This is very helpful. In your game, it's using 1.7GB of memory but there's only 5 cities and 137 units so you'd efinitely hit on something. Any chance you could send us a saved game?
Frogboy
[quote who="viper34j" reply="30" id="2665261"]I Quoting SpartanFry, reply 29 Quoting Colossal_Wang, reply 27Oh God someone please make a Song of Ice and Fire mod. Quoting Frogboy, reply 19Mods are disabled in MP. Will there be any option to play custom multiplayer games with mods enabled? With these amazing mod tools you've shown us, it would be nothing short of a tragedy to be unable to play custom modded matches. +1 110% <br
[quote who="marlowwe" reply="17" id="2665169"]How will all of this work with multiplayer? Let's say I am playing against an opponent who modded these ogre guys in - how will I be notified of this when I face this person? Will I have to have the ogres in my game as well? Will I download the ogre mod before the match starts? In other words, how will Impulse Reactor reconcile the thousands of different mods out there in the multiplayer scene and keep it coherent?[/quote] Mods are disable
[quote who="MTCason" reply="13" id="2665144"]This whets my appetite for Elemental all the more. You'd told us for a long time now that the game would be moddable to fundamental, foundational levels. And that it would be easy. But this is FAR beyond what I was expecting in both ease of use and extent to which the game could be modded. Fantastic![/quote] Yea, personally I tend to get very skeptical about people talking about how moddable their game is. Then
BTW, I found a really nasty bug today where the game XML threads could (and were) getting aborted. This would keep tiles and such from being loaded, particularly on slower machines, with the result of a LOT of random crashes. Took several hours to track it down but feel good about going to bed now. :) Tomorrow, NPC work.
[quote] So I was checking out Beta 2-B and I ran into a female adventuer (My Sov. was male) and saw the Ring Icon to get married. So I proposed, and she agreed to become queen. I was able to recruit her from 3-4 tiles away. I then took my Sov in the other direction and sent her back to the city. My Sov continued adventuring, and next thing I know i'm being prompted that my wife has given birth!!! Wait a second... It is impossible for her to have given birth to t
[quote who="LintMan" reply="30" id="2664210"] Quoting Frogboy, reply 13 Depends on the bug. If its' a cosmetic bug, then it won't get fixed until the public beta phase is over. If it's a crash bug, it'll get fixed during the public beta. If it's a performance/memory issue, it'll improve during the course of the beta. What about user interface issues? Please don't "save" these to be fixed after the beta ends! T
Which faction and sovereign are you?
Yea, though right now, they're not getting xp.
[quote]Was still pretty fun, though... [e digicons]:D[/e] Poor Frogboy, no matter how much fun he tries to suck out of his betas they still have an element of it. A big element.[/quote] LOL. Well, our games are never finished. They simply get released at some point. I still don't consider GalCiv II finished.
Yep, feeling the same way. Listening to all ideas on it.
Winter: I really like those ideas! I'm going to think about them more. To others: I don't think people realize how little time it takes to change game rules. All the gameplay changes between beta 2 and beta 2A was done by tweaking some XML, by me, during a weekend afternoon. For example, see Winter's screenshots? I could (or a modder could) implement that in probably less than 3 hours (double it to make it "pretty"). For your own edification, go download D
Ranged units have a 2 tile attack radius. Melee 1 tile. (on strategic map). We're listening to see if people want this or not, we're currently neutral on whether all units on the strategic map should only get 1 tile.
[quote who="pad152" reply="10" id="2663791"]When will the bugs be fixed, I keep seeing the same bugs in each new beta release? Zero responses to reported bugs in the beta forum! [/quote] Depends on the bug. If its' a cosmetic bug, then it won't get fixed until the public beta phase is over. If it's a crash bug, it'll get fixed during the public beta. If it's a performance/memory issue, it'll improve during the course of the bet
[quote who="xgojux" reply="7" id="2663769"]Frogboy, Will we be able to create custom factions in Beta 3? If i'm not mistaken it was planned to be in the current beta build ( 2-B ) , but somehow it's not. [/quote] Yes.
[quote who="Werewindlefr" reply="2" id="2663711"] Enchantment slots, Champion ability trees, Equipping UIs, etc YES!!! I'm starting to wonder... how long did "building the engine" take, and how long does "making the game" take? I know you said something about the engine taking a lot of time to build, but I didn't expect it was spread out THAT way.[/quote] If making a video game is could be split into 100 "effort" units it would break down like this:
As someone who was in track, I can assure you there is a big difference between endurance (moves) and speed.
The player will be able to cast enchantments (that they'll have right away) such as shadow armor and Arcane blade that will make them significantly tougher.
Sounds like an Internet firewall issue. The good news is that Beta 4 will be getting rid of this (it's the modding beta) so worst case, you'll be able to play by then. But almost certainly something is keeping you from being able to download the data package. BTW, this is exactly why games that try to use streaming as a form of DRM are in for pain. Imagine this being a shipping game? That's why this sort of system wouldn't make a good copy protection system but I digre
ALL STARDOCK BETA BUILDS SUCK. Repeat after me: They suck. If the beta reports were to come in and suggest people were having fun with the beta (i.e. playing the game for enjoyment rather than suggesting ways to make it not suck) I'd purposely disable whatever the source of fun was. Here's a preview of the beta process of our next game: THEY WILL ALL SUCK. Here's a view of how the Sins of a Solar Empire betas were: THEY SUCKED. It would be very ea
[quote who="GW Swicord" reply="68" id="2663139"] Quoting TheProgress, reply 62... How are the concepts polished and balanced marking "natter" ? Polished means time has been spent ensuring that everything is as flawless as possible (within budget / time constraints). Balanced simply means that the different units play fairly against each other - that one player won't be able to dominate everyone else with one specific super unit. Talking about gamer jargon wasn't meant as an in
[quote who="TheProgress" reply="26" id="2663132"] Quoting Frogboy, reply 24Sure, it's a very clean design, TP. So clean it doesn't display any of the unit stats. Tooltips... ttooooooooollllttiiiiiipppppsssss [/quote] No thanks. I want to see my stats without having to monkey around with my mouse.
[quote] Does that mean that the half of the game that isn't there doesn't need intensive beta testing, or feedback for improvement? That there can't be any major design flaw to, say, the tactical battles - a part of the game that's wholly untested? I mean, the point of letting us test the cloth map part of the game is that a lot of it could undergo design change based on the testers' advice. What makes the tactical battles (or the research/magic system) so different that it doesn't ne
[quote]When new stuff is enabled though, will you be un-enabling other stuff? Or will we get a chance to try the features together?[/quote] Beta 3 will be completely enabled other than the Modding Workshop and campaign (and tactical battles won't be enabled until beta 3-A).