One thing I'd love for them to implement is the small possibility that if you lose a battle against another empire your champion will defect to the other side.
sweatyboatman
Seriously agreed. Is there a reason not to imbue your champions (especially once you've capped a couple shards)? The other problem with this is that champions aligned with the other race are completely defenseless after you've gained a couple levels. The whole recruiting dynamic is great in the early game and totally broken after that.
Well, you're probably not the only one. But I do like wonders, when I get them. [e digicons]:D[/e] The problem with many games is that, on higher difficulty levels the AI gets so many bonuses in terms of tech speed, production, build speed, that it's nigh impossible to keep up. The advantages given so that the AI can compete strategically take Wonders completely out of the picture.
Honestly, I am OK with this.
Definitely should get a Weak/Medium/Strong icon. I feel like the flavor text should also give you a hint as to how hard it's going to be. Currently, if you back out of a quest after smelling the dank fumes coming from the cave, the quest disappears. Which is completely silly. Quests should remain at least until you enter them. Edit: Wow. They do have icons? I never noticed that.
Yup. I suggested this earlier, so I'm obviously for it, but kudos for doing the work of editing the screenshot. I'd also like it if the grouping could be changed. So you could group by offensive/defensive or spell level. Set up a little UI widget that when clicked on shows a drop-down list of the grouping options.
[quote who="Lord Reliant" reply="15" id="3064374"]I also dislike how currently Exploration falls under the Magic category. It doesn't fit well under any of the others, either, so I suppose that's the best spot for it.[/quote] There's a thread out there somewhere that suggests doing away with the quests restrictions altogether. Personally that makes sense to me. You should be able to recruit high-level heroes if you have the money to pay them. You should
It's a little on the slow side. Though I think that's mostly because there are too many techs that don't do all that much. In terms of gameplay, the time between new techs is pretty decent. You have to play the game with the techs you have access to, not just wait for your research to quickly steam through a bunch of techs so you can do awesome-thing-B. The problem, though is that I wait through dozens of turns to get... drum roll please... warg riding...
they've got that one fixed https://forums.elementalgame.com/415476
[quote who="Rhadagast" reply="1" id="3063589"] How exactly did the road building work?[/quote] You move the unit to a tile and click on "Build Road" and it puts down a road. It's like Settlers in Civ except building a road takes no time. So I can build 4 road tiles per turn with them. Wheee!
and yes, they can actually build roads. So, I designed this unit in a previous game. It's an upgraded settler (with a compass and telescope). So it gets 4 moves, better vision and costs just slightly more than a standard pioneer (due to the savings from the Conscript attribute). Redesigning a unit like this works fine in the game in which it's d
In my experience, sometimes it gains you a turn, sometime it loses you a turn. I also have noticed that sometimes your units are one-square off from where you left them.
Speaking for myself, I constantly forget that the overland spells are even part of the game. I think there should be a spellbook widget on the HUD, similar to the tactical spell display. Showing every spell would probably get quickly cumbersome. But a utility belt style UI element that has slots for a handful spells and lets you pick which ones to display would be great.
Or healing causes aggression.
[quote]The strategy is to corrupt all nodes in to death nodes, which provides a huge buff on these spells in combination with evoker and the starting soul staff. [/quote] Frankly, that sounds absolutely awesome! Corrupting nodes should be a global event and should really really piss off the AI.
[quote who="Mtrixis" reply="1" id="3062948"]I can play BF3 or Witcher 2 or DoW2 or whatever at 1920x1080, but this game brings my PC to its knees.[/quote] Interesting. Unlike those games, this game is heavily multithreaded. Perhaps that's where your problem stems from. Anyways, very different from my experience. I find the game very stable and, outside of the occasionally bugged special ability, quite responsive. [quote who="Mtrixis" reply="8" id=
Some excellent posts in this thread. There's one overarching problem that people seem to be overlooking. The game is frankly too easy right now. The AI while competent, is not good enough, the monsters are not aggressive enough or scary enough, and the units and heroes are too powerful too soon. I have never had to commit my entire resources to the survival of my kingdom. At worst, there's a monster hanging around one of my cities and s
You also need an option to Replay the video. As it is, when the video ends, it goes away and you've got a big blank box.
I know this is the standard trope for territory based strategy games, but how does it make sense that you warp out of their territory? your unit should just automatically path to the nearest border. if that takes 20 turns, perhaps you can use a spell to get back.
I find it also sometimes screws up the auto-turn feature. So the game will just sit there and you can't even click the "End Turn" button. You've got to find the "explore" unit that's stuck and move it manually.
Even if I can't see what's currently on the tile, the game should at least show me what the resources were when I last passed through. Also, if you select a settler (or an army with a settler), it should show the Tile Yields automatically. Hovering over "Settle" to see the Tile Yields is ridiculous. And I shouldn't have to play with "Show Tile Yields on Map" on all the time.
When a city finishes training a unit it ejects them into a tile next to the city. (Seems to always be the same one, though I can't figure out the method it uses to determine the tile.) This can lead to wasted turns while the unit navigates to the nearest road. If you haven't reached the defender limit, you can send the unit back into the city and then navigate it where you want it (or set it to automatically spawn units inside the city). I think the uni
[quote who="Lord Xia" reply="1" id="3061120"]Nobody in the history of the world would choose to not use a weapon if available.[/quote] It's a game. Not a historical recreation. At least the game should be designed so that modders can put in hand-to-hand fighting buffs.
[quote who="Austinvn" reply="2" id="3061403"]Maybe immobilize them for a few turns[/quote] I like it!
I was surprised to see that if my hero died during a battle I won, he did not incur the penalty of a battle I'd lost. I get why. But it feels wrong. They take the same punishment, they should probably get a flesh wound or something right?