Sorry, just to clarify, in our internal build there is.
Frogboy
There is a limit of 10 currently which you can increase with logistics.
[quote who="Adam_H" reply="61" id="2674124"] Quoting Frogboy, reply 56Once again: For those of you new to Stardock betas, what we provide to the public beta testers is not necessarily what we have internally. We have been doing this for over 15 years. Thank you for your concern. In addition, July 16 is our feature lock date. Not our gold date. After July 16th, it's all bug fixes and polish. If you're certain the game just won't be ready, you are free to
[quote who="Tridus" reply="53" id="2674065"]On a more serious note - at what point can we go back to talking about the release date? The last thread on the subject said you aimed to have the game "completed" by July 16 to make an August 4 "gold" date. But since this build doesn't have tactical battles, we're not going to see those until... July 15? At the earliest? One day before the "complete" date? That schedule doesn't sound at all realistic.[/quote] Once again: For thos
I'm using the Microsoft Optical mouse (though it's not wireless) without an issue. I'll put it on the list of things to look at. Not sure we can really do much about a driver issue though.
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I've seen a bug where mana doesn't regenerate.
There should be a manual option that comes up when you run the launcher.
Like watching these. Provides an excellent way to look at the game from a fresh angle.
I agree with much of what is said here. What I recommend is putting all your suggestions/requests into a series of threads in the feedback area and we'll take a look. That said, UI polishing and such won't be part of the public beta. You won't see the results until release.
[quote who="Sherekhaan" reply="23" id="2671814"]I guess this might be too hard, but you could have different spawn locations, so animals spawn from the woods, monsters spawn from dungeons and ruins etc. Might give a little incentive for clearing out those dungeons near your city. Also you used the word attach instead of attack and I thought that would be really cool too, monsters joining forces into parties for self preservation. Leave too many wandering about and they might form u
The game supports 32 players but WE don't support 32 players on our servers. :)
Not sure if sea monsters will make it in or not. We have sea monsters (the assets) but there's no code behind it. As for the monsters attacking each other, so what I did is that IF they're monsters of a different type, they'll be randomly inclined to attack one another based on the intelligence of the species (higher level ones are not inclined to attack other creatures unless it's part of its other objectives such as leveling up or whatever).
Heh, I just made it so that monsters of different kinds will attach one another. This ought to be interesting.
Thanks for the kind words. I really enjoy this stuff. I am sure many people have observed the bizarro way Stardock runs its betas. A lot of that goes back to the founding of the company where we really wanted to have what we do be transparent (both the good and the bad). Usually, you only get to see how close something comes to disaster in some later memoir on the making of a game or a movie or novel or what have you. We prefer that users get to see
[quote who="jecjackal" reply="3" id="2671133"]Frogboy, are values for the random NPCs and quest buildings also hardcoded? i noticed that on the "small" map size, there were several NPCs and quest givers (in addition to goodie huts) but on a larger map, i can barely find any.[/quote]
You playing Empire by chance?
Shards = The primary way a faction can increase the essence of their units. Restoration = A way a player can sacrifice essence to get fertile land.
The modding tools are good. But the main thing is that just that so much is data driven (XML based). In GalCiv, it was almost completely hard-coded.
If you click on the tile, its card should tell you what it needs.
There is the way it is in Beta 3... And the way it is SUPPOSED to work. For now, put beta 3 out of your mind and here's how it is supposed to work: A player is supposed to start out with a fertile land resource nearby. These rare and special places are where you get your food. You build your settlement near one of these (at least initially) and build a farm on it. Later on, you will want to send your pioneers out to find other resources you
I like this idea. Definitely a post-release type feature but something we can look at for the future.
Without the .dmp file the reports don't do us much. Please see https://forums.elementalgame.com/386178
Very interesting. What do others think of this?
There's a bug with custom Empire factions that causes this. If you're going to use an Imperial faction, choose an existing one for now.