If you can't balance em, join em. Worth reading every word, thanks for writing.
cardinaldirection
This must be addressed prior to release.
[quote who="Tuidjy" reply="3" id="3235782"]If you have Enchanters and Air Mage, you create an arcane monolith behind the city that's blocking you, and then cloud walk. [/quote] [e digicons]*_*[/e]
[quote who="taltamir" reply="20" id="3235759"] You don't need a manual, you need in game descriptions and changing those whenever you make a change to the mechanics themselves. Its not too difficult to do.[/quote] Fleshing out and finalizing in-game descriptions and tool-tips is usually part of the manual development process completed near the end of a game design life-cycle, as in this case, refining the mechanics and UI commonly closes a beta; the
Even as an IT professional I have more issues using these forums than any other on the net, and highly recommend updating the software, or at least replacing the WYSIWYG.
[e digicons]:frogboy:[/e] : [quote]I'm not too excited about the way sea travel is typically done. I really don't like cities building harbors and then building boats and then having to load troops onto boats. I also don't like units turning into boats to cross the water. There has to be a better way.[/quote] I have spent many
[quote who="taltamir" reply="18" id="3235746"] That, I THINK is a bug, I am not sure due to lack of documentation.[/quote] Given that the game mechanics themselves are still being designed, it would be very premature and illogical to have already developed a manual for them. [e digicons]:fuzzy:[/e] Although some clarity on the subject now wouldn't hurt.
[quote]4. At the start of a tactical battle i sometimes can't see the action/spell bar of the first hero who's turn it is. Even though it has access to spells.[/quote] This has happened to me a few times as well.
Excellent points, and welcome [e digicons]:beer:[/e]
[quote who="Frogboy" reply="13" id="3235423"]I'm not too excited about the way sea travel is typically done. I really don't like cities building harbors and then building boats and then having to load troops onto boats. I also don't like units turning into boats to cross the water. There has to be a better way.[/quote] A. Flying shows us that the only thing necessary for water-walking to be interesting is stuff to do on the water.
[quote]Gildar is always displayed in the resource bar, even if its 0[/quote] Mana too please.
Some developer managed stickies would do wonders.
Great post. Agree with all points except 12, 14, and 15. Regarding number 14, units have a highlighting border if they are still able to move.
This isn't an issue, just more interesting quests.
[quote who="sratner" reply="5" id="3234580"]I noticed that the resource icons disappear from the top bar when the amount of the resource is zero; so if at any point during the game I have zero mana, or zero crystals, the icon for that resource is removed. Besides being a somewhat annoying mis-feature (when I suddenly don't see my mana at a glance, I start looking around for it, and it takes me a minute to realise that it must be at zero - an obvious "0" in the top bar would be
Hah so Magnar tried to enslave you, and you revolted.
[quote who="Kongdej" reply="14" id="3234706"]I really hope quests become redoable, it might not be realistic, but will be much nicer to play through in the game, or hell just spawn new ones from time to time and let all the really difficult ones be gone for the first half of the game. Sincerely ~ Kongdej[/quote] I like the idea of every tile moved by a champion having a very small chance of triggering the generation of an appropriately leveled quest near
[quote who="mbdenton" reply="1" id="3234578"] Happens for me too but I think this behaviour is not intended. [/quote] It appears the AI players are not interacting with each other as well, so it must be a bug.
[quote who="Frogboy" reply="6" id="3234573"]I doubt you'll get the first two in a free update. That stuff is expensive. The latter is something I'm interested in. Though, we may have to make a tough choice on where to put scarce resources: Modding or multiplayer. [/quote] 1. multiplayer 2a. modding 2b. sea travel Please [e digicons]:)[/e]
[quote who="MiamiBigAL" reply="1" id="3234571"]The reason you got such a good deal is because you have 200 influence. The more influence you have, the better deal you can get. The REAL exploit is that if you have something like 50+ influence and the person you are trading with has no influence, this grants you a good "exchange rate" both ways and to continually commit arbitrage until all your opponent's resources are in your hands. For example, I may be allowed
[quote who="AceMatrix" reply="2" id="3234525"]Actually , I prefer the 2ooo-2011 glass version. The new 2012 is too flat and too Metro for my taste......just sayin' -- Ace --[/quote] Although not as shiny, the new one is more universal and recognizable across a much wider variety of platforms and sizes, yet also more distinct. The vertical mockup with "Entertainment" kerned to the width of Stardock in the bottom right corner of the site i
Hah saving this video for laughs in a couple years. It's hilarious how the AI just runs around freaking out at the end. [e digicons]:dur:[/e]
https://forums.elementalgame.com/432123 - Fallen Enchantress 0.981 Changelog "All sovereigns can cast Paragon and Steal Spirit"
[quote quoting="post"] 2) love the new color scheme into the left menu bar, blue conclaves, red fortresses, green towns, yellow moons....er, right. That works well. Also like that the graphic changes depending on city level; might want to just bring that point home more and put a big roman numeral I through V on each one, however; not enough differentiation between a village and town, or the levels of fortress. [/quote] Or even little roman numera
Looks like a fun battle [e digicons]:)[/e]