Sparhawk4242

Sparhawk4242

Joined Last seen Member # 2374759
6 Posts 24 Replies 919 Reputation

Yes AI spell handling needs still to be improved. Additionally the AI needs to get better in deciding on the right reachable target. To kill a unit should always be prio one. Many times I can withdraw unit, as long as an other of my units is still standing beside AI units. The Ai will then not follow my unit, even so it is reachable and only one more hit would kill my unit...

2 Replies 1,351 Views

Update on 0.86: 1) slightly improved, at least you can directly switch from Equip to trade... Unfortunately there are some articles you can only use on the equip screen (potion, books, etc.) I think this need still to be improved. 2) no change...I still do not use the list...I would focus this more on spells and less on units. 3) fixed 3 a) Unfortunately there are now two train /

4 Replies 3,873 Views

As I find 0.86 really good in ways of exploring the world with your heroes and the according options here, also expanson city vs. outpost works good for me. What does not yet work for me is city improvements and also the current start of the game. First of all you always have to build some pioneers/outcast after game start => no decision at all. With out this the AI will out expand you. After that there is still no big decision what to build, at the e

15 Replies 8,692 Views

Hello, I have a handful of ideas of usabiltiy improvements and would like to know waht you think: 1) Take the Equip button out. I think this is completely by covered by Trade & Equip, which I at least use most of the time. What do you think? 2) In battles clear up the list of uits on the left side. I would say just list every unit once on that side (and if it has more than one action before my next unit comes up, but a number on it). For spells I wou

4 Replies 3,873 Views

What I personally would like as an idea is to do not know the whole tech tree in the beginning. It could be a nice option to only be able to see a short term into the future. I always find it a little bit unrealistic to see the whole technology path ways. Where you can get some inspiration is the game Ascendancy from the logic factory (now available after 10 years again for the ipad/ipod/iphone ;-)) There you saw just your basic te

153 Replies 608,335 Views

I think also the UI needs major improvements, this is in general not very intuitive. Sorry I'am playing now for five minutes and I'am already more annoyed with the game than during the whole beta. Especially as Frogboy claimed they made such a large improvement on the UI. Here my most obvious points in respect to item management (one I mentioned already during the beta): - Why is there no easy way to use an just found or bought ite

10 Replies 8,791 Views

[quote]Anyways I think that Adventuring/Magic should both be able to (or atleast magic) support your economy if you don't have a good start like this one (100 gildar per tern, among other things fairly fast)[/quote] I fully agree. There is one more important topic, with which I'am currently am quite concerned: how can a small kingdom survive against a large kingdom. The current resource based economy system, gives large kingdoms a great benefit. <

137 Replies 481,499 Views

[quote who="Heavenfall" reply="42" id="2659867"]I feel that champions with research bonus just got boosted in value! Like "get one and win".[/quote] I don't think so. You will still be able to build cities. You will just not be able to get more advanced improvements. But there will be probably a spell to speed up research...

84 Replies 303,864 Views

[quote]The world isn't completely free of powerful monsters. Rather, the world is free of powerful monsters right outside your starting base.[/quote] I have no problem with strong monsters at game start, but they should not be wandering. Those should more be appetizers to areas I should visit later again. What was going that direction was the troll pass. => So place a monster lair and put a champion on it. Then I can expect some nice reward when I kill him

20 Replies 3,256 Views

So basically you just say the usability will get worse as the game progresses... Total Item Micromanagent... But how about books, elixirs which change the stats...those I will most of the time use immediately...As I personally will never (beside very powerful items) do item management on the level that I try to find a hero who could use this item better...I think if this really happens than that is a part of micromanagement which needs to be avoided. Already in my curr

8 Replies 1,820 Views

I think the ressouce placement needs still some tweaking. I may game I wandered for 12 turns with out seeing any resources. Then finding a shard and saying cool...let's start city building... in the next 2 turns I found 2 bee hive, fertile land, 2 addi. shards 2 wild horses all placed very tightly to each other... This was not good balanced.

3 Replies 1,601 Views

I know... So I press OK (1 Click), I press item (2 clicks), I double click (4 clicks) Even worse, if I first have to find the hero, as you never know, which hero has just found something, when more then one is exploring something at the end of a turn So my proposal is to save at least 3 clicks . You know measuring of mouse clicks is the first most common way to measure usability... In general the usability of Elemental has to be

8 Replies 1,820 Views

Ok the following screen-shot shows the movement value in the level-up window before and after the level up: Why brings 1 point only an increase of 0.2 and why is then not reflected in my stats (here I even still see as movement speed 1) So what is now the movement value 1,2, 2.2, or 1.2 as the tool tip says? I'am confused!!!

0 Replies 630 Views

You also need 2 materials for the garden. So in beta 2 any first building needed material...So you always build the workshop... this is wasting the first interesting choice...(Population/Research Focus) When you found your first city, at this stage you will have seldom visited a goody hut or found a champion (if there is one at all) who produces material.

25 Replies 60,602 Views

[quote]Anyway how do you hire someone rather than starting a fight? And How can you tell if its another faction or someone you can hire?[/quote] I needed also some time to figure this out. To hire somebody just left click on the NPC while they are either near to your sovereign our with in the borders of your realm. Then you have the option to hire the character if you have enough money and to look at the details of the character, e.g. if he is an adventu

12 Replies 3,899 Views

[quote]7) Unit that was attacked during other players turn are highlighted red or some other indication.[/quote] I think it should also highlight if any enemy unit is in reach or can reach the unit in this turn. So you can not accidently loose a unit which has movement order and which you did not check out this round.

4 Replies 1,169 Views