Frogboy

Frogboy

Joined Last seen Member # 1
1,440 Posts 5,729 Replies 103,643 Reputation

Please do not use saved games from previous beta builds. That is almost certainly the cause of your problems. I also suggest, based on the tone of your post, that you not play beta builds of the game.

23 Replies 27,753 Views

They're working on a stuck turn in tactical battles issue. Stay tuned.

13 Replies 11,830 Views

They usually arrive around 8pm EST on Thursdays.

13 Replies 11,830 Views

[quote] Damadar slashes The Pioneer across the head for 4 points of damage! The Pioneer impales Damadar for 1 point of damage! Damadar strikes The Pioneer in the arm for 2 points of damage! The Pioneer misses Damadar Damadar scores a critical hit on The Pioneer, decapitating his head in an orgy of blood.[/quote] I really REALLY like this idea.

64 Replies 213,996 Views

[quote who="Heavenfall" reply="29" id="2834755"]Brad, since you can check the xml tags for sovereigns units, you can use the 1 tag to decide if the unit needs a "better" danger calculation (that includes escape paths) like you talk about in the AI test videos. You wouldn't have to run it for every single unit then. It might feel like overkill to write code for just sovereigns, but it's such a huge problem with enemy sovereigns acting dumb, I t

64 Replies 213,996 Views

We had this in the beta and the problem is because of the way food is a key global resource, you were effectively making it so that players could conjure their own natural resources. Food is a major resource everyone is fighting over.

30 Replies 25,237 Views

[quote who="Heavenfall" reply="6" id="2832573"]Wouldn't the easiest approach be to just have a specific tag that tells you what the spell does? TacticalAOEdamage TacticalSingledamage TacticalSelfBuff TacticalFriendlyBuff TacticalHeal TacticalAvoidance (blinks and whatnot) and so on? That would give the modders something to "tap into" as well. Then the AI can decide, based on that + which is the strongest spell what to cast.[/quote] Yes. &

20 Replies 49,058 Views

I like to think of it as us all working on it together. I read the forums and the strategies and then try to see if I can play them out. It's amazing how big a difference a few lines can make to the quality of the opponent.

20 Replies 49,058 Views

Kael the god of Elemental these days. My efforts focus largely on AI. The more stuff you think is improtant that you put in here, the more likely that it'll get looked at. There's a big dividing line between what will be in v1.1 versus what will be in the first expansion pack. V1.1 is largely still an update to the core game. So when you're posting something, try to think what you'd expect to have an in UPDATE versus an expansion or sequel.

84 Replies 230,300 Views

[quote who="Trojasmic" reply="48" id="2832059"]I see one "fixed a crash where X happens..." in the list so far... have we been able to find the cause and fix other crashes yet?[/quote] I don't tend to document my crash fixes and I've been the only one doing them in the past few days due to the holiday. But I've nailed a number of them. I'll try to be more vigilant about it. It's just that crash fixes are boring.

152 Replies 92,080 Views

[quote who="davidjc_af" reply="42" id="2831616"]Please fix the crashes, fix the memory leaks. No matter what you release if it is not stable it is worthless. Get the game stable and open it up to modding.[/quote] This. See, even I get to say that. :)

152 Replies 92,080 Views

That's very interesting. I'll keep an eye out for that with regards to NPCs.

6 Replies 6,310 Views

Yea, this stuff is extremely helpful. The data in there will actually take us to the line of code (with stack) on where it crashed. It's really amazing. When I started programming, I had to use beeps to try to figure out what was causing a problem. It's all come so far over the years.

9 Replies 3,830 Views

I know how you feel. When it locks up like that in the debugger it's still game over too.

4 Replies 2,662 Views

NPC stands for non player character. You can recruit them if you have the money. City Spam should always be a strategy but it shouldn't be the dominant one. Right now, there's just too much advantage to having multiple production centers. We're working on this balance.

6 Replies 6,310 Views

Outstanding. I was able to address a few of these. Basically, there are two big ones caused by the new threading AI. First, Unit::GetIntelligence() is called by the AI a lot for things like seeing how different creatures should behave (you can tell the wolf has a bad intelligence XML because it will attempt to "talk" to you). Anyway, that call involves a lot of stuff that gets touched by other threads. So I've created a new fuctnion called Unit::QueryInte

9 Replies 3,830 Views

This is caused by a critical section deadlock. Here's what causes it: Thread A is waiting for a resource locked by thread B. Thread B is waiting for a resource locked by thread A. It's something I've been trying to fix with the AI this week. It's actually quite tough because the particular deadlock is related to what seems like a simple call World::GetRandomEmptyTile(). The EmptyTile is the issue. Because to determine whether it's "empty" re

4 Replies 2,662 Views

[quote who="agio" reply="7" id="2829117"]I think they're too rare... in fact I thought they had been taken out because I never saw a single one in playing since Friday. (I did however see two Temples seeded right next to each other!)[/quote] There have never been "lost libraries" in Elemental. I think you're thinking of a different game...

35 Replies 13,347 Views

Here's my list of observations as a game developer on the game and as the lead designer: Conquering a city doesn't remove enchantments on it The computer players aren't casting spells (I know because I had to disable it for the 1.1 beta) When I found a city, it should do the animation first before taking you to the book so that you can appreciate what is happening. The opening page when you enter the game should give you more useful and interesting

84 Replies 230,300 Views

[quote who="larienna" reply="26" id="2829228"] 1. The AI declares war long before it is prepared or able to attack me. This gives me time to prepare a defense or to just attack them first. That is something I found annoying in many 4x game. They declare war on you because of bad diplomatic situation. You prepare yourself to go to war, and then 50 turns later when you are bout to invade, they want to make peace because nothing happened between you too. If an AI

54 Replies 113,457 Views