Vinadil

Vinadil

Joined Member # 1423916
4 Posts 19 Replies 2,240 Reputation

Can we please either have the repeatable events like Treasure Hunt and Research Mission move onto the monthly report screen (which can already be toggled), or have an option to turn off the notifications? By late game I have 15-20 of them finishing each turn and it is now the largest reason I don't play the game... because more of my time is spent clicking through those screens than playing an actual turn. If this option already exists or has been modded I would g

4 Replies 2,448 Views

Just adding emphasis to two points here: 1) The "global logistics". Stellaris does this well, basically limiting the number of "fleets" you can have and then having you manage fleets instead of shipyards, where the shipyards just automatically take on jobs based on fleet requests. and 2) PLEASE let us turn off the notifications for treasure hunt and research jobs. That is literally half of my playtime in the late game, just clicking through those messages.

6 Replies 14,099 Views

It seems that the AI is still struggling with expansion and keeping up with me production wise. I have only played on the second-to-hardest level (whatever is above Hard), but the same thing happens. I believe it may be because of the harder monsters. I am not SURE this is happening, but what seems to be going on is that the roaming monsters are so much harder to kill that the AI is just losing all of his scouts and pioneers. Is there a way to make the monsters sca

0 Replies 1,857 Views

This is especially true now that you can only cast one spell per turn... it is yet another useless spell. You are almost always better off attacking than healing with your turn. On another note, the natural healing that happens while units are in a city is MUCH better now than it used to be.

13 Replies 7,698 Views

I think part of the reason that the Diplomacy Tree lacks interest is because diplomacy in general is very lacking. I have yet to see any benefit in talking to my neighbors unless I want to steal their daughters or buy some resources. And, I don't see much value in the Dynasty, so no need for their daughters, and taking their cities is a much easier way to get resources. This is another spot where GalCiv2 did something different, and better imo. You could actually pla

72 Replies 273,216 Views

Even with Fire shards... I found it VERY handy to hit 27 INT and open up the fire related AE... 25 damage to 6 tiles is decent from a ranged attack... that I can have 5-6 people casting that twice each turn is necessary when I face those stupid umber dog stacks with 500 HP each!

14 Replies 15,030 Views

[quote who="kenata" reply="16" id="2835343"]OK so here is a wild one for ya. In 1.09o, I was not able to build caravans as Capitar. Not at all. I had the tech even researched a few more for good measure, but sadly no caravans. Anyone having this issue?[/quote] Same issue for me... no caravans in the Diplomacy tree.

34 Replies 17,498 Views

I have often wondered if you could implement a GC2 type of unit development. That AI seemed to build some really interesting units, and they would even respond to what you were building. Assuming you like the GC2 AI, what are the main differences in the Elemental version of AI? I notice that it cannot do several of the things that GC2 did, and I am guessing that is due to differences in the game design, but I am not sure what those are.

35 Replies 89,447 Views

Heh, I did the same delete. And, honestly I found that I enjoy the game more now that my sovereigns are not flying around the map... that plus the new magic system (with TONS more mana early on) makes me actually split up my main characters and get them involved in the game rather than just using one or two to do everything. Still, late game it would be cool to be able to research Organized... say after the last of the logistics is done.

16 Replies 8,247 Views

It would be interesting to see Organized pop up in the tech tree... sufficiently deep in the tree that people would have to sacrifice short-term gains for it... making it an actual strategic choice rather than a no-brainer character creation element. In the late game it is definitely nice to be able to move around the map a touch quicker. I suppose you can do the same thing with the quick-troops method, but a Tech would be nice.

16 Replies 8,247 Views

[quote who="dawgs4ever" reply="25" id="2774596"]If possible, please add to 1.09 or 1.1 the ability to turn off animations in combat. Even better would be the ability to toggle only certain animations - I want to keep the magic animations but disable everything else to GREATLY speed up tactical combats.[/quote] I second this request. Animations in Tactical gameplay should definitely be a toggle.

245 Replies 841,974 Views

This could also be resolved by using the same system as GalCiv2, in which both sides get at least ONE round before they take losses. Thus even if you are initiating the attack AND you kill the enemy in your first attack he is still going to get one swing in before he dies. Only place that might not apply is in ranged combat, unless of course the unit you are attacking also has ranged ability.

15 Replies 17,663 Views

I will admit that I did not read ALL of your work, though I liked the part I read. The main reason I skipped to the reply was to say I agree with the intent of this post and wonder why the previous solution to this SAME issue when it came up in GalCiv2 was not implemented here. Battles in GC2 have had this issue from day one, and they solved it by having each unit attack individually, in sequence. Therefore, if my 10 guys have 10 attack and your 1 guy has 50 defense, odd

3 Replies 5,347 Views

It is this type of issue that makes the game feel like it was rushed, simply because these very tools exist in previous Stardock games. Unit creation was a HUGE part of GC2, and they do it so beautifully, both with the user-created content and the auto-create ships. I think that is one of the reasons why I am bothered by the way Elemental does things also... I have experienced something I consider much better and cleaner from the same development company who made thi

22 Replies 18,483 Views

I am enjoying this game so far, and see some huge potential fun in the future as well. The following are a few suggestions I have coming from GalCiv2 and wondering why certain mechanics that worked so well in that game did not make it here. 1) My first thought is to run the battles within the Tactical battle screen just like the battles in GalCiv2 happen. Basically you have auto-battles that occur once you get into the tactical battle screen in Elemental just like ALL batt

0 Replies 12,960 Views

As a customer who joined in with Stardock for GalCiv2 I have to say that the goodwill you gained with that game is strong enough to outlast these minor (in the long run) issues with Elemental. I am not just certain you will fix the current issues, I am sure you will pull out of this game all of the potential that it holds. As so many others have said, I appreciate the open communication that you have with your players. It shows a level of respect that is often missing in d

265 Replies 683,572 Views

Upgrading experienced units is kind of a Stardock staple. It is obviously something they wanted to do here, the system either is just not working or we don't know how to make it work. The idea of having the units take time/resources to "upgrade" is also rather obvious for anyone who has played GalCiv2. You could also make them come back to a city in order to upgrade to get away from the whole "upgrade in the field" thing. What I would like to reward is people who m

24 Replies 16,187 Views

The game seems to think I should be able to upgrade my existing units... at least it tells me that I am able to from time to time "by equipping XX item". I can trade equipment to any number of units, but cannot upgrade them anywhere... or actually equip what I trade to them. I tried designing a new unit type and then giving one of the older units all of the gear he would need... and nothing happened. Not sure if this is by design or not, but if so I would

24 Replies 16,187 Views

Don't know what happened... but since I played through the actual campaign, turned off mods (cuz metaverse said I needed to), and then started playing random maps again... the NPCs just don't make combat ships. I am about 200 turns into this game and the Drath have not even COLONIZED a planet? They are surrounded by usable planets, but they have yet to make an actual ship. I am playing on Painful, so I don't think its an AI thing... though I DID check that new box that lets th

2 Replies 2,528 Views

If you are new to the 4x genre... then learning the "space" side of things is very different from the "Civ" side. If you played games like Masters of Orion, then GalCiv2 is rather intuitive also. Some basics though that have done me well through tough and beyond... 1) ALWAYS expand fast. Fact is that planetary combat is going to be a few turns off when you start a game, so the first battle is getting planets first. That means that you need to research engines asap... so

21 Replies 18,989 Views

I actually find that quite often late game most planets I take over are almost completely filled with Influence stuff... and at least 50% have no factories at all heh. Of course, perhaps that is because I am only playing Tough level... maybe harder AI does not kill their infrustructure like that.

6 Replies 4,993 Views

Hmm, well perhaps this could be an option for one of the upcoming versions heh. Most every other game of this type has a button that says "show only latest" that you can toggle on and off. Seems that it would be a much better solution that having to go change xml files. Of course, I guess most times by the time the game reaches this point it is all but over. Still, it is rather frustrating. Thanks for the input though.

6 Replies 4,993 Views

Is there a way to build a lower class building than your highest researched level? It is kind of annoying when late-game I keep taking over enemy planets that have NO Manufacturing centers on them and it is going to take some 300+ turns or 8000 credits to get one rolling. Is there ANY way to make the game build a first-gen factory and then upgrade it rather than building a latest-gen building?

6 Replies 4,993 Views