_Scooter_

_Scooter_

Joined Member # 3133095
4 Posts 110 Replies 11,680 Reputation

Some of the points from https://forums.elementalgame.com/389642 warrant further discussion in a more constructive manner. [And no, I'm not the same poster.] I'm sure that many of these are already 1. More techs sounds like a known issue that will no doubt be changed before release. Moving from 3 to 4 there is already some good improvement here. 2. I strongly agree with the general point

18 Replies 65,377 Views

My sovreign is attacked by a band of spiders. I select that I want to manually fight the battle, but doing so does nothing, just takes me back to the same screen. I am forced to auto-resolve, which loses me the battle and then CTDs. [Feeling foolish, but I cannot for the life of me see an attach file button here anywhere??]

14 Replies 4,824 Views

A suggestion; bump up the gold income of merchants, pubs and inns by +1 gold each, so they are 2, 2, 3 instead of 1, 1, 2. All the % economy bonuses in the world don't help if the only thing they boost is +1 gold. Similarly, its far too random whether you happen to start near gold mines or not. Honestly, this game has awesome potential, but I would be amazed if the gameplay could be redesigned to a good reviewable state in less than a month. I know about all the

42 Replies 7,043 Views

From my initial impressions, the game as written doesn't seem to have much of a counter sufficient built-in - or at least isn't reporting it properly. Where are elemental and magical resistances, for example? Whats the difference between the elementals of various types? Where can you even see whether a unit's armor is good vs slashing or vs something else?

9 Replies 4,371 Views

[quote]I'd like to come up (or hear a) solution to this age old issue. One solution that has been brought up a few times before is using the population as a workforce. Each building requires a certain amount of people working there to be able to function. So if you want to build something you will need to have enough unemployed people in that town. This would allow the bigger cities to have lots of buildings, but in smaller towns you would have to choose carefully what t

50 Replies 143,275 Views

[quote]Right now the gold income curve from cities goes like: Phase 1) irrelevant - must earn all through adventuring Phase 2) balanced Phase 3) overflowing, partly due to caravans - hard to say whether it's unbalanced considering there's no oppo to see whether you really need gold to buy units to wage war. I think phase 1 is an issue, and phase 3 may be one too.[/quote] I totally agree here, city gold income increases need to be much more e

42 Replies 7,043 Views

The mapscript *definitely* needs work. Had another game with a few items around the city, and a huge rest of continent that was totally devoid of any resource tiles at all. Where am I supposed to build another city?? [spoiler] [IMG]http://i894.photobucket.com/albums/ac149/Ahriman_pics/barren.jpg[/IMG] [/spoiler]

7 Replies 3,121 Views

Unlike other adventure sites, inns don't seem to disappe This can be frustrating, as you revisit tiles thinking there is still a quest there when there isn't. Active quest sites also should have some kind of mouseover text which displays what quest they are related to, and then clicking on it will take you to the quests screen. There should also be some kind of obvious visual signal for new/unvisited quest sites; they should glow slightly or otherwise stand out.

4 Replies 2,052 Views

Agree with these. I'll add another; there needs to be an army management screen like the Military Advisor for Civ4, that lists all of my units everywhere with a minimap, lets me go to them select them, upgrade them, purchase equipment for them, etc.

21 Replies 16,092 Views

If I build a farm or mine or whatever manually through a city's build menu, it enters the city's build queue and takes up worker time to build. But if I just click on the metal tile and tell it to build a mine, then it just starts building immediately. It doesn't show up in the city's build queue and doesn't seem to take up any time. It seems weird that you can either build these things through the build menu of the city, or build them by clicking on the site, or build t

11 Replies 4,548 Views

Thanks very much for the response. [quote]The inventors, farmers, merchants etc that you're referring too are your champions[/quote] Huh. This needs to be made abundantly clear to the player. If I hire a farmer, whose only stated ability is to increase my food income, its just not logical to the player that they're supposed to be channeling essence into them and turning them into champions. So whats the difference between these guys and an Adventurer? &nbsp

7 Replies 3,121 Views

I installed the beta yesterday, and spent ~10 hours or so experimenting and trying to get a handle on the game. Some initial thoughts follow, and then some questions that others can hopefully answer. 1. The game has a steep learning curve. It takes only a little while to figure out the really core mechanics, but it takes a lot longer to work out anything like a good strategy. It also took me a while to figure out things like the fact that pioneers could build struc

7 Replies 3,121 Views

Hi everyone, I got this a little while ago, and I've figured out the basics and the mechanics, but a couple of things are stopping me from really enjoying this much. I don't have the time to try to get into multiplayer, and 1v1 vs the AI is a joke, so I'm trying to play some 2v2v2 games with an AI teammate on my team. But two glaring things occur to me: 1) When I'm playing a fixed team game like this, I don't want to have to deal with the diplomacy system (which I hate

4 Replies 14,152 Views