* I agree cloth map mountains are ambiguous about where exactly they start * technically hills are there on the cloth map (rounded humps == hills). yeah, definitely more defined and easier to see in the 3D version though * for finding units I've decided that going into "options->video->unit scale" and selecting large works best (also makes caravans visible on cloth, they are too small for proportional) * roads slowly growing is something I haven'
jonmdewey
* I have very little idea what trading for tech points really does. Looked in help couldn't find any hint in there either. Sometimes it appears to do absolutely nothing. Sometimes it appears to get applied to some research goals, but I no idea how it decides which particular techs to apply it to other than mil, magic, civ ect. there seems to be absolutely zero predictability.  
The cloth map is a pretty cool idea. It looks cool, and is ok as a strategic zoom option for general navigation, but it needs a lot of work to really be playable on. * Roads don’t show up on the cloth map(correction technically they are there on my screen just very faint and flicker? ( maybe an issue with my graphics card? Gforce8800 GTS graphics card, latest drivers, 64bit win 7 ) * each shrine should have its own symb
@ dctrjons nope haven't played dom3
* More differentiation in loot some ideas: ( rarity needs to be balanced such that I can still get cool weapons ) - free outpost with some cool resource - ability to make certain items to buy/equip troops with (just don't make it overpowering) - summoner mage items (they seem a bit lacking in the game as well as in spells) - fertilize immediate area for settlement with large, or at least never sucky, bonus (rare / high level) -
* The ability to level up the size of units when the technology is researched. yes pleas * dynasty system, I didn't play the original, only the beta so far, so maybe I don't know what I'm missing, but seems like a distraction to me as there are so many other things to work on * roads, yeah feels like something needs to be done about them spawning all over the place and inadvertently waking monsters and in
I would love to see the game be able to take advantage of the extra mem with 64bit, but I feel it would mostly just be a tack on at this point.... and probably not well supported (as maybe a majority on non-beta buyers, aren't playing on 64bit?) but if the proposal is we have some simple way to cache more of the game in mem- if only we had 64 bit machines to run it on- then by all means, let my game run faster, but pls no extra gimmicky extra 64bit only features, there is a lot
I'm sure they could do something like that. I'm sure they could embed AI instructions into all their objects, spells, building ect that have certain restrictions of use for the AI, like the AI isn't allowed to build an inn in a city that has already maxed population ect, these wouldn't even really have to be AI only restrictions come to think of it- they could show up as an advisor for noob players. <
I think simply reducing the effectiveness of roads in enemy territory should do a pretty good job of addressing the road issue- something like 1/2 as effective as normal roads. Or adding the ability to put traps/ambushes on your roads, but this late in the beta that kind of defensive change may be too hard to balance.
on another note, I'll follow ppls suggestions here and break this up into several themed posts.
Hrm, apparently I have been playing with smart colors on. Maybe 'friend foe faction coloring' would be a better name. I turned it off but haven't noticed much difference... the city outlines now have faction colors, but the zone of controls are all still yellow ... <edit: apparently, this was some type of redraw bug. after restarting the game w/o smart colors the colors for zoc are right&
I started writing a post that I would post here but it grew too long so I posted it in its own thread https://forums.elementalgame.com/425000
The game has a lot of rough edges and the ai is pretty bad, but even in this beta state it is a fun game to play. I haven’t played all the factions or even any of the death magic factions, yet. So far I’ve played maybe 4 small map games and am part way through 1 large map game. I did not play the original game, but I have played a lot of strategy games in general including the original Masters of Magic and galCiv series. The monster toughness seems about right, it is a dan
First of all I love the idea of being able to make uber weapons and be able to raid my oponents uber weapons. Option 1 is way too complicated. Option 3 is the best direction IMHO. In my view no system should be implemented which requires manual logistical management. Also no system should be made unless the AI can be inteligent with its use. I don't want to win bc the AI can't understand the concept of these sophisticated suply lines. This extends beyond simply defendin