[quote who="Sanati" reply="1" id="3060037"]I'd rather not have that, especially since most of the time you need to pass items off to other characters anyway. Get a new item you go to the trade window and trade+equip to who you want it on. I don't want to auto-equip an ugly helm or leather cuirass that does nothing for my spell caster just because they have nothing in that slot yet.[/quote] Auto-equipping does nothing to that scenario - you still trade+equip, onl
Mtrixis
I can't find any way in the interface to *remove* a city improvement once built. This causes problems when the AI takes a city and builds everything, then I retake it and I'm getting gold drained due to useless improvements.
I can't tell if I'm missing a toggle somewhere, but without one, Heroes ALWAYS use mana, often ridiculously exorbitant amounts, even on trivial battles. The only way to avoid draining your mana reserves currently is to manually fight every single battle, no matter how easy.
I don't want to play sim city with building placement. The entire system feels like the remnant of a design goal they had with WoM, which was admirable - to make each city unique. But that didn't happen, and we're left with a completely pointless placement system that has no positive gameplay effects, and several negative ones (takes time for no reason, the weirdness of teleporting units through a long city). They did have autoplacement in WoM if I remember
Am I missing something or is there no way to enable autoplacement of buildings? I have zero interest in placing the buildings, it adds a needless click, and serves no purpose beyond the exceedingly bizarre ability to garrison your units and pop them out on the other end of a 'long' city to travel many squares in one turn.
This is on an i5/6850 with 8 gigs of ram in W7-64. Played a small map with 3 AI. By the time I reached midgame, I had to play on the cloth map, otherwise responsiveness was just too sluggish to be playable. FPS was completely terrible. This is also on a completely different computer than the one I played Elemental on. Anyway, other than a few crashes and oddball glitches, the experience was mostly clean. Finished with an easy conquest victory on normal difficulty. Unli
Is the beta inherently dual monitor unfriendly? Mousing off the right edge of the screen goes right onto my second monitor, it's not locking the window borders.
What part of patience or maturity includes paying $50 for a game that runs at sub 10 fps when you install it on your machine that runs Crysis comfortably?
I'm inclined to agree. Not out of any malice or rancor, but simply because being unable to, you know, actually look at the game is sort of... ridiculous. I'm sure they're tired, worn out, stressed, and morale is low, and I understand and sympathize, but this is supposed to be my break from life, not another source of frustration.
Any monday updates on this?
You've modeled the system, but I suspect you're not going to get many responses without actually demonstrating why this is superior to the current system - I'd suggest including some actual gameplay examples using in-game units (and some custom/summoned units) in a few different situations to show the difference.
The Epic Prologue Some background: I first heard about Elemental some years ago, and, like many others, was extremely excited at the prospect of a Master of Magic successor. Age of Wonders is just about the only other title to attempt to claim that lofty throne, so the thought that Stardock might be attempting to recreate
I'm stuck playing in perma cloth-map mode due to the fps bug ( https://forums.elementalgame.com/391334 ), and it's really difficult to see where roads are. If you could darken them a good bit so they stand out more, that would help a lot.
Another random one: http://www.wesnoth.org/ A free (!) turn based hex based fantasy strategy game. Loads of campaigns, custom content, one shot maps, factions, etcetc. Runs on just about any platform too.
Did you ADD those civs or remove them? On the creation screen, factions in the center are in, factions on the outer rings are out. Seems obvious, but I know a few people fell prey to that :P The other is that civs can get wiped out, so a few can out during the course of a game.
They sort of half-ass fixed the Esc key, it closes some menus, on others, it still opens the main menu. It's really inconsistent and irritating :/
HoMM 6 is in development, but the studio developing it is Black Hole Entertainment, the company that did Warhammer Mark of Chaos, a pretty mediocre RTS, so I'm not super enthused about that. If you haven't, I'd heartily recommend you check out King's Bounty, and the expansion/sequel Armored Princess, if you enjoy HoMM style games, it's a very good one.
You're at the end :P The campaign is basically a micro tutorial.
Check back in six months to a year ... and possibly after the first paid expansion To be honest, I'm feeling pretty burned. The state of the game *now* would be a good, solid, REAL beta test. It has all the pieces in place. It has lots of little bugs (and some major ones). But it has huge, huge gameplay issues, on every balance front, from AI to city development to spellcasting to tactical combat to army buildup to research to exploration, etcetcetc. Worse, it has issu
That may be true, but I never saw starts like this in 1.05, and I played a lot of games I think something that may be influencing it is the proximity of AI players - I noticed that in the games that I seem to be getting 'mega starts', there are several AI players nearby. It's almost like it's generating 'extra' resources for each player, and because the players are so geographically close to one another, you wind up with an absurd resource density. Are there any debug commands
Agreed, I'm faintly irritated that this is coming to light now again, when it was brought up repeatedly in beta But yes, in short - STACKS of troops should be multiple INDIVIDUAL combat rolls. 3 party members? 3x attack/def rolls. Same deal for 6 member stacks. Just like in MoM, this also has the effect of differentiating single, strong creatures against small armies that work together as a unit. It also opens up the possibility of traits that allow multiple attacks for single
[quote who="Heavenfall" reply="12" id="2737479"]I believe it's tied to world difficulty. Start up a normal game, get 6. Start up a ludicrous game, get 0. Just guessing.[/quote] No, I had this happen on Challenging, Hard, and Ridiculous ... and I just started a game on normal next to a Fire Shard, Iron Ore, Gold Mine, Clay Pit, and the usual Fertile Ground </
I'm sure the AI will be improved on eventually, but some of these gameplay issues are going to be exploitable and cause problems no matter how good the AI is - some of them are just plain bad ideas.
They seem to have introduced a glitch in 1.06 that's actually causing _more_ resources to spawn In any case building AROUND resources is really counter-intuitive, but if you don't do so, a large city can easily get building capped because of resources touching your buildings.
Resources don't have to touch your city (in fact, having them touch is bad, see this thread: https://forums.stardock.com/391809 - resources you touch take up city building limits!) Get them inside your area of influence and you can build them