econundrum1

econundrum1

Joined Member # 2782214
20 Posts 482 Replies 21,540 Reputation

[quote who="larienna" reply="23" id="2829167"] With Elemental: War of Magic v1.1 BETA now out, you can see the direction we’re heading with the game. Eh! Sorry, but on your main page, version 1.09 is shown. I launched impulse and there is no updated version. Do I really need to have preordered the game? If that is the case, when does version 1.1 will become public? [/quote] That is because it is a BETA, If you want to downloaded it (be warned it is a BETA an

54 Replies 114,484 Views

[quote who="perigrine23" reply="52" id="2828898"]Combat is now super unintuitive, the numbers appearing above creature's heads (especially from spells and abilities like crushing blow) do not correspond to damage taken, nor often to the spell descriptions. [/quote] True this is more than alittle bugged, hopefully they will be able to iron it out, combat actually works better (with a few exceptions) it's just confusing and badly reported.

54 Replies 30,630 Views

I think Fogboy as explained two bugs that are leading to a lot of stupidity by the AI. 1 - The function it uses to assess the combat rating of your unit stacks always returns zero (so it would think your territory held no threat for it's pioneers) and will also attack and defend with armies that have no chance of challanging you. 2 - The fact that Outposts have no starting population which they should have means the AI doesn't defend them (because they have zero pop

5 Replies 4,501 Views

[quote]1. It still remains very bad at defending itself - it does not react to armies that build up around it and sometimes leaves cities entirely undefended.[/quote] I think frogboys posts explains this to if it always evaluates your armies combat rating to 0 when the AI is assessing your stacks and units it won't be seeing you as any threat.

54 Replies 114,484 Views

[quote who="Frogboy" reply="15" id="2829071"]Another thing I found today was that the cached value for your units combat rating (the value the AI looks at) was alwyays 0 -- the AI would never think of your stuff had any combat rating in the new code. [/quote] Ah see why it tends to throw small armies at well defended cities then :-)

54 Replies 114,484 Views

I don't really edge scroll myself, I zoom in and out to get around mostly seems more natural than any other navigation method. Still I'm sure they will add it if there is enough call so far about 3 people want it so guess it won't be a high priority. I can understand needing this in a n FPS but not really in this sort of game to be honest.

17 Replies 15,460 Views

I have to say I have not missed essence at all it's completely redundant now with the Global mana change. To be honest I have no real issue with the stat changes they made at all other than it needs a little fine tuning formula wise and I think damage sometimes doesn't report properly. I find the stats that are there are more meaningful now and I don't just automaticly but everyhting in the only stat that counted (in 1.09E and bellow) essence.

55 Replies 25,076 Views

[quote who="Sythion" reply="6" id="2828354"]I don't think any of this matters. What does matter: The population cap is completely ineffective as implemented. Buildings need to require way more people. People as a local resource should be added too. [/quote] There I tend to agree, however it a difficult balancing act because requiring too many people will slow the early game too much.

8 Replies 8,826 Views

[quote]There is in fact only one construction crew, and they work as fast as they can. Those people who are queued up are not the builders, they are the people who will work at the building after it's complete, and they're just waiting for the construction crew to finish[/quote] I think your splitting hairs the fact is the mechanic works fine makes reasonable sense without over complicating things you seem to be almost alone in your thinking for a reason.

8 Replies 8,826 Views

[quote]Why is it that buildings queued up, which aren't being built, tie up citizens? That's nonsense. Citizens are standing around looking at a vacant lot thinking "Hut goes here" but claiming "I can't build yet until those guys over there finish building theirs. It's just not our turn yet."[/quote] The reason for this is rather obvious, it means they don't have to add in a new category for built but in active building and a more comnplex method of allowing you to allocate people lat

8 Replies 8,826 Views

[quote]Yes it's a beta but come on. After having suffered the 1.0 release and the subsequent patch mania it feels like we're back on square one. My definition of a beta is something where the major ie gamebreaking bugs are gone and theres a list of known bugs so that testers know what to look for and report the as yet undiscovered, hopefully minor bugs. This beta is so bug ridden with CTDs, dozens of minor bugs and design flaws that it's ridiculous. Lets call it an Epsilon release instead and

30 Replies 19,361 Views

[quote]Found a major bug basically making the game more or less unloseable: The gold reward after combats doesn't get flushed so after each combat I get the reward for the fought combat and that for all before them on top of it. Drowning in Money around Season 100. 50000 and counting... [/quote] I wondered why I had so much gold.[e digicons]:grin:[/e]

54 Replies 30,630 Views

I have to say I think the game plays much better now in general, the Global mana is spot on, and I like the population stuff too it makes sense to me that buildings need people to run them and that towns need enough food for their people. Yes it has rather a lot of CTD issues on some peoples machines including mine at the moment, and there are still a few balance issues and bugs in it at the moment; but it is a beta after all and gameplay wise this is light years better.

6 Replies 3,051 Views

I disagree that Population and food make no sense; they make perfect sense.Lets take an example of a workshop: It takes 5 people to run a workshop so you can't build one until you have at least 5 people free to run it. Once those 5 people are working in a workshop you can't build another until you have 5 more people to run it (total population 10 because the first 5 already have a job). If you train a soldier he still has to be fed so he is another member of your population who has a

84 Replies 231,630 Views

[quote]3) New cities are basically instantly awesome. OK, so for 1 food I can instantly build a troop production center anywhere, which is capable of building any amount of buildings and population my entire faction can support. So instead of city spamming, I simply rush to get one large pop civ and a city near my enemy.[/quote] You still need enough food to keep growing you max population, so this is not really true; but yes growing a larger city and only founding others to take stra

29 Replies 24,612 Views

[quote who="KINGTS" reply="7" id="2827626"]I have to tell you. You can have all the best ideas in the world, but if you cannot code them in correctly and test the game properly. It is useless. I am sick of these crashes. Whether an App crash or bug or whatever. Come on fellas. I checked they had over 3,000 posts on their paste option on APP crashes alone. Fix the darn problem. Seriously, I do think they are doing their best, but I hear despite the good change

9 Replies 5,467 Views

Certainly those of us with Windows 7 64 bit seem to be getting a lot more crashes and instability. But hey it's a Beta, by it's very nature that means it's likley to have some issues hopefully they will be ironed out by the time they actually put the patch on general release that is the point of having a Beta after all.

6 Replies 5,506 Views

[quote]Races--absolutely need more distinction between them. Race specific units.[/quote] I half agree with you, they do need more distinction. But I don't think race specific units are the way, rather race specific attribute bonuses, special abilities, technologies and buildings. I suspect however that will be in one of the expansions.

30 Replies 19,361 Views

[quote who="jmccrea" reply="2" id="2827620"]I usually have to move the unit I want to buff out of my army with my sov onto a square by themselves, cast the buff, then move back together. Not a good way to do things. Im sure they will fix this. [/quote] Yes exactly ehat I do, I suspect it's how everyone does it at the moment, which as you say is not good.

8 Replies 5,205 Views