[quote]I would also love to have right click show you the path instead of moving you, and require a second click to confirm and move.[/quote] Yes, or again to use civ4 as an example, right click down shows the path, right click up travels the path. Simply press esc or right click up on the starting square to cancel travel. This would especially be of value since there is no way to predict the path to be taken, and a longer path through forests is
Roph
[quote who="dragoaskani" reply="1" id="2742582"]your notifications on the right hand side of screen tells you when buildings finish...that should be some indicator.[/quote] Very true; but what I constantly need to know is whether any of my build queues are empty -- not what's been finished. Knowing a building, or several, were finished (but with no visible clue or message regarding where) is of minor interest. What's important however, is which of my cities has an idle que
I find it confusing that if you have a build/training window open, and the select a different city by clicking in it or on it's square icon, that the build/training dialog does not show the options for the newly selected city, but rather for the city that was previously selected. It would be nice if the build/trainiing options changed to reflect the currently selected city, or at the very least closed the build/training dialog when a new city is selected.
Has anyone else noticed that after playing the game for a while that the Enter key no longer works to "end turn"? This seems to have persisted over the last several updates. I then have to save, quit, and reload the game to get the enter key to work again.
Is it just me, or is it frustrating for others as well that its so hard to see the number of moves left for units in a given turn? If the actions or enchants tab is selected for the current unit or stack, you can't see the move statistic in vitals. How about providing a number on the summary squares in the left column? Or a number over or near the unit? Or changing the color of the square the unit is on to indicate its moves have finished for the turn? 
Is there any easy way to tell when production is finished for a town? As far as I can tell, the yellow bar on a city square looks identically black when a city has finished it's most recent building as it does when it has finished all buildings. Thus I constantly need to check the queue when the bar is black, even if more is still queued.
[quote who="Zorbane" reply="2" id="2738922"]I thought they fixed that, do you have the latest patch.[/quote] Thanks for the heads up. I just tried it in the latest patch, and indeed they did make at least one small change. Entering "Esc" will indeed close the Hiergamenon (help book). On the other hand it won't for example close the Kingdom Report; instead it goes directly to the top level options, and it won't work at all in a trade window. In short, the proble
[quote]What on earth kind of games have you been playing . I've never seen difficulty settings done any other way than this. Setting the AI difficulty to hard means that the AI will be harder to beat. It gets economic bonuses and such. Same goes for the world difficulty.[/quote] Ah yes. Well perhaps I'm clueless in taking Sid Meyer's Civilization series as an example. It's not like it's ever been very popular, won any awards, played very often, nor had much impact on
[quote]AI difficulty give the AI bonuses. Harder AI's are more difficult to defeat. The idea in setting the AI difficulty by default to world difficulty is to have an easy way to set general game difficulty for the player.[/quote] Thanks Netriak. That explains it very well. I appreciate your helpful post.
[quote who="Netriak" reply="1" id="2738890"]There is no player difficulty setting. The one in the new game screen is the world difficulty setting, that determines the difficulty of monsters and such.[/quote] Ok, I'll buy that. Then what does setting the difficulty of an ai do relative to the player? Does setting an ai to "hard" mean that the particular ai will have a harder game to play relative to the player (thus making it easier for the player to beat tha
In most games I play, such as civ4, the escape key can be used to universally exit the current window, dialog box, mode, etc. And sometime the same key is also used to exit to the top-level menu. From my experience so far in Elemental: *) The escape key always takes you to the top-level menu ... even if you're simply in a dialog (or reading the help book) that you'd like to "close" out of. *) There is no key available for use in closing dialo
I've read several posts here about what the difficulty settings do to try and better understand them. My assumption was that difficulty worked in a similar way to civ4. Namely if you set your difficulty to "beginner" and all the AIs to "normal" you'd have an easy game; and if you left them normal and set yours to "Rediculous" you'd have a hard time. From some of the posts I've read here it may not be that simple or intuitive. I'd prefer it if it were. How
Some spell descriptions note that an Echantment slot is required. I'm guessing that's one of the entries on the "Enchants" tab when viewing an avatar. Is there a restriction n the number of enchantment slots, or a requirement to have any at all? Is there a way to find out hand many you have or to increase the number?