derkaderka

derkaderka

Joined Member # 3555564
0 Posts 0 Replies 568 Reputation

[quote who="Addage" reply="28" id="2780832"]seems like there is a general feeling that Elemental might have lifted off the beta runway too soon and attempted to fly without gaining enough airspeed first? Would that be a reasonable analogy? [/quote] [quote]If you include a 20 story building at the end of the runway and large theatre type grand stands on each side, one filled with people saying "what crash" and the other comparing it with the Hindenburg to anyone who will lis

40 Replies 20,224 Views

yeah, caravan escort isn't feasible. i can't control the caravan, and getting 8 stacks of army on all 8 sides of the caravan isn't feasible. you can kill off all monsters in sight and then all it takes is 1 of the 8 tiles surrounding the caravan to be unoccupied for the new monster spawn to come in and attack the caravan between turns. :(

12 Replies 8,205 Views

to stardock: - if youre going to give less money for killing monsters, then you need to cut back on the amount of respawns. otherwise we will continue to need large sums of money to fight off the constant flow of monsters. rebuilding our armies to fight them off isn't cheap. or... make it cheaper to build armies, and faster, not 30ish turns. we wouldn't need tons of money and large armies if forests weren't out of control. in late game, forests respawn 1000's of monsters per turn

12 Replies 8,205 Views

to stardock: - if youre going to give less money for killing monsters, then you need to cut back on the amount of respawns. otherwise we will continue to need large sums of money to fight off the constant flow of monsters. rebuilding our armies to fight them off isn't cheap. or... make it cheaper to build armies, and faster, not 30ish turns. - in late game, forests respawn 1000's of monsters per turn. per turn! a main problem with this is because you can't construct a new

1 Replies 3,035 Views

personally i would like to remove the caravan from doing the road building. there needs to be a separate unit to build roads. caravans should just be an income booster. currently, i build a caravan, send it to a nearby town. once it gets there, i destroy the caravan and build a new one and then send it to someplace else that doesn't yet have a road. then rinse and repeat til every town is connected to each other. its a lame and far too obvious part of the game.

9 Replies 18,244 Views

new spawns shouldn't come with a full set of moves. they should spawn and have to wait a turn before moving so you can take appropriate action. assuming you have line of sight and fog of war is nowhere nearby.

14 Replies 9,695 Views

if you ignore them, those neutral guys will whisper you about how a town nearby is unprotected. they are for hire, but if you don't hire them, they are out for themselves and may take your towns.

7 Replies 4,019 Views

the problem that goes hand in hand with this is the restrictions on where you can place a new town. forcing you to be at least 5 spaces away from any influence tile is absurd. you can deal with it during the early game before influences get big, but once you get done exploring but havent had enough time to build enough pioneers, you are screwed. especially when your dealing with bordering enemy influences. that's where these huge monster spawns are unrelenting making it impossible for a carav

14 Replies 9,695 Views

yeah, i can see why some factions may have not met each other at the end of the game, since the hordes get bigger and scouting becomes impossible with your original sized scouting parties. the other reason is that you are not allowed to explore out the map. i mean if you step foot on someone else's land you immediately get a message to get out. the only way to really explore is to declare war in order to pass by for exploration. now im sure there's maybe a treaty you can research and offer in

18 Replies 27,335 Views

tell that to my buddy thats gets CTD's religiously with SoaSE in multiplayer with the sync bug that was a launch bug.

4 Replies 326 Views

honestly, its ruining it for me. even if autosave worked between every turn... since i could spend 20 minutes on a single turn only to get another CTD...

4 Replies 326 Views

if you only had 2 towns, you can't possibly imagine the scope of the army strength in the end game. as time goes on and more cities are built, the enemy hordes get larger with more hp and more attack/defense. you will stop building solo troops and start building stacks of companies, since your army can only have about 10-12 slots. 10-12 single troops in nothing compared to 10-12 companies of 16.

12 Replies 8,799 Views

suggestion: remove the "done" command from the city build/train queues. there is no reason for it. it ruins the flow of empire management. should not have to click "done" rather than just clicking the next town. if you ignore the "done" button and just click the next town, things get stupid. if you're in a menu, you should stay in that menu for other towns/units, like SoaSE. that way I can train or buy upgrades without leaving and entering that particular menu. it eats up a bunch of t

36 Replies 34,861 Views

suggest: put the option in game to toggle on/off mana use in autobattles, so that my hero won't blow all his mana in auto battles, cause i'd like to let him autobattle, but then i'm ALWAYS out of mana for practical things. forces me to keep the hero in a town away from combat. this wasn't an issue until i trained an ability that can be used in combat. ever since then i always have no mana for other summons, etc. suggest: i hate how i can't move from one town's build queue to the next

36 Replies 34,861 Views