Sounds exciting! I'm intrigued by the idea of essence controlling how many city enchantments you can have as well as other magical-related things. It sounds like a great addition. Cheers for all of your hard work [e digicons]:grin:[/e]
Rogue_Knight
I agree with the others about implementing lots of the spells from the contest submissions. Pick a winner for the purpose of giving out the contest prize, etc., but then just go ahead and put lots of the spells in!
I've also observed this problem. Every time I load a saved game, a few new shards have appeared within my empire. After a few gaming sessions, I've got waaaaaaaaaaay too many shards!
I had the same problem, although it only happened once for me out of a few dozen manual saves.
Great read, Brad, thanks for the post! It's posts like this that keep me sane while I wait for next week . . .
Congratulations! You guys have worked your tails off, and it shows in how awesome the game looks (and in how excited I am for the 24th)!
Sounds like you guys are continuing to make great progress on the game and are incorporating lots of great changes! It may be a bit premature to question this choice (since we don't have the Tactical Combat system yet to play around with), but I'm really baffled as to why the "combat speed" stat would control movement in combat as well as number of attacks/spells cast. All of the units will already have a separate "movement" stat that controls their movement on the overland map.
Here's my champion: http://dl.dropbox.com/u/6607760/Keirdan.xml My real name: Mark Kolba
[quote]My bias is to focus on our own canon and introduce players to it. Players could still create their own races but they’re not going to be making any half-dragon half man races or Ents or what have you. That’s my bias on it because that sort of thing can be added later in post-release if the game’s successful whereas we only get one opportunity to really explore the depths of the rift between say Kraxis and Capitar or the doom of Pariden and Procipinee.[/quote]
One idea that is a relatively simple combining of some of the previously suggested ideas is this: 1) If you are within your own borders, use Brad's suggested mechanic (if you attack with your sovereign and lose, the sovereign dies, but if your sovereign is attacked and you lose, he escapes to the nearest city). 2) If you are outside of your own borders, your sovereign always dies in a lost combat (whether you are the attacker or defender). With such a system, a defensi
Thanks, guys! The reset data button got it to work.
Is anyone else having a problem with the Beta 1a update not showing up on Impulse? I got the last update (0.23) just fine. Not sure if there's a temporary problem with the downloads or if perhaps something accidentally happened to my account . . .
Is the update intended to fix the crash where the cloth map appears for half a second and then CTD? I can get into the title screen and set up a new game, the generating world dialog appears, then I see the faintest flash of a cloth map and then CTD. So tantalizing . . . [e digicons]:)[/e] I know that this crash has been reported many times, but I just wasn't sure if it was supposed to be fixed now or not in version 0.23. Keep up the great w
Same problem for me . . . info is below: DebugMessage: Version 0.22 last updated on: Thu Sep 17 11:59:54 2009 DebugMessage: *********DXDiag info follows.********* System Info Time: 9/17/2009, 22:10:47 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: MARK Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.090206-1234) Languages: English (Regional Setting: English) System Manufactu
Hooray!!!!!!!!! That e-mail is the most exciting e-mail I've gotten in the last few years [e digicons]:grin:[/e]
Thanks for taking the video! It does a great service to those of us who are half a country away from PAX :-)
Check out the Media section of the Elemental page . . . there's a cool new screenshot of magic research that even lets us see a few spells! I continue to drool over any new information that comes out about the magic system . . .
When I first saw Elemental's art style, I have to say that I wasn't sure quite what to think about it, and I was worried it would get a bit too stylized for my taste . . . but as things progress everything is just looking better and better. I think the Stardock folks are doing a bang-up job of creating a unique artistic style for Elemental that is going to really fit the game well.
Thanks for the update . . . great to get a bit more of a peek under the hood and see some screenies! Makes me feel like I'm almost in the alpha [e digicons];)[/e] I'm counting the days until the beta . . .
Thanks for the update! Great to hear that things are moving along. Enjoy that working vacation!
I think I usually check this page something like four or five times a day hoping to catch a new update. I also get a kick out of analyzing the pattern of posting times and trying to estimate a probability that there might be a new update coming the next day [e digicons]:P[/e] I was really hoping that there'd be an update today . . . and then I saw it and it just knocked my socks off. This game is looking GREAT! Keep up the great work!!
Wow, this game is looking positively amazing! All of the dev posts over the past week or two are getting me more and more excited! I can't wait to get my hands on the "not fun" beta 0. I think I'd have fun even if all that I got to do in Beta 0 were look at random renders of the cloth map.
I really don't like the Civ4-style concept that controlling one source of a natural resource makes it available throughout your empire. Yes, it is simple. But I feel like it's a cop-out. I love Civ4; it's a great game. But one thing that has always been deeply unsatisfying about it was the way that resources were implemented. On the turn that I acquire my iron mine, I can instantly allow every city in my empire to build swordsmen. That one iron allows me to
I think that Camp #3 from Brad's update sounds like a really good way to retain a deeper economic model while minimizing complexity and hassle for the user. A big thumb's up from me as well! [e digicons]:grin:[/e]
I vote for "Sophisticated." The sophisticated model allows for a great deal of adaptability and flexibility. Some cities will become production centers that distribute their resources throughout the empire as needed, and the cities that receive those resources will likely change over time with the current strategic needs of the empire. This is a very realistic and (to me) exciting economic model. It will then be important to protect your resource production cent