[quote who="EvilMaxWar" reply="39" id="3072396"]The results are on post no.2 , on the first page. But maybe this was not such a good idea to make two posts. Having them on the original post would be better, since the OP shows on all the pages. I will edit it a bit later.[/quote] Ahhh.. I found them. Yeah- putting it in the OP would help as this (hopefully) will span multiple pages. Thanks for the work putting this together. I imagine Stardock knows pretty well their
Lord Reliant
[quote who="greggbert" reply="5" id="3072303"]THat's good to know. But the tool tip currently does not tell you how many shards you have, only what the shard calc is for the spell. It will tell me the spell does 3 damage per water shard but it doesn't tell me that I have 2 water shards so it will do 6 damage.[/quote] When you highlight over the unit you'd hit for damage, it should tell you the damage just like with melee attacks (I believe). But whe
[quote who="EvilMaxWar" reply="35" id="3072205"]Results updated! [/quote] Where are the results? Before you had a count next to each number for # of votes. A suggestion- maybe you could rank the #'s by votes below. Thanks for doing this even though it's a very manual process.
[quote who="samurai160" reply="23" id="3072094"]Monsters can path and see through fog???[/quote] That's a great point. I believe the AI opponents can't, but monsters being able to seems like cheating or a bug.
Ahh... I haven't used those much since one of those areas has been under construction, but that's really strange it would keep incrementing every time. Must be adding each click as a new instance, which sure seems like a bug.
Where is the Govern option?
Agreed on all fronts. Something more needs to happen with Territory & Tactics, Classes & Talents, and Units and Monsters. There just isn't meaningful strategic depth yet to these areas, which makes the game bland. The initial game is fun, but re-playability suffers greatly when everything is the same from one game to another. Some ways to addresses this by Stardock would be: 1. More content/variety. Both in equipment, units, and monsters. 2. Better incorpor
Your concepts here are good. I find the stats confusing, some unnecessary, and overall balance poor. Then again, that's what they expected to find in the beta and have taken some great steps to correct it already. Still, I'm hoping for a stats overhaul/improvement like you suggest. The game's mechanics are overly complex, missing UI elements to help it make sense and need a second look.
That would be a really great intersection of game mechanics. We already have the reverse. We could even get crazy and suggest a quest would not just unlock the ability to complete the quest, but maybe the quest's reward would be learning a new technology that's not researchable, either instantly or via spending research points.
[quote who="Stupidity10" reply="3" id="3071340"]Also be nice to show initiative when you scroll over on enemy troops.[/quote] Another great point. That way you could tell if Haste, Slow or any other initiative change would be helpful.
Wow. That's a good (and funny) find. In most cases, are the monsters attacking the sovereign because he's in their territory or is the sovereign being foolish trying to attack a monster he/she can't defeat?
I haven't had that, but I've had sparkle effects show up in the fog of war, from shards, I believe. Most of that was taken care of in one of the recent patches, but I haven't had that white blob issue. What video card do you have (brand and model)?
Yes, yes, yes! I posted about this here with a link to another suggestion. Hopefully this fix is coming in the near future. https://forums.elementalgame.com/416729
So do those units move, or just hang out in the ocean perpetually? And you can't go out to attack them, can you?
I like the ideas, but regardless of whether it was these changes or the current system, if they're going to bother to have different damage types, armor bonuses need to be displayed against each instead of just as a number that during battle you discover is different. I like the strategic element different types adds, but right not it's not really easy to adjust against/for even if I wanted to do so. I certainly like the idea that different weapons would use different skills o
[quote] When I'm starting a new game, I need more information: What the faction I'm playing does. Am I empire or kingdoms?[/quote] The only great way now to know is by seeing if you can get Life or Death magic, or memorizing the various factions. [quote] In combat, I need to know how to move my units to a specific point to attack someone; often they just seem to go to an arbitary square to engage the enemy, which sometimes leaves the
Yes! It's good the tooltip tells the info, but I want it to show me the info, too. One workaround- you can cast the spell (if it requires a target) and when you highlight the enemy it will tell you the value. If you don't like it, you can right-click to end the spell. Found this out today.
Good job, Dex. Stardock needs to hire you as their copy editor!
Maybe raise/lower and revitalization are spells that show up randomly? I know at one point there was discussion about some randomization in the tech tree, spells, and units, but I'm not sure whether this is a bug or a feature.
When I choose the Build option on a resource to claim it as my own, I can't see any additional information for it. Let's say I want to see how many horses my stable is producing. Where can I find that info? It's not displayed on the resource itself (a bug), but I'd also like to see more information about the resource itself. This applies to mines, horse/warg locations, shards, apiaries, etc.
[quote]I rewrote one of the city functions to hopefully improve performance. There is that little…stutter I see when I place an improvement. I also made it so that you can double click on an improvement in the build menu and have it auto place it.[/quote] Sweet! I can't wait to double-click my way to improvements. Thanks for another annoyance fix.
[quote who="Frogboy" reply="14" id="3069807"]Well, I remember that as the monster difficulty goes down (for the human) it goes up for the AI (i.e. the monsters go after the AI players more).[/quote] Right now, you can't adjust the monster difficulty, just the frequency. The options are Sparse, Normal, and Dense. And then the Difficulty tooltip doesn't mention anything in regards to preference/non-preference given to AI players. But since you recently discovered the tooltips ex
It's common where one of my champions/sovereigns gets and item or is prompted for a quest. I click OK and then my focus is shifted to one of my other units. While the focus problem needs to be resolved (as found here https://forums.elementalgame.com/416820 ), even short term just putting the champion/sovereign/army's name would help a bit. Something like: Lady Irene received: 3 Gildars [OK]<
Yes. Please fix this! I actually filed a bug for the same issue- https://forums.elementalgame.com/416729 . I find it similarly annoying when one of my guys finds something, but because he's out of moves after clicking OK I'm whisked to another hero, leaving me to play detective for which champion got the item.