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.) -
- Minor List -
- Bugs -
- Ideas / Suggestions -
In case anyone else is unawares - and if i'm wrong, someone let me know - the entire stardock game team is 100% devoted to Elemental for the next year. IIRC frogboy said that himself.
Another Major bug IMO is that if you have a party of units that takes damage and possibly loses a unit or two, then save the game, relaod sometimes the party will be reduced to a single unit on reload. This can be devastating to an army when it is a particularly valuable stack, and with the copious amount of crashes that seem to happen.
-MK
Frogboy stated they plan to fully support elemental for 2 years.
Well, after reading this post, my LE box is now prominently placed on the top-center of my computer desk. I'm keeping it for sure. It's just the waiting for some of the above to be implemented that will make me crazy.
(Raising hand timidly) I'd like to see the AI create effective armies and use them effectively. Often they send out small groups or just one unit to run around my area when i'm at war. Its a nuissance to have to keep killing them to prevent them from destroying resource buildings, but it doesn't helpt he AI because it just levels my units.
Scott, you forgot one brother, and it's a Big One too.
Using Buildings, Land Objects, and City Walls in Tactical Combat:
This too was something the Beat Community and SD Team discussed at Length here on the forums. This was brought up as being Very Important almost every time the topic of Tactical Combat was brought up. This is a feature of Age of Wonders and it's expansions, as well as many other more traditional strategy games such as the Total War series.
Right now Sieging settlements in Elemental seems very bland and anti-climactic. We have Siege Equipment such as catapults, but no real use for them other than taking on large creatures such as Dragons, or dealing heavy damage to a group of units. Why have a Catapult and No Walls to smash with it? Catapults move very slowly though as they should, and aren't really viable for taking along in an army that's going to fight other armies and do quests. They are a Siege Engine but without a proper use for them they seem pretty useless.
A couple of suggestions:
1. IIRC the map areas are Tiny : 20 Sectors, Small : 30 Sectors, Medium : 48 Sectors and Large : 96 Sectors. There's a much larger jump from medium to large. I'd suggest a new size of maybe 72 Sectors between Medium and Large.
2. This particularly applies to large maps, but in my experience the distribution of things (resources, notable locations, quest locations) is extremely uneven. The starting locations tend to be heavy on these things, but there are just huge areas of the map with virtually nothing except random monsters. I wouldn't expect a world with a perfectly uniform distribution, but these areas with simply nothing seem pointless, a waste of time to have explored them.
I don't know if anybody else mentioned this someplace else, but the option to turn on an in-game clock would be nice.
edit: blarg wrong topic.
I'll consider the game in a finished state when the AI can play on an island map and half the AI players don't commit suicide in the first 100 turns!
Fences, walls are really needed much earlier in tech tree, so cities aren't so easy to walk over!
great list.
don't care about AI and random events but agree with changes to magic system, mana regen and the abolition of 1dN.
best way to do mana regen IMO is to have magic robe items that improve regen. this will also give players an incentive NOT to take armour, further differentiating magic and combat sovs.
I still can't run the game so maybe if you could fix that.
Second the plea, and not just for the AI! Again, PLEASE ungimp the dynasty system by allowing ALL sovereigns to die, including the players. Either make it a game set-up option, or make immortality a high-level spell.
Dynastic politics won't feel right until offspring can inherit the throne.
Hope this doesn't turn into another Demigod failure. I know it wasn't stardocks fault, infact you guys were supporting it and inventing workarounds because GPG were being idiots. Now Demigod is and has been Dead.
What disturbs me is that issue #1 is phrased as late-game only, when the core problem (at least for many) is that Elemental simply isn't utilizing GPUs in any measurable way. This is verifiable via hardware monitoring programs: Elemental goes to a crawl graphically without registering any activity nor GPU temp increase relative to system idle. Showing a few less polygons won't solve that.
That's quite a list. I just got back in country so I haven't even gotten to try the game. Is it safe?
I had to add, as a turn represents several weeks (whatever it is actually), it would make sense that mana should regenerate completely at the start of each turn - it would still limit how much would be available during a turn.
Late game Slowdown!!!!
I see you're addressing some of the performance issues - that's good to hear, BUT WHAT ABOUT THIS: https://forums.elementalgame.com/391334/page/15
The terrible performance that many of us are getting has nothing to do with the late-game but happens any time the camera is over a city. People have been saying that their video cards are not being properly used etc. Any word on this issue?
Thanks for the update. This game will evolve into something pretty good.
I was playing the game for quite a while yesterday.. First i had a bunch of children and grandchildren. But realized that the children of my children was listed under the wrong parent. So the dynasty tree didn't seem to work the way it is supposed to.
I also realized that when i started a Game-Within-A-Game, i got married. But shockingly the woman i married turned out to be a guy (lol). The person i married was a completly different person in the dynasty tree.. Even a dude! Dude!!! Haha...
Well somehow me and this other person for some reason managed to have children.. But the childrens look and names was from my previoused plaid game.. So apparently there is something about the dynasty system that aren't totally re-set after starting a new game within-a-game. I must admitt i lost the previous game and had to start a new one..
So to list this up:
- Dynasty tree does not show the right kids of the actual parents- Dynasty tree shows random (other) people and kids in a new game within a game then who it actually should show.
Even tought everything isn't perfect about this game. I still love it. And the feedback from Stardock and their determination to improve this game just makes me like it even more.. I still have fun with it, and i have fun watching it evolve.. I've been in it since Beta 1.
Good job guys!!
They already said they fixed this problem. It was mentioned in a different post where one of the SD Team found what was causing slow FPS over cities and got a noticeable 20-30fps increase or something.
My understanding based on another post (https://forums.elementalgame.com/393532) is that that may have been fixed already.
Ah alright, that is good to know.
you guys are like animals about this and forget they already said they got something for this.
i am shelving untill the game works. I have been misled again. Fool me once. Just a word from a business owner, these types of tactics are very short sited. I would recommend you not release the game until fully tested, otherwise the press you get will kill you in the long run. I dont care how many patches you make , if you release a unfinished product it will cost you 10 fold. Very disappointed , i hope you make good by actions not words.
Need this for the AI opponents too--so that you don't get an easy kill by taking a town, switching the influence and killing the sov. At least having a defeated sov's empire splitting into minor factions would be good if it still a good sized one.
I would also add a random event of: your son/daughter rebels and takes some towns and troops from you (maybe not random, but because you are weak, etc).
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