They really need tooltips. I remember asking for tooltips in the Elemental options menu over a year ago, they never showed up afaik :|
Mtrixis
They've had this kind of weirdo movement ever since Galciv. I remember complaining about it in the GC2 forums and basically being told 'it's fine, go away' :P
This bug was in Elemental. Ugh. It's still here.
I honestly think its a shame that so much art and design time was spent on this feature, when it has literally no positive gameplay effects and plenty of negative ones. You can't even SEE the buildings with any clarity unless you zoom all the way in, which is pointless when managing a large empire. In general, I'm in opposition to any change that would persist with the pointless building that exists now, or encourage _more_ city building micro. City micro becomes increasingly
Corrupting a water shard destroyed the shrine built on it, turned it into a Death shard for one turn, then it reverted to an (unbuilt) water shard the next turn. edit: Corrupting it again 'broke' the shard completely, it's a Death shard now, but I can't build on it.
If there are, I haven't found one worth using in two full games played to completion (though on a related note, I have yet to find any magic bows) Missing items isn't a big deal though, that's something they can add easily
Uh... this appears to be useless - using the destroy command builds up a cursor to remove an improvement - on the 3d map! With no tooltips! This needs to bring up a list of improvements to destroy.
If you move a unit, even if that unit is about to engage in a battle, the screen immediately jumps to the next ready unit elsewhere on the map. This is extremely jarring, especially because this behavior (and other popups) seem to completely disrespect other popups - eg, you can get a new research popup and be choosing a tech, then the screen is suddenly yanked elsewhere and/or you are thrust into combat somewhere else on the world map. edit: The entire event queueing s
Because the ability to get off spells first, and then to cast MORE spells in a given span of time is so powerful, this makes items that would otherwise be nice in the hands of a melee character, extremely powerful in the hands of a caster. To remedy this, I'd recommend giving staves spell mastery/power bonuses that make them more appealing to use as a caster - I've been running around for the entirety of my current game with my two mage heroes using low level poison weapons th
Running this buld: https://forums.elementalgame.com/415570 but issue occured before/after switching to it Later in the game with a lot of units moving, hitting end turn or moving a stack of units causes a very loud, very painful repeating sound - it sounds like the 'BONG' of end turn/units completing movement or whatever, overlapping itself repeatedly until its loud enough to make my speakers crack. edit: this also
All research techs should show _exactly_ what they provide in the details pane, with mouseovers for more info. Right now, a lot (some? all? I don't know!) of techs provide passive and important bonuses, but you have to read through the flavor text box and deduce what those bonuses are. I didn't even realize you could get more mana from shards until I saw an AI player extracting 4 mana a turn and I went hunting in the magic tree for the likely suspect (Arcane Mastery for the re
There's two annoyances and bugs here. First, the game apparently won't let you end turn if you have units without move orders, which would be nice... if the game showed me anywhere on the UI where those units were, without having to click through every caravan clogging up my unit pane. Two, units set to auto-explore apparently (sometimes?) don't count as having been given orders, so I abandoned using scouts after having the end turn button jam up repeatedly.
Yeah, I want to see fully custom hotkeys. I don't understand typical strategy game hotkeys, they're terrible. They're especially bad in Elemental - why can't I hotkey units and cities? Instead the # keys are used for pointless camera angles. Similarly, I'd much rather use werd/esdf to move the camera instead of arrow keys or drag scrolling, then my left hand can move the camera and select key armies/cities, while my right hand stays on the mouse.
I'm not sure what causes this, but twice now in a long game, I've had my research go idle and only noticed after who knows how many turns, with no unskippable popup to warn me
swank, thank you
bump, anyone know, or is this an Issue?
Indeed. Late game mage heroes can devastate entire armies due to Evoker and tactical cost % reducing abilities/equipment. You will be _starving_ for the mana shards provide, and there are spells that can convert shards from one type to another.
I think people complaining about heroes should bump up the difficulty level and play a few games, then come back and compare. I've been stampeded by enemy heroes and had mine squished into uselessness several times. I use my heroes more effectively than the AI for sure, but that's a balance issue that can be tinkered with down the line. I don't expect the AI to be fully aware of all strategic and tactical abuses, particularly with the vast number of spells in the game right now.</
I might be missing the way to do it, but while trying to zoom to units from the econ kingdom overview screen, clicking, right clicking, and double clicking did nothing. Consequently, I was left with a giant, unsorted list of units and no way to know where they were, what city they were in, what they were guarding, or if I should or should not disband them - not a good thing for managing a giant empire.
Unless I'm missing something, you can mouse over a unit to see what spells/debuffs/buffs/etc are affecting a unit, but there's no way to actually see what those abilities *do* Viewing the unit details shows that units abilities, stats, spells, and equipment, but it does not appear to show any abilities affecting it. Consequently, I have no idea what many enemy buffs are doing, which makes it difficult to plan or counter - I ran into an enemy hero packing something like
Scouting eyeglasses cost 0 points to add to any unit in design
Disagree completely. Level a mage hero up a bit. I can wipe out 3/4ths of an enemy army, typically killing every single non hero unit in one spell. And the max level spells are often insane.
Unless I'm missing something, you can crush an AI down to its last city, then keep it there as a 'pet', while maintaining an econ treaty. Doing so gives you a _vastly_ disproportionate econ boost. The boost from an econ treaty/capital trade should be proportional to both the length of the treaty and the size/power/econ of the kingdom you are trading with - there's no reason I should be rewarded for gaming the system by keeping their last city alive.
Setting up a Caravan network is needless busywork. It's also a complete interface cludge that's just really, really unpleasant to deal with. Think it's fine in your little empire? Try ensuring every one of your cities is connected on a larger map, in the midgame, on a higher difficulty, when cities are rapidly changing hands and routes are getting broken or ravaged by monsters. It sucks . I don't have any issue with attacking on-map caravans (though aga
Concur, I rolled through an entire map with a weapon giving Maul, it obsoleted all other melee special abilities (and enemy troops, and...)