Raze city option
Trog Females to marry
oh .. hehe thanks .. still need Trog women though
How about a button in options/gameplay or in the interface when choosing whether to fight or to autoresolve battles that said "USE MAGIC IN AUTORESOLVED BATTLES: YES/NO"?
Tactical battles are mostly mindless tedium right now but autoresolving often have channelers wasting valuable mana on opponents that would have been squashed by troops, leading me to fight battles manually that by all rights should have been autoresolved (since the outcome was clear) in order to save mana.
ahh yes I second that Peter
Couple of bugs. I'll post from another thread that seems to have died.
I got an OOM myself. Sent the err file to support. Vista 32 machine.
A few other things that are currently broken
1) Faction Creator colors (since 1.06)
2) Names on cities get messy. Eventually the name labels on my cities show up as other civs city titles. This includes name, color, and combat rating number. The whole name bar is replaced. (since 1.00)
3) Champion hired used the infant unit card instead of an actual one. (since 1.07)
I like random map randomization and placement of other civs to not necessarily be all lumped into one corner of the map. I end up killing off 2 factions entirely within the first 10 minutes of the game and absorbing their cities into my own civ.
Add an "Amazon" race where all of the units are female. Seems only fair because default is all male and an option to turn on mixed.
Add more weapons to the initial sovereign creation, perhaps as unlockables. Some of my sovs I'd like to start as archers or thieves or pretty much anything. They should have a wide array of basic weapons to choose from. Not just sword or staff.
More "mouse jittery" fix.
Ability to quickly cycle through cities while remaining in build mode. Maybe there is something like this already, but every time I click on a new city, I go out of the build/unit mode that I was in.
Caravan protection. Shouldn't be overpowered, but a peasant or two would give enemies cause to pause before they decided to wipe out 3 of my caravans in a row before I even have time to react. Or maybe, at the least, inform me when a caravan could be attacked in the next turn. That might get more annoying than anything though.
Caravan automation. It'd be nice to simply set up waypoints and have an auto build for caravans. That way, when they are destroyed, they automatically rebuild and reestablish it's predecessors trade route.
Notification when a unit is completed building. I will queue up a few pioneers and go off to do something else, forget about them, and come back 40 turns later and remember they were there. There aren't that terribly many units in this game (compared to civilization 4) where it would become annoying being notified that a new unit has been built.
Turn based fixes. Often, I will complete a battle, a research, and a spell all in one turn and often the research screen and spell screens will pop up between the time that the battle ends and the time that the victory/defeat screen pops up. These just need to be linearlized (probably not a word, but hey).
In the Victory/Defeat screen, all "killed units" need to be displayed expicitly. Many times I never realize that a certain unit was killed off when I'm tromping through the wilds or wherever. I rarely scroll down to see if anyone has been killed. And before I know it, I'm like, where did so-n-so go? This is mostly during auto resolve when I'm taking on a pack of wolves and dont really feel the need to go into tactical battle mode. But there is always the chance that someone psuedo important dies without my knowledge.
Unit clusters... A unit of 16 young dragons just looks messy. It'd be nice if there was a way to make them not overlap. Maybe making all of the tiles in the tactical battle bigger or the units themselves smaller. Or spreading out each unit as a graphical representation across the map so they are all there, but selecting any one would select the unit as a whole. This might just be for the larger creature units. Could potentially do a single unit graphically scaled larger or branded with a number or some way to ID it as having more than one. Small units, like peasants, this isn't really a problem as they all tend to fit on the square and dont overlap eachother much. It's mostly on the big units like dragons.
Anyway, thats my psuedo list thus far for "simple" things that could go into a 1.08 patch at this point. There are lots more things, but many of them will be resolved in future iterations of the games progression.
You can raze a city presently, just not from the GUI. Select the city and press 'x'
-It would be really helpful to have a RAZE CITY button that has been greyed out until the appropriate tech is researched and says "You Must Research So and So" I haven't tried to raze a city in a couple patches though so I could be completely wrong and this might already be in. If so, great job.
-Also get rid of spending valuable character points to get sovereign starting equipment. This has already been brought up a bunch of times.
-It is currently impossible to have a sovereign with a cool looking tooltip. He is perpetually unarmed and pointing his imaginary weapon at something. I guess this is slightly better if you waste your character points on a crappy spear you replace in a few turns anyways. Still, doesn't look that impressive. I love how my flavor text is "Soon they shall feel the Blade of Wrath!" and there is a picture of a guy pointing his hand at someone.
random opponents option. Select the # of opponents but let the game randomly choose. I hate knowing who i'm gonna run into.
Autoresolve without magic - as stated above!!!
Open boarders treaty option. So you don;t have to spend gildar on non-aggro pact just to explore. Or have to commit to 99 turn of peace just to explore.
More of a bug, but I finished a quest and didn't get the reward. It was a level 3 quest involving defeating spiders and being awarded a magical tunic of some sort. Needless to say I didn't get the tunic.
There have been several quests where the rewards aren't always awarded.
- No outlines in tactical battles, when the No outlines checkbox is checked
- Random map generation, currently you can go to the map editor, generate a quick map, then save it as seed_blabla and it'll show up if you are lucky. Why not add this to the game setup screen, so it auto-generates a map for you and saves it with a new seed name, then chooses it.Basically just bypassing the Go to map editor / new map / generate / save as / go back to Start New Game / Select Map steps.
- Random faction generator on game setup. With somewhat tasteful color limits, so you dont get rainbow opponents every game
Spell: Earthquake needs some help. It is an awesome spell and I hope it remains in the game. Problem is that it costs 1 mana to cast when it should be like 50 for how strong it is. Insta-city death when cast in the middle. It just needs some balancing and tweaking. Overall the principle is cool though.
I'd like to see a spell called Volcano. Cast a single 9 square volcano near your enemies city and let the lava change the landscape over a range as well as destroying things in its path.
A bug I found was that after a treaty with a minor race, my turns were auto completing for like 5 or 6 turns. I didn't hit the end turn button or anything, it was like automatedly ending my turn before I could do anything. Zooming out was what got me out of it, but that took several turns to register.
Teleport is a bit of a double edge sword. For one, you can instantly fortify any place in your kingdom with a single army. Empire seems to be at a disadvantage with that. They research their teleport skills where kingdom is given theirs. Kingdoms only cost 5 mana where as empires cost 15. It seems empires teleport can be researched in kingdom magic research as well. Anyway, I like the limitation of teleport being within boundaries and I like that it doesnt cost much to cast, but Empire should have the same. It should also be researched. One other suggestion for it, I would make it castable only in ones own boundaries. I'm finding it too easy to quickly jump out of combat in an opponents boundaries when things are going south. Or at the very least, not castable when in an opponents boundaries (the wilds are ok).
this bothers me to. and even if you did buy a weapon, it would be a lame club or something. i wonder how difficult it is to have unit cards update automatically to show the equipment you're wearing?
Fallen faction NPCS
Just improve the AI and Magic and it will be fantastic!I still love the game and its alot better now at 1.07 then it was at release.
Just get that AI improved along with the magic and we could have a classic on our hands
Unacceptable
doesn't need to be in 1.8 but for a future patch I have an idea for balancing sovs to be more powerful against mid and late game squads and monsters (as mentioned in other posts)
https://forums.elementalgame.com/395052
I just want my children to be able to move more than one space in combat...
Just occurred to me that Volcano is in fact in the magic tree. I just hadn't researched far enough. I guess that can be taken off of my list above
this, and also..
this.
Something else that would be easy to fix:
For the love of god please spell 'breakthrough' correctly. This isn't a turn based stratergery game afterall.
1) Please make build window moveable. It case you got 10 towns or more it is not possible to access to all towns while on building screen (menu is hiding some towns).
2) Every time i switch towns in building menu i cannot zoom out to present view state by clicking done. It looks like usual building "top view" but to all things in game.
3) Every time i save the game i got my cloth map feature turning off. In order to get only cloth map back i must enter menu and uncheck+check again cloth map thing. I know it is easy to fix.
4) HP bug. I summon unit - it has 44 hp, but in battle it drops till 22.
5) Potions. I use a health potion in combat and it does nothing. I use another health potion and the game crashes.
6) Auto build. It is annoying to build the same structures in each town. Could you make auto building feature or something like this? I put what buildings should be built in every town and AI do the job every time i have enough resources. The city concept in this game is weak overall because of lack of choices.
7) Please revise techs tree. Some techs should be discovered earlier. It is reasonable to join some techs.
- Fix the horseman portraits. It looks like they are being blown away off their horse.
http://img295.imageshack.us/img295/1520/rider03595639782.png
- Fix the automatic turn ends. It's really annoying when my turns ends because I decided I wanted to move a troop out of my city, and the game thinks I'm moving my last units so i don't want to do anything else. If there is an option to disable this, please tell me. Maybe I just missed it.
- Remove the point cost for weapons during the sovereign creation. If you're doing this because you don't want them to be too overpowered at the start of the game (I can already see people crushing 2 or 3 cities with his sovereign alone right off the bat) then just create alternate, weaker versions of the weapons ONLY useable by the sovereign.
Just quoting this for extra emphasisim since a lot of people still think you have to research it.
Also I'd like to add a few things too:
1. Fix out of memory bug so it's possible for people without 64bit windows to actually finish a game on medium+ maps.
2. Stackable items on the item menu. I have 10 midnight shards just taking up screenspace in my inventory whenever I'm looking to trade an experience potion or something to someone.
3. Soverigns regenerating mana in combat. I've seen my golems do it, I've even seen my kids do it. Why can't the leader of the faction do it?
4. Champions as a whole gaining free points of strength, dexterity, and constition upon level up so they can keep up with reguluar units. Especially the LEVELED ones! Make them worth the 100-1500 gildar of recruiting, plus the extra money it costs just to equip them. I remember recruiting one guy, decking him up in the best enchanted gear and he died his first battle with a random monster ugh.
5. Repeated for importance, but you should be able to select gear for your soverign when creating him. Make it take up it's own special pool of points, and maybe allow you to create your own specialized pieces like the original soverings have.
6. Fix the clipping bug female units have when they equip leather shirts, chainmail, and other "light" equipment. Their boobs stick out showing the defualt clothing beneathe.
Yeah go into the options menu and disable "Auto Turn" or whatever it's called. Should be on the same screen as "Always cloth map".
Ah, thanks.
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