Elemental: Beta 2-A Change Log

By on June 17, 2010 5:04:12 PM from JoeUser Forums JoeUser Forums

Frogboy

Join Date 03/2001
+1491

 

It has been exactly one week since we released Beta 2.  Below is what’s new since last week:

Overview: Lots of fixes to how the game plays out and the overall pacing.

+ Faction ability "Egalitarian" implemented, players with this ability will get female soldiers interspersed with the male soldiers when randomizing a unit type in the unit design window. [Note that in Beta 2A, custom factions are disabled but Tarth is egalitarian).

+ Fortify unit action now unlocked with the "Training" tech in the kingdom tech tree and the "Armies" tech in the fallen tech tree, no longer available for units off the bat
-  Added "UnlockAction" player game modifier to support this

+ Right-clicking on an NPC now talks to them by default instead of attacks them, and right-clicking on a friendly unit talks to their leader rather than attacks them (though, because negociations are disabled for Beta 2, this doesn't actually do anything right now)

+ Only Sovereigns can create cities under any circumstances.
+ Core Items overahaul to be more balanced, more of them.
+ Core Items have better descriptions
+ UnitStats updated to support damage and defense types (cutting, piercing, blunt, crushing, fire, etc.)
+ Overhaul of City Hubs to require fewer houses and such to upgrade.
+ Modified rarity and handling of rarity on map generation
+ Revamped CoreGoodieHuts similarly to CoreItems
+ Revamped CoreResources similarly to CoreItems
+ Rebalanced CoreMonsters
+ Only can build one lumber mill per town
+ Rebalancing and cleanup of various "claimed" improvements.

+ Cost to recruit an NPC doubles for every tech missing by the player that would be required to spawn that NPC on their own (so, if there is a spawn level 3 NPC and the player has no recruiting techs, they would cost 4x as much)

+ Added A_NPCSpawnRating player ability [modding]

+ Added A_CityDefense player ability, granting a hit points bonus to units stationed in any city owned by the player, City Defense tech gives a 25% bonus to the player
- Unit context for stationed units shows the city HP bonuses in the base HP display now
+ Siege tech now unlocks the siege action for units owned by the player, keeps the action from showing up otherwise
+ Added "UnlockSpellbook" player game modifier, for the Spellbooks tech [modding]

+ New Tiny Seed Map
+ Tweaks to Resourcefulness faction ability (only 25 resources)
+ ALERT: GameXMLLoaded and CoreXMLLoaded are now multithreaded (ALERT: Keep an eye for unintended consequences)
+ Faster loading on multi-core systems.
+ Crimon Ring increases HP by 5, not 20.
+ General Reduction of armor and weapons available for sovereign customization.
+ General nerfing of monsters that are running around.
+ NPCs are generally worth a LOT less XP (10 XP versus 50) if you kill them.
+ Revive Land now costs 3 essence
+ On Level Up, player gets 1 point (not 10) with leveling up incrementing a trait typically by 1.
+ Increasing sovereign base abilities on sovereign design now costs 3 instead of 1.
+ Research Pacing increased by default to counter fewer studies being able to be built
+ Cities require less housing to go up levels but have higher population caps.
+ Most improvements are now only 1 per city
+ Tracking ability costs 15 intead of 10
+ Critical Section added around Tile Designer

+ Added support for "TrainingResourceCostDiscount" city modifier, whose value represents the percentage discount on resource costs for training any unit in that city
+ In the interest of making player abilities that provide a multiplier to resource production across the whole kingdom less dependent on code changes, I've made it so that
city production of a resource always looks for the player ability "A_<ResourceTypeName>", and uses that as the multiplier from a player ability, instead of having a bunch of hard-coded cases for different resource types
+ Added a bunch of player ability types for resource production bonuses to CorePlayerAbilities.xml for various techs to use
+ Added player ability "A_SpellRange", where each point adds a tile of range to any spell cast by the sovereign

+ only champions can trigger quest locations, with all other units (whose players can see the quest location) being blocked by the tile
+ Champions need to set a quest trigger as their destination now to trigger the quest, instead of happening to walk over it, and units that can't trigger that quest location won't accidentally trigger it
+ Fixed bug where visited quests were set to block all units, meaning that if the questing unit needed to return there as an objective, they were unable to
+ Witch's Hut goodie hut added
+ Harvesting technology added
+ Improvements generally are somewhat less expensive to compensate for fewer repeatable buildings
+ Weeds tile design added
+ Roads upgrade to better roads at a much slower rate
+ Ship movement increased from 1 to 4.
+ Beta map tweaked
+ Dragons made a high level spawn.
+ Fixed typo of referring to a rat as the innkeeper's daughter.
+ Further balancing of creatures (PLEASE BE CAREFUL ABOUT CHECKING IN CREATURES)
+ New rare resource: VentiOre - provides 1.5X metal
+ New rare resource: Elementium - required for some very rare equipment
+ Removed Ale from the game (thanks ESRB...)
+ Added telescope item (needs graphic)
+ Traveling boots now available at shop to make units faster
+ Further nerfing of creatures (who checked in horses with 23 attack?)
+ New shop item: Recruiting shirt. Adds +1 Charisma.
+ Clean up of sovereign design customization costs

+ Ranged Attack Improved
- If a unit with ranged attack is in an army, at least one ranged attack unit will show up in the army's gfx
- If you use a ranged attack with an army, only the ranged attack unit that is displayed will fire whether or not he is the leader of the army
- Target will play an on-hit animation when the projectile hits the target
- New CUnitSetAnimationStatusProcess implemented
- Added new animation status UNIT_ANIMATION_STATUS_RANGED_ATTACK_ONCE 
- Fixed bug where after attacking with a ranged attack, and then taking a unit out of an army, the left-over unit would play an attack animation
- Fixed warning message
- Changed annotation system to work with ranged attack units
+ New Quest: The lost HOrse
+ New Quest: The Terrorize Village
+ New Quest: Darklings in the Workshop
+ New Improvement: Basic Garden
+ New (and first) Royal Achievement: Hosten's Library
+ New Quest Tile: Inn2
+ New Tile: Witch's Hut
+ Cleaned up Breakthrough Window
+ Updated New Technology window to not be redundant
+ Updated Beta map
+ Libraries require Civics
+ Markets require Civics
+ General trending in Tech balancing: Fewer techs that do more.
+ Removed legacy extraneous improvements
+ Relias re-designed
+ Training quality significantly more powerful
+ Unit training times reduced
+ Spell book cost reduced from 5 to 3 in custom sovereign
+ Default research pacing increased

***************

* AI Improvements *

Overview: AI now plays a smarter game.

+ Added many new AI definitions for managing relations

+ Improved AI's ability to find new places for cities
+ Sovereign will now take out targets of opportunity

+ AI will Call for reinforcements if a given city is in trouble

+ AI difficulty levels partially added
+ AI slightly smarter about deciding when to go to war.

*****************

* Sovereign Abilities * 

Overview: Hooked up the various abilities that you can use to customize your sovereign.

+ Hooked up "Resourceful" ability
+ Hooked up "Influential" ability
+ Added code to handle the "Daring" ability
+ Added code so that ability techs wouldn't show up in the list (ability techs given a rarity of 0 so they can't be researched)
+ Added PlayerAbilityType Influence (range of influence modifier) and Learning (cost of learning new spells)
+ Modified rarity of ability techs
+ Added techs Organized and Daring for abilities
+ Created functions GetAbility_Influence() and GetAbility_Learning() to handle the new abilities

+ Hooked up abilities Diplomatic, Organized, Stupid and Daring

+ Modified GetLearnCost to read in a player for the Learning abilities
+ Modified IsMissingRequirements to return the correct value

+ Removed deprecated function GetResearchPointsNeededForSpell
+ Modified calls to SpellDef::GetLearnCost to include the player data (needed for the Learning abilities

**********

* Bug Fixes *

+ Fixed bug where if unit was removed from the moveable list (like from being stationed in a city after a battle) the turn could not progress

+ Fixed crash for completed improvements built by a pioneer without a city

+ Changing NO_GFX and NO_AUDIO checks in ElementalData.cpp in order to prevent asserts on the server.
+ When the game ends the player should no longer get a message about their sovereign being gravely wounded.
+ The empire tree should now properly clear its entries.
+ Game Within a Game Fix: Tile Designs now clear out their cached scene nodes so that tile designs now get recreated and show up in new games
+ Fixed bug where unit gfx would appear to stand on top of cities, if you equip or unequip items on a unit while it was stationed in a city
+  Can no longer build on inns and other quest locations.

+  Offset single-tile improvements appearing when cities update have now been fixed.  Once and for all.  For all time.  To never break again.

+ Modified how the mouse detects what object the mouse is at by grabbing the nearest object in the tile (fixes Improvement tooltips)
+ Modified how the screen offset is saved to prevent the "meandering window" issue people have been having when closing/loading a lot

+ Removed code that disabled tooltips when an object was selected
+ Hide the proper controls when a spell had no requirements
+ Hide proper controls when the user owned no shards

+ Fixed some places where you could still bring up the negotiation screen for Beta 2
+ Units removed from an army at the same time are able to set a target unit destination now, would only set the tile destination before
- This gives nicer attack action behavior when splitting up an army

+ when a caravan establishes a trade route, the dirt road graphic now shows up to give some feedback that a road has been created
- However, there are 4 road levels but only 2 sets of graphics, so after the second road level all the roads look the same until more graphics get added
+ Fixed an issue that was preventing water environment colors from working after loading a saved game.

+ Made it so that you can't delete pre-made sovereigns from the choose sovereign list.
+ Added another check to model batch code to prevent an obscure crash

+ Fixed ALT-ESC "Invalid Call" crash
- Water graphics were not releasing a dynamic texture (dynamic textures must be freed or D3D device cannot be reset)

+ Fixed possilbe crashes in AutoResolveBattle (for loops iterating backwaurds using a ULONG counter)

+ Fixed bug where cities without a multiplier bonus to stationed unit stats would still display "x0" for that stat (which isn't even what it was doing, it just wasn't applying a multiplier at all)
+ Fixed memory leak with sound code in tactical units
- We had made a similar change in regular units, applied same change to tactical units

+ Fixed memory leak in main game window's event list.  CReportItems were not getting deallocated.  (Saved over 100MB when pressing CTRL+R key)

+ Fixed bug where a player ability to summon units would summon the units every time the game was loaded

+ Fixed crash/bug where tile designs would not load their XML before tile designs were used
- Added critical section around tile design vector code in tile design manager

+ CUnitType’s default spawn rating is now set to -1 rather than 1, which will prevent units with undefined spawn ratings from being placed on the map.

+ Fixed bug where after killing an NPC, when you right-clicked to move into the tile where the NPC used to be, you were prompted to talk to the NPC to recruit it

+ Fixed bug where, if any unit of a particular unit grouping type was killed or hurt in a battle, all units with that unit grouping type would have their troop counts affected, basically screwing up that grouping type for the rest of the game and giving too few troops to everyone
+ Fixed bug where loading a game with armies or any units stacked in the same tile would cause them to get placed in the same army multiple times when they auto-joined while being created, now only spawn unit events auto-join friendly units, keeping loaded games from trying to as well as they recreate everyone

+ Building/destroying improvements now applies/cancels any player modifiers in that improvement type's xml, also applies/cancels player modifiers if the improvement changes ownership

+ Fixed problems with quests not popping up condition completion messages, choice result messages, displaying incorrect pop-ups multiple times in a row, and not setting images in the quest choice pop-up.

*****

* UI *

+ hooked up new icons for spell details: spell cost, spell radius, spell range, and spell cooldown
+ changed the entry for displaying which spellbook a spell comes from to use the short entry instead of the long one.

+ Added additional text for the labels on the ResearchSubWnd (now shows upcoming techs and such)

+ "Death Fly Back" is now supported in both tactical and quick battles
- If a unit's combat rating is 10 or more higher than its opponent, when it deals the death blow, it will cause the opponent's units to go flying into the air

+  Improvements that have had their per-city limit reached will no longer appear in the improvement build list.

+ Build list wnd now shows the city level requirement for an improvement instead of the placement number restrictions
+ Added city level icon to build list and city context wnd
+ Mousing-over the entries in the build list now brings up the info card for that improvement type

+ Pre-Made Custom Sovereign Descriptions
- If the sovereign picks a new history, and custom text hasn't been entered into the backstory wnd, update the random backstory
- Parses out tags to fill players info correctly
- selecting MALE and FEMALE instantly setting those values in the unit type (fixes bug where every description used the female gender strings)

+ Spell Info Card uses the proper Essence Icon
+ Combined the best of the build list and train list resizing and placement functions to make them more robust, less hard-coded, and in the case of the train unit wnd, change width for a scroll bar, and in the case of the build list wnd, use all the available vertical space instead of arbitrarily limiting it

+ added new code in GetTooltipBreakdownOfBattleBonuses() so that it would use army values if the unit was in an army. Fixes bug where the tooltip of selected armys stats would only be for the leader.

+ Can now specify a background image for the quest choice window using the ChoiceBackground tag in the quest XML. If this isn’t specified, it uses the choice medallion image instead. Updated the Damsel in Distress quest to feature this as an example.

Next Week: BETA 2-B (Custom Factions turned on, more balance, tweaking, quests, city improvements, royal achievements, and much more). (Next week we’ll have even more).

Screeenshots:

image_thumb[1][1] image_thumb[2][1] image_thumb

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June 17, 2010 8:16:39 PM from Elemental Forums Elemental Forums

Quoting winter1214,

Quoting Sareln, reply 19
+ On Level Up, player gets 1 point (not 10) with leveling up incrementing a trait typically by 1.

All traits except move increment by 1/point.  Move increments by 0.2/point.

 Wow thats gonna seriously slow the game to a crawl, and make tracking a even higher must have trait. I really have to agree with some earlier posters that the Sovereigns base speed should be 2. 1 is just too slow on anything larger then a tiny map IMO at least with the current build

Base speed appears to be 2.0.  I have yet to have a unit with less move.

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June 17, 2010 8:27:48 PM from Elemental Forums Elemental Forums

Wow this is a lot! 

Good job~!

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June 17, 2010 8:36:02 PM from Elemental Forums Elemental Forums

Quoting winter1214,



Quoting Zamul,
reply 8

Elementium? Is that like Unobtainum? How about just calling it mithril? Unless, of course, mithril is already in. Perhaps adamantium then?


Wow, you sure sound like you care a lot about this... Elementium is fine, it's always nice when name aren't copy-pasted from every other fantasy game out there.



  Personally i gotta say I prefer Mithril, or Adamantine. Call it what you may but in every good fantasy book, game etc. Dwarves have forged fine mithril weapons etc. Somehow it just seems better that your hero's mithril breast plate deflects the monsters blow enough for you to finish it off with your adamentine Axe rather then 'Your elementium breast plate deflects the monsters attack so your Elementium Axe can finish it off" Call me a old stick in the mud, but sometimes its nice to have something famaliar in ones games rather then renaming the wheel.

I actually wouldn't like the use of Mithril because it's famaliar. It just feels lazy to me, "We couldn't come up with an original name ourselves, so we're going to rip someone else off." Don't get me wrong, I love Tolkien and Mithril, but they have the deal with Random House for a reason. Surely someone can come up with something more original. Leave Mithril for the mods.

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June 17, 2010 8:41:42 PM from Elemental Forums Elemental Forums

Schools over for the week! YOU KNOW WHAT THAT MEANS!

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June 17, 2010 8:51:06 PM from Elemental Forums Elemental Forums

+ only champions can trigger quest locations, with all other units (whose players can see the quest location) being blocked by the tile

Are Sovereigns counted as Champions in this sense?

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June 17, 2010 9:06:38 PM from Elemental Forums Elemental Forums

I cannot believe I actually need to say this, to point out this slim, slim possibility, but...

Thanks for the info, I had never heard of it in the fantasy genre. I suppose it is Stardock's nod to WOW.

Or maybe it's a reference to the name of the game?  Elemental, elementium...  It seems incredibly obvious to me, so I'm not sure what's up... am I more 'in tune' with the idea, or something?

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June 17, 2010 9:18:07 PM from Elemental Forums Elemental Forums

Very awesome list of changes there. The whole ale issue is kinda strange..But that is all fine and well, no one should be bothering with it till turn 18/21 anyway (waits for it...).

 

With all due respect to those that are involved here, I have to say in a polite, yet comic manner..Whiskey Tango Foxtrot. In response to the naming of the metals.. Most seriously epic facepalm. Now after I had set my nose and wiped the tears from my eyes..Where do we draw the line? Shall we have them not use the common four element style of magic from most of the genre? What would you like to call fire magic? Or earth? Mithril? Adamantium, which by the way is probably copy righted by Marvel. I mean what should we name steel? Iron? Copper? Wood? Stone? And how did a metal from a sci-fi world that makes islands float pop into anyone's head from reading elementium?  That is an interesting leap..in the style of Wily Coyote.

 

I think we need not get hung up on trivial things that serve only as a reference to the rarity of the material to be had. I highly doubt this is a case of someone being lazy or intended to just plainly rip an idea from elsewhere. We gotta remember, everything in the fantasy genre is inspired work from something else. All of it. From Elves and the languages they speak, to the magical metals that protect the wary knight from the furious might of the dragon's breath. Which by the way doesn't always work out for the brave, yet toasty knight.

 

Well, that is my thoughts on the matter, take what wisdom or lack their of you will from it. And again, I mean no offense, just stating what I believe to be the obvious.

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June 17, 2010 9:33:17 PM from Elemental Forums Elemental Forums

And how did a metal from a sci-fi world that makes islands float pop into anyone's head from reading elementium?

 

Because Unobtanium is actually a technical term frequently used by scientists to discuss theoretical materials with unusual / rare properties necessary for a given thought experiment.  Ringworld was made of unobtanium, and any hypothetical dyson sphere would be so as well.

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June 17, 2010 10:04:06 PM from Elemental Forums Elemental Forums

Interesting Ron Lugge, I while being somewhat scientifically literate, had never heard of the term used outside of the theater. Though to use it from that context, seems a bit moot. As any fantasy based metal is..well, unobtanium. Either way, many thanks for the added trivia. As they say, knowledge is power and I just gained a level! ..Sorta.

 

Also, about the topic..The "Death Fly Back" is now supported in both tactical and quick battles
- If a unit's combat rating is 10 or more higher than its opponent, when it deals the death blow, it will cause the opponent's units to go flying into the air - part of the post has me a bit confused. Does this mean that units will simply be knocked up into the air regardless of what they are based upon their combat rating? Like if I have a farmer who has a higher combat rating than a dragon (just go with it) and that farmer hits the dragon with his hoe, the dragon will be knocked up in the air comic-style? I mean I like the idea of specialized death/defeated animations. But some more varieties in there would be appreciated. Though, going by the "Death Fly Back", that implies they're knocked along the ground in a most vicious manner, which is several levels of awesome. Either way, thanks for the updates.

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June 17, 2010 11:07:32 PM from Elemental Forums Elemental Forums

Walls around the ZOC would be sweet, problem is they would have to move when it grew, but it might be cool if they just stayed were you ZOC was when you built it. Would have to be SUPER expensive. But i like the Idea.

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June 17, 2010 11:13:01 PM from Elemental Forums Elemental Forums

Quoting Rath3130,
 Does this mean that units will simply be knocked up into the air regardless of what they are based upon their combat rating? Like if I have a farmer who has a higher combat rating than a dragon (just go with it) and that farmer hits the dragon with his hoe, the dragon will be knocked up in the air comic-style? I mean I like the idea of specialized death/defeated animations. But some more varieties in there would be appreciated. Though, going by the "Death Fly Back", that implies they're knocked along the ground in a most vicious manner, which is several levels of awesome. Either way, thanks for the updates.

I am pretty sure you will Never have a farmer with a higher combat rating than a Dragon. or else that hoe would have to be he one hoe to rule them all. In which case wouldn't you want it to be able to send a dragon flying.

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June 17, 2010 11:25:17 PM from Elemental Forums Elemental Forums

Quoting mormegil,

Quoting Rath3130, reply 34 Does this mean that units will simply be knocked up into the air regardless of what they are based upon their combat rating? Like if I have a farmer who has a higher combat rating than a dragon (just go with it) and that farmer hits the dragon with his hoe, the dragon will be knocked up in the air comic-style? I mean I like the idea of specialized death/defeated animations. But some more varieties in there would be appreciated. Though, going by the "Death Fly Back", that implies they're knocked along the ground in a most vicious manner, which is several levels of awesome. Either way, thanks for the updates.
I am pretty sure you will Never have a farmer with a higher combat rating than a Dragon. or else that hoe would have to be he one hoe to rule them all. In which case wouldn't you want it to be able to send a dragon flying.

 

I know what my first modded item will be now. Oh yes, I shall make certain that one lucky farmer out there can plow through a dragon!

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June 17, 2010 11:55:20 PM from Elemental Forums Elemental Forums

Quoting Ron Lugge,
Ringworld was made of unobtanium,

To pointlessly extend this even more pointless quibbling, I'm pretty sure Niven's Ringworld was made of neutronium, which differs from unobtanium in that it is actually a specific material predicted to exist in certain well-defined conditions. I assume you meant Niven's, because he invented it and you capitalized it without any qualifiers. If you meant Halo or some other, disregard -- I'm not familiar with those.

Anyway, I'm of the opinion that the Standard Fantasy Universe is a stagnant cesspool of bland drivel. Tolkien invented much of it, but D&D really cemented it; and (though I'm not really a Tolkien fan) I bear them no grudges. It's all the D&D players who became authors but stayed inside the box, who I want to strangle for their crimes against fantasy. And I applaud Stardock for actually trying to do something different despite the frequent nods to Tolkien.

Meanwhile: I've got a beta to examine.

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June 18, 2010 12:50:19 AM from Elemental Forums Elemental Forums

Quoting Rath3130,

Quoting mormegil, reply 36
Quoting Rath3130, reply 34 Does this mean that units will simply be knocked up into the air regardless of what they are based upon their combat rating? Like if I have a farmer who has a higher combat rating than a dragon (just go with it) and that farmer hits the dragon with his hoe, the dragon will be knocked up in the air comic-style? I mean I like the idea of specialized death/defeated animations. But some more varieties in there would be appreciated. Though, going by the "Death Fly Back", that implies they're knocked along the ground in a most vicious manner, which is several levels of awesome. Either way, thanks for the updates.
I am pretty sure you will Never have a farmer with a higher combat rating than a Dragon. or else that hoe would have to be he one hoe to rule them all. In which case wouldn't you want it to be able to send a dragon flying.
 

I know what my first modded item will be now. Oh yes, I shall make certain that one lucky farmer out there can plow through a dragon!

 

I remember a friend telling me about an interesting quest he came across in an RPG once, possibly in an Ultima game:

There had once been a powerful wizard who was visited one day by a farmer and a knight. The farmer asked the wizard to enchant his hoe with the ability to plow an entire field in a single day. The knight asked that his sword be enchanted with the power to slay any foe in a single stroke. 

Afterwards, when the player encounters the knight, he is completely distraught. Not only is his sword lacking the power to slay monsters in a single stroke, it's less powerful than it was before! Yet somehow, when he drives the point of the blade into the earth, it instantly creates a perfect furrow half a mile long

The farmer, meanwhile, is quite upset that his ordinary hoe still plows quite ordinarily. However, if the player finds and acquires said hoe, he quickly discovers that it is the most powerful weapon in the known world. Silly wizard mixed up the spells.

 

EDIT:

Quoting tejondour,

Quoting Ron Lugge, reply 33Ringworld was made of unobtanium,
To pointlessly extend this even more pointless quibbling, I'm pretty sure Niven's Ringworld was made of neutronium, which differs from unobtanium in that it is actually a specific material predicted to exist in certain well-defined conditions.

I respectfully wish to point out that Niven's Ringworld was composed mainly of scrith.

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June 18, 2010 1:33:36 AM from Elemental Forums Elemental Forums

Quoting Rath3130,
...And how did a metal from a sci-fi world that makes islands float pop into anyone's head from reading elementium?
Of course you're referring to Upsidasium, only found on Bullwinkle's floating (natch!) Mount Flatten.

 

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June 18, 2010 1:57:04 AM from Elemental Forums Elemental Forums

I've got to say I'm pretty impressed with the game's progress. How many people are working on the game? What sort of development process do you guys use? Scrum or something else?

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June 18, 2010 2:02:02 AM from Elemental Forums Elemental Forums

I'm pretty sure Niven's Ringworld was made of neutronium, which differs from unobtanium in that it is actually a specific material predicted to exist in certain well-defined conditions.

I respectfully wish to point out that Niven's Ringworld was composed mainly of scrith.

I concede defeat!  Apparently I was confused, and I apologize abjectly.

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June 18, 2010 2:12:19 AM from Stardock Forums Stardock Forums

beta 3 is how many weeks away after beta 2b? will we even have the other tech trees or the empires in beta 3?

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June 18, 2010 2:38:32 AM from Elemental Forums Elemental Forums

Wow really liking all the changes so far.  Cant help feeling that needs to be a little more like Civ IV in the sense that resources should be clustered or more common...a city should have 2 or three, maybe more, special resources.  Iron and iron type resources seem to be a bit to rare.  At the very least I hope there will be a resource density slider for random maps.

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June 18, 2010 3:21:43 AM from Elemental Forums Elemental Forums

Wow, awesome work from you Elementalists.

The Beta will be the first thing (well after Win7 64 and Impulse) installed on my new computer. And i got a free weekend to boot.

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June 18, 2010 4:16:36 AM from Elemental Forums Elemental Forums

osiris, it WAS a free weekend, it is NOW an ELEMENTAL weekend.

harpo

 

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June 18, 2010 4:20:40 AM from Elemental Forums Elemental Forums

Ok... I have played like 125 turns, and one research tree is already almost done. Research gets done ridiculously fast.

 

The new town-building: Is there a any use for limited buildingspace anymore? I didnt reach that point in any city, I just build everything possible, and there is still so much room for more.

 

The worst thing I detected: You limited the amount of food one city can generate, but you also decreased the amount of food a city needs to grow. I can still build loads of cities, and have even more food than in the last build.

 

In the last build, there was more specialization. Now its more like every city does everything.

 

 

Bugs:

Cant build Lost Library.

There is no ore on the map.

 

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June 18, 2010 4:40:01 AM from Elemental Forums Elemental Forums

This game won't be ready for release until we get Froggium and Boggium.

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June 18, 2010 5:36:01 AM from Elemental Forums Elemental Forums

@admiraldan

 

you can get ore by choosing a leader with the naturalist trait, or stealing a min from a leader with such a trait

 

@frogboy

the town building feels much better now, just a suggestion:

make the actual population cost food and not the houses / estates /villas etc.

maybe you can even tweak which population uses how much food, i.e. slum population uses less food then houses and the most food is consumed by inhabitants of estates.

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June 18, 2010 6:18:40 AM from Elemental Forums Elemental Forums

Sweeeeet! Downloading the new patch right now! It's a shame that I don't have enough freetime to play in these days/weeks.

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