or 1 v 1 v 1?[/quote] On top of such games being rather rare as oppos
Usually in Civ games, they tend to make the computer cheat a little in this respect to reduce the amount of cheese/abuse since the "real" value of a tech is much more than it's cost in research points. For instance say you are thinking of going at war with someone but he has a tech advantage in warfare, or you don't have certain key techs to go at war, then those techs are very valuable, and techs that will improve your ability to research are quite a bit less valuable. For an AI it's
If you try to design a unit that requires a worgen (either colors) it will put as a resource cost a horse, which you can't really get anyways. About it.
I haven't played in a few months, so I can't remember the exact button but ya. I don't want the choices out, far from it, I just loved having this "standard" option that you could have a conversation on. They could even put achievements tied into them: Win a game on such sized map, at such sized difficulty. There was also a sense of fun and discovery as you figured out what opponents you were gonna face and the only real info you had was that: Well there X number of them and they are about "t
Hey TBS and strategy game fanatics, This is something I have usually found in Civ games and many other TBS games, but for some reason I found a bit lacking in SINS. When I think of a Civ game to which I have played, I would pick my civ, pick my map size, pick my difficulty and BAM, into a game. What's different? Well you play on a sort of standard, and when you won, you had something to compare for the next game, or you could try under mostly the same conditions but with one difficult
I'm aware of the last mini-patch and if any of these issues have been changed or adressed I apologize, but I thought my feedback could still prove useful. These are mostly first impressions over about 4-5 hrs of gameplay and reflect the experience of a player with next extensive TBS experience, but that hasn't played this game in previous beta builds. I've experienced some crashes, but since I'm currently not on that computer (can't post reports or SC) I'll stick to other issues. [Her