I also got another OOM error on 1.09 last night: Win7-64bit ATI 4870 card Intel core I7-920, 6 GB RAM Don't remember what turn it was but was around 200 or so. I can post the saves/debug if necessary once I get home from work today.
Aganerral
It's just a gameplay design decision, so that your children can become useful units.
Sure thing. It seems like the OOM error, but just doesn't generate the Out Of Memory error text box. debug.err in pastebin - http://pastebin.ca/1946343 Dump zip in drop.io - http://drop.io/vxit9lm
I think that part of it is that the level 3+ quests are non-repeatable . So a lot of those quest locations are actually trying to give out the same handful of quests, but once you get it from one of htem the rest vanish. On the other hand, the level 2 potion fetch quest is repeatable so those locations stick around and don't all disappear at once.
It wasn't the sov that got the Sagog quest, he was off busy with other tasks and it was one of his children that stumbled on the quest. I've completed the quest in prior games (all before 1.08) but only with my sovereign that I can recall. It would be interesting if this quest is keyed 'sovereign only'. I'll try giving the egg to sov when I get home tonight. Though with the current glitches around activated abilities, the doom dragon may not be as doomy anymore :)</p
Couple bits of quest fun lately on the current build for me, also: 1) On the Sagog's egg quest, I got the egg, went back to the location where quest originated and...nothing. Tried giving the egg to a different hero and still nothing. Only thing I haven't tried is giving egg to my sovereign to try. 2) Destiny's Tutor quest - got the original event to kick it off. Went to the next location for it. That location disappeared off the map, but I didn't get a
One thing that I'd like to see as part of that is a rebalancing of the heroes/champions. If imbuing a champion becomes a tax on the global mana pool, the natural tendency will be to imbue fewer heroes, which is fine. But in the current versions of the game, the only heroes I really trust to hold their own in a fight are the ones that can toss spells. I don't trust any of them to not get slaughtered in a straight up melee fight against anything except basic bears, spiders, an
A couple of thoughts I have after reading this. Certainly interested in how it shapes up over all, but some concerns: 1) Champions need to be more useful when they show up. All champions show up with minimal or 0 gear, even higher level 'adventurers'. This makes them virtually useless in a fight. Right now I can make them useful by imbuing them. Unless I'm deep into the warfare tech tree I can't equip them with weapons/armor that help them
All, Still having crashes even with recent patches. A couple times have been preceded by Out of Memory error box but not always. My system: Core i7-920 6 GB RAM Radeon 4870 based card with most recent drivers fro mAMD Windows 7 64 bit Crash details: Pro
Sounds like a good approach. My only concern is if B and C become all or nothing type options. For example, if a user really wants the more advanced tactical combat but doesn't want the rest of the game affected. Maybe as toggles on the option screen? Obviously I have no idea how feasible this is :) But just looking at the boards and my own game play, I'm not the only one who likes parts of elemental as they are and think those only need minor tweaks, but other p
Actually, that's a good point, I had some weird things like that happen to. Not with my sovereigns mana, but with an imbues hero and some of my summoned NPCs
Just thought I'd add some feedback for Stardock and everyone else. Downloaded the 1.08 patch and started a new game, using a customer soverign I'd previously created and a large size map from elementerra program. [bug] Still got OOM error. Willing to acknowledge that it could be related to the elementerra map size, though I wasn't using the 256x256 max size it makes...I think the one I was on was 176x176 or so. Could play around 150-20
Part of it is just the movement animation I think. Visually in game, my units on land move faster when covering hte same number of squares as the transport. So while the transport can move 4 squares/turn, watching it move feels so much slower.
Just wanted to post a thank you for this mod. I started a game on a large size (196x196) map last night, and it looks well set up so far. getting the program to run and load the map to Elemental was easy. Now I just need to play with the sliders and see what they do :)
[quote who="Yehudah" reply="32" id="2763400"]IGN's review of the game mentions this problem- http://pc.ign.com/articles/111/1117649p1.html The A.I. often takes its Sovereign into battle in foreign lands, making it easy to kill – which in turn eliminates the empire from the map. But should the enemy empires be smart enough to avoid this, they'll usually amass amazingly large armies and march on you, even if the victory through conquest option has be
I just want to add to some of hte concerns about tying magic more directly to the shards. I like the sound of that in general, but I've had a couple games where there are no shards remotely close to where I started out. While this does pose a challenge, if I was stuck in that situation and completely unable to use magic until I got to a shard, the beginning of the game would be a lot more blah. I look forward to seeing the full post on magic next week and hope the final resu