The Latest, Greatest Pile of Player/Reviewer/Internal Feedback
Published on August 31, 2010 By ScottTykoski In Elemental Dev Journals

Well, here it is - our list of feedback as compiled from several review sites, this forum, other forums, and our own Q/A team. There are a few more sites I need to pick apart, but in general I feel this covers many of the egregious issues (but feel free to note anything we’ve overlooked...we want to be as thorough as possible).

The ‘Major Issues’ are the ones you’ll be seeing fixed ASAP. Ideas/suggestions will be re-prioritized and completed as proper solutions are determined.



- Major List (Crashes/Stability/Etc.) -

  1. Late game Slowdown!!!!
    1. Tweaking LODs on tile designs so they fade out better
    2. Any code tweaks that improve this
    3. P:\Ken\Elemental Testing\Aug28\AutoSave.EleSav
      1. late auto-play game from Ken, 30k turns in
    4. Slowdown between turns
    5. Feedback
      1. “my only real gripe (other than the balance tweaks, and improvements to the tech tree and magic system *grins*) is with the "end game" slow.... churn....... of............. death..................... “
      2. “the game just become VERY slow. I have good computer, I do not think it should slow down like that. More over, it seems that it just hits some kind of barrier, like in 20 turns around turn 150 it converts from OK to run game, to nearly impossible to run.”
      3. “Is anyone else's games slowing down by the time they get to turn 100? This is on small maps and without fail after awhile, there's a slight delay to everything I'm doing. Unless I zoom to cloth map mode I basically have a half second lag to every command I attempt which is super annoying.”
  2. Memory Leaks
    1. On Win7-64 machines with ATI Cards...
      1. “Now that the game has bitten me, I am getting the 'out of memory' error on my very beefy new home rig. It's Win7-64 and an ATI card. This needs to be fixed.”
      2. “I started getting the 'out of memory' error after about 300 turns.This is the ATI+Win7 thing, right? ”
  3. Alt+Tab Crashes
  4. City Details List
    1. Paul gave his dxpacks to me for this screen, so I can look at hooking it up when I’m done with the data.zip app (charles)
  5. XML Fixes
  6. Console App for making Data.zip
  7. MP Specific spellbook
    1. No Tactical Spells
    2. Low, High level strategic counterparts to former tactical spells
  8. MP Specific ADVENTURE trees
    1. kingdom renamed “Exploration”
    2. empire renamed  “Exploitation”
    3. add quest related techs removed and stitched up
  9. Magic Calculations / More Exciting magic system/ Mana Regen
    1. build do min-max damage, not 0-max (Bruno), DONE NO CHECKED IN.
    2. feedback
      1. “The schools are not sufficiently distinct from each other. Mana regen is too slow for pure casters. The damage done by magic scales poorly against more advanced squads.”
      2. “the spells are boring beyond belief although I did like the spells that you could cast on your cities. However, the tactical spells are all the same with a few minor differences between them.
      3. “Mana regeneration 1 mana / turn makes tactical magic system pretty much useless later in the game.  Most of my battles are might focused because of mana regeneration limits.  I expect to use at least one tac magic per battle, yet the current mana regeneration system makes it impossible. I believe I was able to use tac magic effectively in about 1 battle out of 90 battle fought due to this limit.”
  10. Late game Stuck Turn-buttons
    1. Some are reported to be fixed by disabling auto-explore
    2. others are thought to be caused by auto-resolve battles not playing properly
    3. Feedback
      1. “Finally had a gamebreaking bug actually - Dunno what happened, the game isn't locked up or anything, but if I try to advance to the next turn nothing happens, reloaded the game a few times, looks like I'll have to see what my autosaves look like.”
  11. If the user places a building with a ‘x per city’ limit, they will be able to keep placing them if you dont click off or reselect another improvement (Anthony)
    1. “When building just about anything, I find that the cursor 90% of the time will not reset, and I can build a second copy of it (doesn't matter if it's a Faction wonder, Royal wonder, whatever) in the same city.” (http://forums.penny-arcade.com/showthread.php?t=73945&page=26)
  12. Gold from treaties isn’t properly given to the player
    1. https://forums.elementalgame.com/393881
  13. AI Improvements
    1. Protecting its Sovereign / No Suicide Attacks
      1. “So I head up to his next city...it falls quickly...enemy king was inside and has been ejected on one side....he's in my territory. Attack again and he dies....War ends, much larger empire collapses...they really need to make sure the AI protects its kings if this is going to be magic bullet way to win a war you shouldn't be able to”
      2. “My current game is going well so far, although three empires fell to my sword by sending their sovereign into my territory without a strong army at their back. Silly AI.”
    2. Ships?
      1. “I've heard player's mention that there's also no tactical battle yet for boats either, but this doesn't seem to be an issue since I have never, ever seen an A.I. ship -- it would make me think twice about carrying my doom stacks if I did.”
    3. Using Magic More
      1. “ I hope Brad teaches it what to do with magic sometime. It ain't gonna make me gnash my teeth helplessly if it doesn't take advantage of the game mechanics...Just one spell immune bone ogre would have beaten me fair and square. Just one! My troops were so terrible even a deflected, hasted unit or two wouldn't have saved the day. They had three of the buggers!”
    4. City Building
      1. “...I saw one [AI city] made up entirely of 13 houses. It's food production was completely in the negative and they had the little fish sign over it. There was no reason why it should have had that many houses and absolutely NOTHING else.”
  14. Sound Cutting Out in Late-Game
    1. “I have still sound issues and graphic issues as well. After about 2~3 hours playing, all the music completed phase out.”
    2. Sound cuts out then crash (https://forums.elementalgame.com/394320)



- Minor List -

  1. A pioneer on a boat can build a city in the water
    1. “I loaded a transport with a pioneer, noticed that the pioneer could still build a settlement so I did. On water. Couldn't make any improvements, but I could make units.”
  2. Upgrade paths for Minor cities
    1. 3 levels, or the full 5 levels of upgrade options?
    2. Crystal Mining Settlement
    3. Ore Mining Settlement
    4. Arcane Settlement
    5. Technological Settlement
  3. Teleoprt Spell Confusion/Bugs
    1. Can’t use the teleport spell if the leader isn’t casting it
      1. “I cast the spell to give another leader spell casting ability.That worked, he got 6 mana. He is in my killer stack with the sovereign. I made him active and tried to cast teleport, because the whole purpose was to save all the sovereign's mana for combat that I was always using to teleport. He spent the 5 mana, but the stack didn't move.....”
    2. Only your territory can be targeted, even though it says “Friendly”
      1. “...it still says 'friendly' in the description. It doesn't go to territories with non-aggression agreements, so I can't figure out what the difference is.”
  4. Random Crashing, apparently from Caravans
    1. “But I think there's a pattern now. Seems like every time a caravan gets killed and has already established a road, that the new caravan (under some bizarre bug, I assume) is so fast it gets to the trade target instantly once I dispatch it, and that somehow crashes the game.”
  5. BASIC, SHORT, TUTORIAL
    1. “There is a reasonably long learning curve involved here.  However, it is far less than the curve for a "comparable" game like Civilization.”
  6. Stacking of Items (Scott)
    1. can no longer quipe INFINITE # of items - handled both in the CChampion level (see Equip Accessory) and in the UI
      1. “ There is no limit on the numbers of magical things you can equip on a hero so you can (for instance) put on scores of things that let you take more actions in combat which really distorts things.”
      2. “My hero units can wear infinite numbers of amulets, rings, and other packs... In time, my one hero unit wiped out everything in the map. (the hero wears 100s of amulets and 100s or rings)”
    2. probably want to discuss the proper ‘slot’ system that we want to eventually use (2 rings, 1 pack, etc, etc) for but now this beats the ‘no limit’ system in 1.06
      1. “...no i don't need d2/wows lame equipment pane.  A better UI and definitely 2 rings/1 ammy are musts, but frankly, the whole hack/slash/action genre has been using that same weak UI forever now”
  7. Difficult to determine if a tile is a ‘Beach’ when docking a ship
    1. Should have icons/some way to identify beaches  on tactical map
    2. “I discovered that there are places that look like beaches but which aren't considered beaches. ...seems they show up where two different types of terrain come together.”
    3. “...my plan to load a pioneer on a ship and then go found a city along the coast doesn't seem to be working, [I can’t dock and unload the Pioneer] even when there is a slope available.”
  8. Opponents Placed in order of first available Starting Position
    1. The problem with is this that, in general, map makers will place starting positions in relative proximity (1, then 2 nearby, then 3 near that, etc) expanding outwards.
      1. “so for every map does the player start in the middle? it seems like im always in the middle blocking off all the countries from each other so nothing ever happens”
    2. We need to COMPLETELY RANDOMIZE the starting placement of these races.
  9. Misc
    1. “I built a transport boat, had it leave the city... into a land tile. It was stuck forever.”
    2. “I built a city a tile or two away from the water. I could only build stuff on the 4 squares between the city and the water, no matter how large the influence was.”
      1. This may be the “cannot place a building x tiles from another city”...perhaps not being notified properly?
    3. ”The first summon that the "evil" tech tree gets (names are escaping me ATM) has a move that hits the entire field for 10 damage - it's way OP but I'm not complaining. The first couple of times I used that ability, however, the entire screen got covered in stretched-out particle-effect-looking artifacts.”



- Bugs -

  1. Stacking with an Enemy unit instead of Attacking Them
    1. “Any reason I would get an attack icon and then stack with the bandit instead of killing him like I need to?...Went away when I rebooted and reloaded....”
  2. AI will not accept a treaty, even though they say it’s cool
    1. “How do you get trade treaties to work? No matter what I do, he says the treaty is not acceptable...Istart off purposing the trade and its not balanced. I add gold until the "sounds good, I accept" button lights up. Then when I click it, he says he can not accept. I have even added over 2x the gold needed to make it acceptable. People have said they get this to work. What am I missing?”
    2. “If you don't hit "ok" on the gold popup then even if you see the gold on the menu with the trade treaty it doesn't seem to apply it.”  <-- I thought this was alright behavior, if you don’t click OK the deal cancels and reverts to what it was before, should it not do that? (from Sarah)
  3. Resoln “Death Worsiping” Ability not working, or not displayed properly?
    1. “ I still don't know what the death worship does for the Empire of Resoln. It says it gives a 10 HP bonus, but to who or what does it give it to.”
  4. Twitchy Mouse
    1. https://forums.elementalgame.com/392527
    2. “The game has odd mouse and hotkey problems and reminds me of the Disciples 3 release in that manner.”
    3. “Yeah, the mouse gets all wonky and only wants to move barely one unit portrait over.” (talking about the city context ‘stationed units’ medallion list)
  5. City Build List Listing Buildings Incorrectly?
    1. “I have yet to divine why some cities are allowed to build some improvements and not others.  That is especially frustrating when, for instance, I have specialized the cities by building them near map resources like lost temples, only to find out that even when they reach level 4 or 5, I cannot access the temples in those cities, but can in cities with no arcane labs even yet built!”
  6. Unit Designs remain available from Game-Within-A-Game
    1. “Another bug, I presume, is that when you start a new game you seem to still have access to some of your unit designs from the previous game(s). I could train Kingdom peasants while controlling an Empire sovereign/race. Plus I think it even showed the option for party without me having researched it, though I didn't have the resources to try if that worked.”
  7. Build City Camera Weirdness
    1. “...the camera bug is the one that happens if you have city zoom view off, where you click somewhere and it just pops your building somewhere else. I think the connecting resources to your city is by design, because if they are connected they are counted as 'part' of the city and roamer NPCs can't demolish them.”




- Ideas / Suggestions -

  1. Random Events
    1. “These are needed. World-cracking, terrain deforming, and devastating random events that make the turns more than just waiting for your troops to finish so you can send off a third army to the front, down to as mundane as...you get a new fertile tile. Random Events are a staple [in 4x], not because they are "cool,"...but because they give some rather jarring aspects to the game that players need to react to...”
    2. “We definitely need random events (it's shocking that it's not in here already)! ”
  2. Battle Improvements
    1. Damage Calculations
      1. “A lot of games use 1DN rolls,  they are quick, easy to implement, and WRONG.” (https://forums.elementalgame.com/392880)
    2. Attack and Resistance types (blunt, piercing, fire, lighting, etc)
      1. need to be properly listed in the UI
    3. AI
      1. “The tactical AI also doesn't work well and just seems to pick one target and ignore all else while beating a path to it.
    4. Formations
      1. “... the initial formation cannot be changed by the user (or perhaps I was just never smart enough to discover how)... The ability to start a battle with your archers at the rear, melee forward and hero where you need him would be a very nice improvement to the game.”
    5. vs. AutoResolve
      1. “And yeah, the auto resolve sucks big time. I've actually lost archers in scenarios where only a couple of slow enemies were involved.”
    6. Overall Feedback
      1. “Tactical combat is too simplistic. It needs more decisionmaking. Different damage types (and defenses against each), zones of control, attacks of opportunity, etc. Right now, it's just 'ranged guys in back, infantry up front and rumble'”
      2. “ wish there was a way to speed up animations during tactical battles. Autoresolving is not an option, since that almost always results in some unit taking damage. Clicking through battle after battle watching my longbowmen mow down enemies gets old. Is there a way to speed up animations?”
  3. Champions
    1. Leveling
      1. “I really liked how Heroes level up in games like AoW or King's Bounty. I like being able to choose new abilities to further customize them as they level up, not just adding a stat point here and there.”
    2. Overall Feedback
      1. “....Champions are really, basically totally uninteresting. It costs too much gold to kit them out so that they can actually battle against anything (and even then, they will still be in huge trouble against any sort of mid/late-game monster). No decisions in upgrading, except whether to make them mages or warrior. The only point in the game when they are really useful is in the start to explore. Meh.”
      2. “This is one of the reasons why NPC warriors just aren't that useful. If you get a NPC adventurer up to level 7, no matter how well armed and armored he is, or where you've put his points on level up, he is just not going to compare well to some stack of 12 regular units with their stats all added together.” (discussing the strength of unit groups)
  4. More Uniqueness to the Factions
    1. people like varied text, saw folks comparing Procipinee’s attitude towards the fallen in comparison to Relias
      1. “I don't get the complaint that the factions aren't "memorable". They each seem to have their own quirks to me. Procipinee opens every first contact with an Empire with something equivalent to "I will f***ing end you!", and seems to be the most likely one out of the Kingdoms to go to war. Her text alone seems to infer that she's one crazy zealot toward's wiping the Empires out. Though she's as friendly as she could be toward's other Kingdoms.” (http://forums.penny-arcade.com/showthread.php?t=73945&page=29)
    2. ask for unique buildings, tech, units, spells, etc.
      1. “I'd like this more if the kingdoms weren't all so samey”
      2. “One thing that I think they should have taken from Alpha Centauri is the way that the voice overs for the various techs and wonders really fleshed out the factions. Right now it feels like the world isn't exactly generic fatasy but not really fleshed out either.”
      3. “Also, I still can't believe that every goddamn unit you can produce (that I've seen, at least) is a fucking human with a different outfit. GC2 had a bunch of different chassis' (is that the right plural form?), games like Alpha Centauri had plenty of different base templates to build from...but this seems to just have "human" to build from.”
      4. “Well... if you research the right upgrades, you can unlock the ability to create darkling and ogre and spider units and stuff? But you can't modify them. That's all I got. I do hope more crazy races are in the works.”
      5. “Some basic simple visual differences between different faction towns would just be nice. "Tarthans" I think are the most distinctive faction but their towns don't seem very "Tarthan", and neither do much of their game mechanics.”
  5. UI Improvements
    1. City Building
      1. “it is often hard to figure out why you cannot do something, such as construct a building. The lacking element does appear in red font -- but *all* the material requirements appear in a (very slightly darker) red font.”
      2. need to show the Queue and the city resources at the same time
    2. Diplomacy
      1. “Is there a way to see how many turns there are left in a non-agression treaty?”
    3. Unit Design
      1. “The costs/effect of various pieces of equipment are all over the map--so much so that it's actually kind of a chore to design anything, because you have to spend all sort of time trying to determine if there is a cheaper and more efficient way to build a unit with exactly the same stats. Very often, there is.”
    4. Tooltips / HUD
      1. Better, more informative tooltips when rolling over resources in the top bar. List the cities producing the +X resources per turn, if applicable.
      2. HUD listing what’s being built/trained...status bar to reflect it, turns to complete
      3. Empiretree: rollovers on the little squares to display the unit/building it’s affilated with
  6. Cheesing the System
    1. Demolishing housing after leveling up
      1. “...is there any downside to destroying all your houses once you have reached city level 5? I've not done it, but since cities only need houses to level up, I don't think it would be a problem. Obviously, this would likely be considered a bug, but I'm still curious if it's possible.”
      2. “you will need something like 10 houses to get your cities up to 1250 in population (max level), but once they hit level 5 you will have capacity for 2000 pops, but since there is no point in having a high population beyond going up in levels, you might as well start demolishing all those houses to make space for some more interesting buildings”
    2. more
  7. Dynasty System
    1. Numeric Kids Ages
      1. “Right now, my 25 year old sovereign has a 21 year old son. Amazing!”
      2. “I think they should just change the numerical age to a descriptor, like "child"; "youth"; "young adult" etc, if that's what they are after.”
    2. Children Stats
      1. “The dynasty thing is just... weird. Had a son grow up... he had 236 mana, regenerated 8 a turn, but had 6 INT and 1 Combat Point.”
  8. Strength of Grouping Types gets Out-Of-Control
    1. “Squads get *very* powerful. I don't think a champion-centric strategy is viable after the first half of a game.”
    2. “A company needs to be handled in combat calculations as 12 individuals where each individual gets some sort of bonus for being part of a larger team. Treating it as a single mega-unit is both counter-intuitive and has a nasty impact on the rest of the game.”
    3. “Beyond re-designing the way mob bonuses work, combat desperately needs to separate the to-hit & to-damage mechanics. But if we're in the armchair designer corner, I have a couple of pages worth of things I'd like to see included, like rules for what units can actually target, how unit morale and army morale are handled, and many, many other things. Basically, I'd like some proper wargame mechanics instead of the "simpler & more broken than Disciples 3" mess we have now.”
    4. Lots of Damage Calculation Feedback here...http://www.quartertothree.com/game-talk/showthread.php?t=60936&page=13
  9. Item Shop
    1. UI Improvements
      1. Need to be able to see what equipment the selected guy has / change in stats with the selected shop item
      2. “Do I really have to remember what items I have equipped when I go shopping? Really?? Because I can't.”
    2. Item Costs
      1. “Item costs are all over the map and need a balance pass.”
  10. Overall Balance
    1. Traits
      1. “The trait (talent?) "Organized" lets your Sov's army travel the same speed as your Sov. That is amazingly good from the start, but it gets ridiculous towards the end. Give your Sov a mount and a few magic items and, boom!, the whole army gets 7 moves. Traverses a medium map in a few turns.”
    2. Archers
      1. “bows need to be nerfed....[I play with] squads of bows, long or short, and a single hero. (Add an elemental or two if you need it.) Works a little bit too well.”
      2. “People who are saying Archers are too effective must have never seen catapults. THOSE are severely overpowered. Archers, however, seem to rarely kill anything.”
    3. Combat Calculations (Glass Cannons)
      1. “On first glance it looks reasonable: attacker generates damage between 1 and their attack value, defender reduces that by 1 to their defense value, and the defender takes the difference (if any) as damage. The problem is it is not unusual to get units with attack and/or defense in the 100s *but* it is almost impossible to get units (especially heroes) with that many hit points. That means if your super duper level 20 fighter with 100 attack and 100 defense runs into something like a troll the troll can kill them with one blow OR do no damage whatsoever.”
    4. Resource/GH Placement
      1. “....half the time your starting location does not have ready access to a gold mine.  This is such a crippling strategic drawback that when it occurs you would be better off immediately starting over”
      2. “Resource distribution seems off. There's far more materials than one will ever need, since the game puts heavy leaning on the necessity of gold. There needs to be more of a favoring for other resources to make it worthwhile for you to plant a city next to that Old Grove and get those extra materials.” (https://forums.elementalgame.com/394334)
      3. “I see posts about maps being devoid of resources, and others about there being so many its too crowded (I have had both experiences in different patch versions).”
      4. “There's definitely some weirdness with a lot of the things that spawn on the map. I had one game where my early adventuring and picking up the junk on the map led to me finding 3 sand golem flutes or whatever they're called within the first 5 turns. I pretty much just killed every civilization I encountered without issue Most of my other games though, I never find even a single one.”
      5. “And yes I'm about to start a new game and construct my cities like bananas so I can actually have cities that produce resources. I bitch out of love.”
      6. “I've gotten around this by typically building my cities in a crescent shape. Or bananatowns if you prefer. The only time I've had to include a resource has been when one of the discovery techs plopped one too close to a city, or I've accidentally linked a resource through the camera bug.”
        1. Scott Says: I’ve heard of people making these ‘banana-cities’...what does this mean, how does it help with resource gathering?
    5. Starting Placement
      1. “...perhaps it was an odd coincidence but in the 8-10 times I tested it I started every game in the dead center of the map surrounded by enemies (when I had four enemies).  Never once was I on the side or a corner.”
  11. Content
    1. More Items
      1. “It is almost all for melee fighters with only 2 items for archers and *nothing* for spell casters.”
      2. “Yes, the higher end hammers completely demolish anything. I'm starting to feel that the unit design system is actually leading to somewhat stale gameplay because there are no real special abilities to speak of. Every new tier of gear you get is just flat out better than the previous tier. Once I unlock lord hammers and master plate, there's no longer any decision making.” (http://forums.penny-arcade.com/showthread.php?t=73945&page=29)
  12. Flesh out Advisor System (Janusk Improvements)
    1. https://forums.elementalgame.com/394229
    2. “...redefine the methods of Janusk-addition. Make the advisor a chargen choice (you could even associate a cost to it, so players could opt to not have an advisor if they so choose), and for those who opt to have one, increase his reputation considerably so that female sovereigns can't get married eons before male.”
  13. Minor Factions / Neutral Cities
    1. “On the note of Independent Factions, let's make them a little more useful, shall we? Right now they exist just to be conquered. They should have faction-specific items available....The imperative thing is that these are unique, including the faction-specific ones. Right now there's no unique flavor involved in these things, why buy from these entities when you can tech up the magic line and buy them from your own places? “ (https://forums.elementalgame.com/394334)
    2. “Next to do for them, make it capable to recruit mercs from them.”
  14. Random Loot
    1. The Lorebook talks about items dropped by creatures...we need those in the game!!!!
      1. Wolf Pelt icon
      2. Skath Fin icon
      3. Drake Tooth icon
      4. Dragon Egg  icon
    2. TreasureDefs held and used by UnitTypes
    3. Feedback
      1. “Getting gold from killing things is well and good, and the main way I fund my growing empire as well. However it would be nice if we got random drops now again.”
      2. “Something besides gold,  Killed a creature that in its description  that the scales from this creature were sought after to make armor... would be nice if they would drop some...  even if it took 10 or so to have something made from... would be better.. ..  ”
      3. “Make this true if I kill a sovereign who had hoarded night stones .. not my fault he came to raid stuff in my territory...  ”
  15. Item Forging
    1. I would like to see the editor revamped as something that could work in-game for item creation, taking ingredients and making cool stuff (without having to be in the workshop).
    2. Feedback
      1. “... adding a forging system would be a help, and I believe you are working on that for enchanting items and such?”
      2. “Item creation..... was looking forward to being able to enchant stuff... Sigh... ”
  16. City Spam
    1. At one time we had discussed a ‘Governing’ or ‘Administration’ ability that dictated the # of cities you could have, or total level of cities, or something...still a possibility?
    2. Building Limits / Razing Options when Conquering
      1. “There must be also some kind of mechanism to prevent building so many cites. Even when you conquer new ones, you should be able to destroy city because it is too hard to maintain or something. Because maintaining 10+ cities is ugly.”
      2. “Oh, and you guys mentioned razing cities....how do I do that? I hate capturing all of these minor civ cities that can't grow past size 1.”
  17. Summoning
    1. Feedback
      1. “Summoning [should] be done in a city that have a Summoning Circle...Summoning Circle can be researched from the Magic Tech tree...Summoning Circle [should require] at least one Crystal to be 'linked' to a city (within the city area of influence)...Can only summon creatures related to a 'linked' Crystal”
  18. Post-Victory
    1. “Am I the only one who wishes you could keep playing after "winning?"”
    2. “No hiscore-list or playback?!? I want to bask in my glory, dagnabbit!”
  19. Notable Locations
    1. “Elemental's system of having Notable Locations and NPC heroes materialize on the map when you research some completely abstract tech is just sort of weird and unthematic. Getting a new level in Notable Locations or Heroes is sort of like putting on the glasses from They Live. Suddenly, powerful heroes everywhere! Or, as in Tom's Figit post, skyscraper-sized haunted castles right next to your capital. And if you aren't on the leading edge of the research for these things, you end up exploring a map that is filled with cool things that you aren't allowed to interact with, which is just sort of frustrating.... If you want to walk in to an ancient ruin and take a stab at a Great Drake with a unit of spearmen, MoM is perfectly willing to let you try.”
    2. “I agree with a lot of your points, but I have to disagree here. I really love the way Elemental handles the notable locations, I love that I reveal more as I delve deeper (Oooh, there's an unintentional pun) into the Adventure tree. It gives an advantage for pushing hard on that tree first at the expense of some of your others. Just a matter of preference, though, both systems certainly have their merits.”
    3. More back and forth on the matter at...http://www.quartertothree.com/game-talk/showthread.php?t=60936&page=13

 


Comments (Page 16)
22 PagesFirst 14 15 16 17 18  Last
on Sep 01, 2010

Tactical Spells:

  • Basic damage spells that target one member in a unit - (magic missle, flame bolt, lightning strike)
  • Damage spells that target and damage every member in a single unit - (Arcane missles, Fireball, chain lightning)
  • Area of Effect spells that target and damage every unit in a given area - (Arcane storm, Fire storm, Ice storm)
    • One aspect that can be done is make area of effect size depend on amount of specific shard linked (1-2 for single unit, 3-4 for up to 9 units, 5+ for up to 16)
  • Global tactical buffs and hexes for Kingdoms and Empires - (Bless, Curse)
  • Spells that change a unit's damage, turning cutting damage into bludgeon, Ice, Fire, etc... - (Flame blades, Blunt weapons)
  • Tactical prevention spells like Wall of Fire, Wall of Stone, Wall of Darkness
    • Again, amount of linked shards can dictate the size of the wall

If using summoning circles:
I suggest a feat for a Sovereign or a Game building that enables it:
Summoner - The ability to summon a creature without a summoning circle (but still in a city)
Master Summoner - The ability to summon a creature everywhere without a summoning circle

Global enchantments that change resources from one another:
These spells can change the balance of an ongoing game and are to be considered powerful especially in MP games. To counter the balancing effect, each spell should CONSUME a linked crystal, so players would be cautious when using them: 

  • Transmute Iron to Gold - Earth Crystal
  • Transmute Gold to Iron - Air Crystal
  • Transmute Farm to Apiary or Beehive - Water Crystal
  • Transmute Crystal to Elementium - 1 crystal of each element (4 Crystals)
on Sep 01, 2010

A stand-up thread man... a stand-up thread indeed.

You da' man BB. Keepin' it real and playable!

on Sep 01, 2010

TheProgress

Quoting Hybridvitae, reply 198

What does Brad being away have to do with the majority of non-AI related major issues? Stardock employees aren't just sitting around working on a patch with no idea of when it will be ready to be released.

it isn't just Brad who was away, before he left he posted that others would be taking the weekend off too.  And when they came back they got RIGHT back to work and BB made that post with the compiled list. If you kept reading I said that. I bet a bunch of them were doing work even on their time off.  My point is that before any patchwork can start they have to answer several of the "questions" created by the list, and that will take time, and then writing the code for the "answers" they come up with will take even longer.  People need to stop /demanding/ a time and let the devs do their work.

on Sep 01, 2010

I didn't see my pet peeve on the list, so I hope it's OK if I mention it here.  Is there a keyboard way to select a city if a city is not currently selected?  As far as I can tell, there isn't; I wish the "select next city" button would select a city if I currently have, say, a unit or enemy selected.  (I think we can select a unit from the keyboard, even if one isn't already selected, but I haven't played in a couple days and can't remember for sure.)

Also, the next-city keys (PgDn/PgUp) seem weird; one seems to select only eastern cities, and the other only western cities, or something.

on Sep 01, 2010

Random Maps - I didn't see that on the list?

This was a promised feature at one time, I think the game really needs it along with Map type (islands, percentage of land/water mass, etc.).

 

 

 

on Sep 01, 2010
  1. Late game Stuck Turn-buttons
    1. Some are reported to be fixed by disabling auto-explore
    2. others are thought to be caused by auto-resolve battles not playing properly
    3. Feedback
      1. “Finally had a gamebreaking bug actually - Dunno what happened, the game isn't locked up or anything, but if I try to advance to the next turn nothing happens, reloaded the game a few times, looks like I'll have to see what my autosaves look like.”



------------------

 

My Findings/Comments:

Every time I've had this issue, it has been because an auto-resolve battle started on screen and then my screen was "whisked away" for a reason (either because the battle started as the turn did and other pop-ups moved my view) or because, by mid-game, everything was crawling so slow that I start a combat ...wait a few seconds... watch my Sov ride forward with her bow and sit there ...wait a few seconds... and I got bored waiting for the animation to happen and the monster to die (3-5 seconds staring at 1 figure on the map waiting to see if she gets hit first and we took damage, or she painfully-slowly fires her bow and we didn't take damage).  <- Bows seem worse, if she has NO weapon, the combat finishes faster.

 

If I scroll back to where the battle happened (easy if it was your Sov ... hard if it was some random explorer you forgot about!) ... the animation and autocalc battle will be right where it got left when it went off screen (sometimes 10 minutes later because I was busy elsewhere building or in the kitchen getting a drink).

 

If I could turn OFF those animations it would possibly fix it.  If we could speed them up it would be good.  If combat resolved off the screen if I wanted, that would be good as well - I don't feel the need to babysit every stack on screen in autocombat, if I told it to autocalc it should do it and give me a result.

Maybe have it so if you are on screen, you get the traditional popup box of the results, and if you scroll away it sticks it in the right hand side, maybe under the sword-shield icon like war declarations and "faction destroyed" messages ... and you can trigger it to pop up by clicking it at your leisure.

 

 

My Comment on Bow-wielding Animations being "too slow" (IMHO):

I'd like to add .. and I'm not sure if everyone has this issue, but it ties into my comment above:  Bow animations seem to take too long.  Even in tactical battles, they fire ... and there is this frustrating lag afterward where I cannot select other units.  It almost feels like either calculation takes longer than melee, or the animation for bow-equipped people (female, if that matters) finishes ... "ready, aim, fire" .. and then there is a period of time where they rest, and I'm forced imagine them comparing notes on how the shot went, and who has the best marksmanship.

on Sep 01, 2010

DrGroth
First Impressions of EWoM:

After following the forums for over a year, I spent my first couple days playing the game.  I love it! Here are my issues:

I cannot tell which Technology I am currently researching from the Tech menu screen.  Whenever a breakthrou occurs, you get a screen showing the potential techs available for research, then the tech screen comes up.  I can click through the various categories and read about the specific spells, but I need some sort of visual confirmation indicating which technology I have chosen.  Currently I do not see any indication of which one I have chosen, and after one is in process of being researched, I am almost afraid to brouse through the others for fear it will de-select the one I have already been researching and chose the last one I'ver viewed as a new one.


 

 

You've got things backwards if I'm reading this right.

You select which tech tree (civ/war/magic/ect) you want to research and then choose what available technology that you get right then and there when you breakthrough. You don't pick an individual tech and then research it.

 

Does the sovereign have to be in the city to cast a city enchantment, or in the zone of control?

 

Those spells have a range, five tiles I believe.

 

Are the available spells determined at the creation of the world, or are they ramdomly chosen each time there is a new level researched?

 

Spells are per book, nothing random about them as far as I know.

 

is the only way to benefit from an NPC's bonuses by planting them in a city, or does merely owning them confer it?

 

You get the bonus by owning them, unless it says it's per city (administrator and farmer are the only ones like that I think).

 

Not sure about the other questions.

on Sep 01, 2010

UndeadOmelet

Quoting DrGroth, reply 223First Impressions of EWoM:

After following the forums for over a year, I spent my first couple days playing the game.  I love it! Here are my issues:

I cannot tell which Technology I am currently researching from the Tech menu screen.  Whenever a breakthrou occurs, you get a screen showing the potential techs available for research, then the tech screen comes up.  I can click through the various categories and read about the specific spells, but I need some sort of visual confirmation indicating which technology I have chosen.  Currently I do not see any indication of which one I have chosen, and after one is in process of being researched, I am almost afraid to brouse through the others for fear it will de-select the one I have already been researching and chose the last one I'ver viewed as a new one.


 
 

You've got things backwards if I'm reading this right.

 

You select which tech tree (civ/war/magic/ect) you want to research and then choose what available technology that you get right then and there when you breakthrough. You don't pick an individual tech and then research it.

 

This.  You are, in fact, thinking backwards.

 

Simplified further:  When asked to pick your NEXT piece of research, you are only choosing which of the 4 categories you want to get research from. This starts your little bar at the bottom filling up.

 

When the research finishes (bar full), you choose which individual "technology" you received for that effort.  The tech chosen is immediately available for use (or in the case of the Adventure ones, I believe the new resources and such appear at the start of your next turn).

 

Then, the 4-category screen comes up again, and you repeat the process.

on Sep 01, 2010

Awesome!

 

Thank you guys for working so hard to bring us this game, and working even harder to respond to the gaming community! This whole list looks awesome!

on Sep 01, 2010

I'm quite amazed of some of the big bugs not being talked about anywhere. Am I the only one having them? Here they are:

  • Mouse over don't work: when I the mouse passes over something, I'd like the card on the bottom right to actually represent the thing it's over. In particular when I'm choosing the unit I want to train, on when I'm wondering if I should attack a pack of monsters
  • Black portraits: after some minutes of play, most portraits have become black, wherever they may be displayed.
  • Inconsistent spells targets: you should be able to choose which unit you cast a spell on, instead of which tile, when the spell target should be a unit.
  • Half Broken path finding: when I click to move a unit with two moves left two tiles away, there is only three tiles to choose for the intermediate tile. If there is two empty tiles and one forest, it seem like the AI will always choose to pass through the forest, making it a two turns move...
  • Hard to spot forest tiles: Some of the forest tiles are really difficult to spot as such. Sometimes, you have to either zoom in or out to the cloth map to be able to see that there are 3 old dead trees that make the tile cost 2 movement points to cross.
  • Clones' war syndrome: please, no more clones. I was able to hire no less than 3 janusk (plus Janusk) clones with the very same appearance, characteristic, equipment. All that was different was the name. I had one Janusk and three Vayia or something...

Then less critical problems:

  • Heal spell not strategic:Why is it not possible for the heal spell to work both as tactical and strategic spell? I would even make it more efficient when lost in strategic mode.
  • City influence bug: I had a bug where I took a city, in wich a fertile land was being upgraded as a farm; the enemy sovereign was on this tile; when I took the city, the tile influence kept the color of its old empire, even after I killed the sovereign.
  • City unable to build: In that same game, I took a city just after it was founded, and was not able to build anything in it, until I upgraded a lost library IIRC), then I could build things around it (and out of the city influence...) this may be the 5 tiles minimum city distance building limit I read about; if so, AI should not have been able to build a city there
  • Inconsistent loot: Diablo like loot is evil (please, don't hit me...). But if you kill a bandit with a sword, you should be able to loot that sword, at or at least have a good probability, in particular when he was killed with arrows, without any possibility to have his sword broken.
  • In city unit selection: You should be able to select the people you want to get out of a city without holding shift, and when you get them out, the resulting army should still be selected.
  • basic units equipment: units should be able to upgrade their equipment, if after some training time, while keeping their XP.

Now, some  , apart from those already planned ...
Mana regen rescalling with unit's essence
Sovereign succession
Forging and enchanting system (and hopefully, potion making); you could techs enabling to add a +x bonus to any stat over an item
Stop spawning shards
Fix merchant ergonomics to be able to know what the selected hero is equiped with
Overpowered squads; They should simply removed from the game, IMO...
Better world creation
Dissosiate to hit and damage
Hero special skills on leveling
Slow bow problem and overall tactical battle sluggishness.

 

on Sep 01, 2010

Sovereign succession

Yes!

on Sep 01, 2010

When is the next patch?

on Sep 01, 2010

Hybridvitae

My point is that before any patchwork can start they have to answer several of the "questions" created by the list, and that will take time, and then writing the code for the "answers" they come up with will take even longer.  People need to stop /demanding/ a time and let the devs do their work.

Because asking for an estimated date clearly stops the entire office from doing their job. The developers aren't working in some anarchistic environment working on "answers" (hahaha) to the list's "questsions" (bahahaha) without some sort of rough timeline planned out.

on Sep 01, 2010

Kryo said this earlier in another thread so we can hope its so:

1.07 tonight if all goes to plan.

 

 

on Sep 01, 2010

Am I the only one that has a gripe with the obscurity of the influence system? Honestly I cannot understand how does it calculate where the influence of a city will expand and when. I know that it is supposed to be a fixed number of tiles away from the last building of the settlement but I can provide screens with my cities expanding outside the city's influence.

Oh and also what about the sovereign gaining essence without gaining levels (at least i did not level him up).

One more: I hear the summoning book is off for starter chars. So please note to remove the sovereigns saved before the change. I still have my fire/summon Kraxian in the new system. 

Additionally, has anyone else got the city screen (conquered city) saying that "this settlement will upgrade when it reaches 0 population" ?

Also, Is there a way to research new schools of spells in case you do not choose them at character creation? I have focused on military and imperial research but the documentation of the techs says nothing about gaining access to new spellbooks. 

Last (for now) but relevant to all the above: Get some people doing serious documentation for the in game encyclopedia. It is a great source of help and needs to be seriously updated.

 

Oh and btw. We like the game. We know it is a beautiful work in progress. We wait for you to make it awesome.

 

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