cattess

cattess

Joined Member # 3554235
11 Posts 9 Replies 1,247 Reputation

I had the same thing (mulitiple repeats of battle) when I attacked another soverign. It was an autoresolved battle, but once it was resolved it started the pop-up autoresolve screen again. in my case went on for 3 rounds.

6 Replies 1,632 Views

I had my spouse get killed at a young age in my latest game, before any children were born. i was 24 at the time. It seems like I was out of luck - i.e. I couldn't marry another person to try and get a family started, despite my young age. Wouldn't it make sense to allow a soveriegn to remarry in such a situation?

1 Replies 706 Views

I made this comment in an earlier beta version, but it either got missed or was decided that it wasn't neccassary to address it. In case it was the first, I will repeat it - if it's the second, no problem - will stop mentioning it! When you have a large number of armies, NPCs, and/or the sovereign wandering about, they trip over a lot of goodie huts and/or quests. When that happens, you obviously get a pop-up saying "item found" or outlining the quest. Unfortunately,

0 Replies 418 Views

I captured 3 cities during the game. When I use the "tab" key, it cycles through the city I built, my sovereign, and my armies (NPCs and created soldiers) wandering around, but does not cycle to my captured cities or the NPCs stationed inside of them. I can go to the captured cities and build/recruit troops, so they are under my control, but do not appear as I cycle through using the tab key. On perhaps a related note, the captured cities also

3 Replies 783 Views

Right now the information that shows up when you click on a unit makes it appear as if the upkeep cost of a unit is zero,while it is really 0.5. While this can all change, if you do plan on using decimals on upkeep cost I believe you should extend the information shown to carry out to one decimal point - i.e. to provide more complete information. <img src="http://content.screencast.com/users/thomaspel/folders/Elemental/media/d65557ca-31eb-45de-9297-3377c9dcc30e/Up

1 Replies 557 Views

I have my Sovereign on autoexplore. All of a sudden this pop-up screen appears, indicating that he wandered into someone else's territory. So far, all fine. However, when I click on the 3rd choice "Ver well, we will leave your land", the screen just keeps popping up - can't get past this screen. i clicked on it about 20 times, and it just kept popping back up. <img src="http://content.screencast.com/users/thomaspel/folders/Elemental/media

2 Replies 960 Views

When designing a unit, there are several strange things that occur. 1.) Club and staff have same attributes, but staff costs more than club (maybe a balance issue that hasn't been looked at yet, but thought I would point it out) <img src="http://content.screencast.com/users/thomas

5 Replies 1,154 Views

I got something similiar when I found a shield that was supopssed to buff defense. In another case, a book that supposely increased dexterity also had no impact on defense. On the other hnd, when I used a potion to increase speed, it did alter my attack. I'm not sure I understand all the mechanics for how this is supopssed to work, so can't tell if it's an error, but it was/is confusing. <img src="http://content.screencast.com/us

2 Replies 918 Views

At times my soveriegn and soldiers lose Auto Explore. It seems to happen at random times - or at least I can't find a pattern. I click the Auto Explore button and it works for a while, then turns itself off and can't be recclicked on - nothing happens. The game will continue, but I have to manually move all units. Happened in about 5 different games at different times. Twice, it turned itself back on - i.e. after several manul amoves I was able t

1 Replies 620 Views

A similar concept about providing incentives to build cities near water was discussed in this forum. https://forums.elementalgame.com/378551 While less than an overwhelming response, it seems like there is at least some agreement that providing benefits for being near the coast makes sense. The issue I see now is that the "easiest" way that everyone seems to gravitate towards - improving food gathering - has less of a

5 Replies 6,225 Views

I have not had this issue (haven't been able to reach level where I can summon anything!), but I did wonder about the hierarchy of desertion in general, as I mentioned in this post. https://forums.elementalgame.com/378533

3 Replies 1,122 Views

Currently, the biggest limiting factor on city size seems to be access to food - e.g. reaching level 5 seems to require the ability to reach 2 food tiles. This leads to the largest cities typically being inland, where it is easier to find 2 food tiles within reach of a city center. This seems to run counter to most of history, certainly in the ages when this game is set, that the largest cities were found near water, where fishing and trade was easier. I would

2 Replies 2,117 Views

The "Kingdom Report" page, the "City Report" page, and the main screen all show the population and "gold" available, and the "City Report" page indiciates the impact of the amount of food produced in terms of whether it is limiting city growth, but none of these places seem to provide information on the amount of other materials, like lumber, being produced and/or available to the player. Since these materials potentially impact the choice of which buildings to produce and/or

1 Replies 621 Views

The sovereign aparently provides at least a morale boost to troops, which is affected by the choices made when you create the sovereign. Is this morale boost for all troops, or only for troops in the stack with the sovereign? i would suggest having the morale boost, and any other modifiers the sovereign (and/or any "heroes/champions") provides to troops, be distance-based - e.g. troops in the same stack with the sovereign get 100% benefit, then as troops are further away from so

2 Replies 816 Views

A minor point, but if for whatever reason you are not paying attention/aren't careful and run out of gold, your troops begin to desert. In these cases, I think having a prioritization to the way your troops desert would make sense - i.e. your elite troops (those that take the longest # of turns to create) should be the LAST to desert, as you would surely pay them first. Not sure how it works now, but I thought I would suggest this in case it hasn't been addressed/considered yet.

0 Replies 513 Views

As far as I understand (notivce the qualifier!) all Watchtowers provide is extending sight range. I am proposing that in addition they provide some minor defensive bonus if built outside city limits, as well. I know htere is another thread on the potential for building forts, which would have much more functionality than my proposed Watchtower-as-outpost suggestion...I think regarldess of what the dev team does with forts, extending Watchtower use as I suggest cou

2 Replies 739 Views

While moving a unit, is there a way to set waypoints so you can outline a path to the ultimate destination (shift right click doesn't seem to do it!)

2 Replies 2,261 Views