[quote]I had 5 cities, an income of 50+ gold per turn and 90% of that income game from one city (Level 4, Specialized in Gold production with lots of gold bonus improvements and 2 gold mines.) To me this is a non-issue and a text book case of "grass is greener" syndrome. Its perfectly possible to have plenty of cities and a strong economy if you develop them wisely and place them wisely. Oooh but there is that word again... "Wisely". Let me remind y
LDiCesare
Also, why can't you build caravans when you have no gold? It's penalising you by removing one tool to remedy the problem.
Of course balancing isn't done, that's why I provide feedback ;) Gold is a big issue to me. Early on, there's no point building a city because it can't produce gold. So you are reduced to ONE option, NO choice: Explore and pop goody huts. I like huts, but having no choice is not fun. Later on, I find myself conquering a few cities and suddenly I drop to negative gold. I built 4 cities, only built food, pop and gold improvements, have very few units, built carav
Got this too with my sovereign fighting a wolf. Here's a screenshot: Note that there are both misses and hits on both sides. It's also weird my sovereign would deal only 3 damage instead of an expected 9.
Right now there's no point building your city before you've explored and earned a lot of gold. Since the starting position has been cheated into a position with lots of resources (fertile land, mines, horses, whatever), it's a bit awkward.
I don't understand the treaties diplomacy window. I hvae 3 options: Tech, Trade and Non aggression. Each has a perceived value. If I click tech on my side (4) and tech on the other (6), I can't make the deal. I cannot add other deals in the same transaction. In particular, I cannot control-click deals to add new deals. I can add some gold, but this seems pointless since I'd rather see gold per turn rather than lump-sums. I can select the other side's go
In a tactical battle, it is possible to set a destination that cannot be reached due to enemy units in between. The unit then pathfinds and tries to get there. It shouldn't be possible to select destination squares that can't be reached in 1 turn, particularly because of enemy units.
[quote]You can build a merchant as soon as you have some materials.[/quote] Yes, but the net effect is to slow down the early game a lot, and there's nothing gained out of it. Providing revenue from the initial city would solve the problem, wouldn't unablance anything (you can even restrict it to the capital if you're afraid of city spam side effects) and speed up the early game a little.
Indeed. Picking a lower resolution shows the windows frame. I d expected the resolution to include the windows frame, which was not visible. Not a big issue then, although it's surprising. I also expected to be able to resize the window in windowed mode but the resolution is locked.
http://dl.dropbox.com/u/8046784/Elemental0_92-2010-07-20T17-52-14-972.zip Had played the game for a few turns, then Exited. -> Elemental crashed.
We start with no gold income. This is unplayable. Farewell. ok, this is a bit short, so I'll elaborate: without gold income, you can't do anything serious like building stuff, hiring people, etc. So basically you HAVE TO build a gold income building before anything else. Either that or hope you'll run into lots of gold waiting to be taken from huts. This is a pain. If the first thing you HAVE TO do is always the same, then AUTOMATE it and
HUD for cities is no longer on top of the city but on top of the tile above, which still hides too much. It should be on the lower part of the city, not on top of another tile nor in the middle of the city.
Windowed mode used to work before Beta 3B. As of 3C it's still full screen no matter what I tell it.
The latest beta has been the least stable for me, but I still don't think it needs delaying.
Retaliation need not be limited. It must be balanced so that being crowded will bring penalties to the defender. Limiting the number of counter attacks is one way, but open to VERY cheesy tactics like sending in 22 fast peasants who use up all the opponent's counterstrikes and die to them immediately, and then follow up with your own strong unit that kills the opponent without a scratch. Lowering the attacked unit's combat abilities as they get attacked is another option which
[quote]Number of action points it takes to attack once/cast a spell once = Action Points/Combat Speed[/quote] This is a fine system, but how do you show the points to the player? To a12 year old who is bad at dividing numbers? I think the math is good, but it can't be presented this way. Even for us good at math, you don't want to have to do a lot of multiplications/divisions in order to know what you can do. Such a system should probably be presented like having Comba
[quote]Step 1. Every unit should have two basic types of actions. Move action . The distance a unit can move is based upon their movement speed. Standard Action . This is used to attack, use equipment, cast spells etcetera. Step 2. Movement is an obvious one. But you should also be able to move through friendly units if an unoccupied space is available within the range of the units total m
+1. Seen the same problem, and there is no info as to what's neededin order to enter the hut or something. I'll add that the levels for huts really sound gamey.
I can scroll without problem in tactical battles.
I agree with you all.
I haven't had any problem alt tabbing, but I'm supposed to be in windowed mode (although it still shows full screen).
I think the tactical battles should include a counter-strike option. I just won a battle with 1 sovereign vs. 6 spiders without ever being hit once, and never being crowded. My sovereign has 2 moves. there are 5 big spiders and 1 small with 1 move each. I use terrain to make sure one spider closes in, alone. I hit it twice and it dies. Next turn, another spider closes in. I hit it twice, it dies. Repeat until there are 2 spiders left. One of them circle
I had one quest under way, but I was unable to enter the location (level issue I suppose - which is bad, since I shouldn't have been propsoed the quest in the first place - got it in an inn, don't remember what it was). I had finished a tactical battle, gained a level, then completed a tech and chose exploration. With the new tech, I hope I can go to the quest location: Give order to sovereign to go there. Left click, and game freezes 5 seconds, then Windows popup appears say
Here's a battle between Janusk (15 attack, 10 hits), Moi (2 attack, 18 hits) and 2 bandits (10 aattack, 5 hits each). As you can see, the output is rather unexpected: What really happened: Moi could move. Janusk had a move of 0.5 and therefore sat like an idle duck waiting to be slaughtered. Eventually, Moi was downed, and then the bandits fell Janusk in a single blow despite
Started game, moved a bit. Zoomed out to cloth map so I could actually understand the map. Moved again. Wanted to give sovereign a new move order. I had given the city order to produce a farmer. Game hangs, crashes. No crash dump generated. Interestingly, the flash plugin of the browser crashed at the same time.