[quote who="Myles" reply="10" id="2652215"]Frogboy made a post stating that Havok was being a little ridiculous with their demands of compensation for 64-bit programming, but later he said there would be a 64-bit version, but it may not be available at release. I'm looking for these posts, but they were in random threads and not anything specific to the issue.[/quote] That sounds about right to me.
RonLugge
[quote]There will be certainly a 64-bits version of the game just that the Havok part may only be 32-bits.[/quote] Doesn't work that way. The program either is or isn't 64 bit; if you try and do half'n'half, you WILL break something. [quote]not really convinced of that (hopefully not!) cause this would mean that the current things implemented (with the few things not yet in) are pretty much final...and a hope really thats not the case, cause right now, the
[quote who="tesb" reply="3" id="2651556"]yes they stated that currently they would pay too much for the license to make 64 bit version[/quote] I thought they'd overcome that particular limitation.
[quote]The Tetris minigame isn't that interesting.[/quote] It's not a tetris 'minigame', it's a rather sensible restriction. Your city has to be one contiguous block.
My understanding is that in the field, by default you'll select everything int he field. When in a city, you need to select each unit.
[quote who="AdmiralDan" reply="4" id="2650936"] I suppose everyone did, including me. They are still labeled as peasants.[/quote] .... My guardian's aren't labeled as Peasants. It even came up with a default name that suited them!
A similar thing happens with building towns. I suspect there is a 'scaling' cost involved somewhere (more heroes/towns you have, the more expensive they become) and the 'required' display / check only checks the base, not scaled, cost.
Ah, there's the problem. I usually play from the cloth map.
[quote who="SpartanFry" reply="3" id="2650017"]Were you guys able to research it like 3-4 times? It didn't appear to do anything and not being in the research history was fishy. [/quote] I researched the farming one several times in my last game, and each time it increased my food total... after a one turn delay. I think housing works similarly.
Barracks may require a city of a certain size... or a command post already present.
[quote]Hell even light plate is the same in a lot of cases to leather iirc[/quote] Except leather requires materials, while plate requires metal. Big difference there. [quote]Who arms an army with daggers?[/quote] If it's an option, I'd probably like to equip all my archers with daggers as a backup weapon :D Something small and light that won't slow them down, but also doesn't leave them with squat if somebody manages to force them into melee
As far as I can tell, they can only produce things you can already make (AKA have researched)... is that it?
You don't collect taxes. All gold is produced by buildings (tax office is one option for that, but you can also have merchants, markets, bazaars, and the like)
[quote]Food is very hard to obtain, because I feel like gardens are a waste of space. Farms are too rare. Materials are common, but it takes SO long to build that lumber camp (12 turns). I barely seem to have enough building slots to build enough farms for my houses, and it just takes 3 markets or schools and my slots are full.[/quote] Perhaps food is meant to be scarce? :P
[quote]A thought just occurred to me. What kind of production do water tiles generate in Elemental? I'm asking because I'm thinking if it would be feasible to make a waterborne city, like the pirate faction in the in the expansion of Alpha Centauri.[/quote] In a word? Water tiles don't produce anything. Any more than any other tile produces anything. Buildings produce things... though some buildings can only be built on certain tiles.
To control piracy during the beta, and allow for more rapid updating of data files, a lot of the game's data is stored server-side. That's why sometimes, things seem to change from one play to the next... they can silently update the server-side data for us.
I've never seen this issue before... O.o
The AI actually attacked you? O.o And how well defended are your cities? What do you define as 'well defended'?
Ctrl-S is for quicksave.
[quote]Apparently, I have been storing my children in a time warp.[/quote] Yup! Your magical essence helps protect you from aging, so your children age faster than you do. ... :P
[quote who="kryo" reply="8" id="2649340"] Left clicking selects them. Right click issues a move/attack order to your current selection. I'm not sure how that could be a problem unless you've got your mouse set to left-handed and not everything is respecting that setting.[/quote] So I'm not the only person having some kinda deja-vu here? I, personally, have no issue with the 'left-click to interact, right click to attack' functionality.
Personally, I like the current system, research wise. My biggest complaint is that I can't always tell what a unit does / what it's prereqs are before I choose it. I'm still using houses... but I've researched villas, estates, and mansions! How do I upgrade?! (Probably a city size thing, of course :D ) Also, there are a variety of buildings that don't seem to make sense. Abbeys (and archives), at 4 squares, give me 1 research? Is ther
[quote]which is just no fun at all.[/quote] Which is the point. This beta isn't supposed to be fun. The balance isn't even 'beta' yet, this is simply where the pieces come together and start looking like a game.
Great article! I'm glad Brad has a chance to sound off, and I hope some of thos utter [i]idiots[/i] out there listen. (Steam, and your screwed up SupCom2 launch, I'm looking at you! DRM = bad!)
[quote who="Wintersong" reply="5" id="2541179"] Quoting Aractain, reply 2last best hope for Elemental It failed.[/quote] Now, it's our last, best hope... for victory!