[quote who="Tridus" reply="63" id="2594218"] That's because usually in a TBS game, defending units are bad. Particularly units defending space that isn't a city. It's too easy for attacking forces to simply go around any defense that isn't a city garrison. Forts in particular are lousy for that reason, there's almost never a reason to attack one. ZoC mechanics make those defenses and defensive buildings useful, because an attacker simply can't walk right by them.[/quote]
PyroMancer2k
[quote who="Tasunke" reply="9" id="2594382"]The current system is best so far. Housing determines population (caps), food determines housing, and prestige determines Pop growth rates. All three systems actually mean something now.[/quote] Best is relative. Best compared to what? The stuff they had before? And just because something is better then what came before doesn't mean it still can't be improved. And the issue isn't that they don't currently matter. The issue
Return of the King
I had a similar issue only it was a university that I was trying to build when it CTD. Dump http://rapidshare.com/files/376053786/Elemental0_299-2010-04-15T01-46-39-599.zip
[quote who="XeronX" reply="5" id="2594113"]Give the old classic MoM TB grid like in that screenshot anyd ay. But mabey thats just my age showing. Damn twitchy kids make me feel old enough anyways in FPS's. TBS's are where my older, wiser, and more experienced self should school them [/quote] I go back even further and say give me the old Hex grid from my Minitures games. ;) Civ is finally getting with the program on that. Only took them 5 iterations of the game to realize Hexe
[quote who="Darkodinplus" reply="2" id="2594108"]I hadn't even thought about prestige buildings becoming useless in the current model mainly because I never really build any of them except for the palace. [/quote] And that's kinda the point of why it needs to be changes as most people in the forums seem to say that they don't use them. [quote who="Darkodinplus" reply="2" id="2594108"]On housing however if you destroy them your cities population will decrease which I suppose wo
I think they plan on something like this. It took me a while to track it down again cause none of the other sites seem to have tactical combat screens. http://www.kotaku.com.au/2009/08/elemental-war-of-magic-impressions/ Also a nice little screen shot from another site which is just about as rare. <img src="http://www.co-optim
[quote who="John_Hughes" reply="2" id="2593930"] I research the first Tech to allow a sword upgrade. I add a sword to a peasant and save (with unique name and description text). Next time I fire up a game, when I research that same Tech, my Sword guy is auto available. How is that a bad thing? [/quote] Because I mistakenly have 3 units called Peasants, 2 units called Soldiers, 2 called Pioneers, and a Knight that cost 115 Metal to build while mines only make 1 metal p
As many people have pointed out the current food & housing system is a bit odd and not well liked. The reason I think is because you use food to build houses which doesn't make sense as those houses could be empty. And once the houses are built you can proceed to lose your food production and while it will become negative there is no real penalty. Also once a city has reach the desired level there is no incentive to maintain the current population. You can simply demolish the houses in fa
I don't really like the idea of "zones of control" because it basically makes areas impassible for no reason other then the enemy has a unit parked there. The only way past is to attack that unit which doesn't make sense cause it's like if the enemy has a fort on the mountain next to a valley why do I have to scale the mountain and attack fort in order to go through the valley? It gives to much power to defending units as they get all the bonuses of their good defensive position while
After playing the Beta for a bit now I think there are a few ways the UI could be improved to give better feed back to the player. As well as make it simpler to do curtain things in the game. City Display 1) The circle bar around the city the indicates the current population is nice. It is however hard to tell if the city have enough population to reach the next level or how close it is to cap. When you have the city selected there is a bar on t
[quote who="BoogieBac" reply="3" id="2593697"]Those trained units are just cannon fodder...you wont be getting too attached to them anyways, once tactical battles are in and creatures are mowing them down by the dozens. [/quote] We'll need higher incomes for that. ;) 1 fully armored "Knight" in 4 piece iron armor with iron sword runs about 115 iron and mine only gives out 1 per turn. Even mildly equiped guys can get expensive. Doesn't have to be balanced yet just more income so we can
Ah the UI is a bit misleading on them since it shows they have 0/20 XP. Made it seem like they should be gaining XP. So I guess that means no promoting units. :(
[quote who="BoogieBac" reply="4" id="2593666"]Fixed. Enjoy it while it lasts [/quote] LOL. How long with it last? aka when't next patch ;)
I don't know if it's intentional are not but for some reason whenever my city reaches a new level it's population seems to drop. For example when a level 3 city hits 500 population and levels up to a level 4 city I check it's population and it's now in the high 400s. So where did the several dozen people go to? First time I noticed this happen my city also seem to upgrade my huts to houses on a low level city. So I thought maybe it was a loss due to the cap dropping then raising back
Sometimes when spliting a group of units up the units will suddenly teleport to other places on the map. This happens most often when the SOV is moved out of a group it seems. The units from what I can tell jump back to the original places they were when they joined the group. It's almost as if their own location data isn't getting updated as the stack moves around.
So far the Slums is the only building I've noticed this on but there could be others in the future. When you mouse over the building on the build mention and it list the cost of the building the last part the number of spaces it uses does show up because it would be outside the window. This really isn't a big deal but for later with more buildings likely to have increased building cost there is a pretty good chance that they will suffer from this same issue with items on their cost not being
When I moved onto an inn it said my quest log was full and I needed to finish the current quest even though as far as I knew I didn't have any. So I checked the Quest Log section and it listed 3 quest which I had failed at. They were resuce quest which I sent my SOV in alone and ended up getting killed by the Monsters that spawned there. Well the location disappears from the map but they stay in my quest log with no way to complete or remove as far as I can tell. [Suggestion]
The only unit that seems to gain XP from battles currently is your SOV. The rest of the units even though it shows they have XP bars do not seem to gain any XP no matter how many battles they fight in.
It's not the graphics issue of show 10 guys that is the concern. It's the fact they only have the stats as one guy. Replacing the 3d Token for a 3d collection of 10 guys clustered together isn't gonna change their stats ;).
[quote who="John_Hughes" reply="42" id="2586070"] My point was this. Seeing as the SOV is everyone's starting unit, has the ability to Level and get tougher and tougher, it seems a bloody waste of what may be, or obviously will be, your strongest battlefield asset by sticking his pompous and illiterate Ass in a city just to gain his "Best of the Bunch" trump all traits, when a hand picked, by the SOV him/herself even, Govener (or 2) could do the same task, thus freeing up that SOV
I don't really like how they handle food and population too. Using food to support housing is kinda lame as you could have a ton of empty houses that are using up food?!? That doesn't make any sense. Also R&D increases the amount of people that can fit into a house so you magically get more people for less food? Does housing tech included a diet program? Must be cause their getting thinner they can fit more people in the same space hehe. I do like the global aspect of food though
Whenever a city upgrades for some reason some or all of the Houses/Villas shift down and left on the map graphically. They still take up the same location they were before but the game draws their images off center for some reason. Here is a picture and you'll notice in Captial on the right side several of them are out of place along with several in Mountain City near the farms. Along with others in Swamp Land. <img src="http://img690.imageshack.us/img690/7244/elemental1271200
[quote who="Wintersong" reply="1" id="2590635"] Armies start with a few people and late game with some thousands (how many exactly yet to see).[/quote] I researched late into the Tech tree in one game and the Highest I've seen is a Legion which uses 1000 pop and cost about 1000x that of an individual unit. I'm guessing it doesn't go much higher considering that's the population a level 5 city requires. The hard part is getting the resources to equip 1000 troops.
I think the main reason the % buildings are considered to be bad investments are because you can build so many of the other building types. In a lot of games you can only build 1 of each building so buildings that give % increases are nice for those looking to really specialize the city. As someone else has already pointed out with enough of the proper buildings the % increase buildings are actually worth it. I often try to specialize me cities in the games I play. So far in the beta