Another game, another crash. Only made it to turn 60 this time. Game 3 debug.err Game 3 crash dump Game 3 DxDiag
Spicy Mike
Every single game I have played in 2B has had the structures all invisible. There are times, briefly, when they are visible - queued & ones under construction show, and occasionally when the build menu is open, all will show. Otherwise, cloth map or 3d, only the 'city square' is visible.
I started playing with Beta 2. Every single game that I have played, except those where I (or all enemy Sov's) die early, crash with an 'Out of Memory' error, although I'm not sure on the turn number. I've just finished two games. Both crashed with the 'Out of Memory' error, both at turn 75. Game 1 debug.err Game 2 debug.err
Magic should be a big part of the game, for two reasons. The title is Elemental: War of Magic Each Sovereign is a Channeler, one of the few who can still use magic. The race of Men start knowing Life, and the Fallen knowing Ruin. If you custom design your Sovereign, you can choose to learn certain magics. Earth Air Fire Ice During gameplay, you can research Magic Technology that will g
[quote who="VermillionChaos" reply="14" id="2663974"] Also on this subject. Maybe having 'City Enchants' cost spell points, so larger CEs would require higher max SP. Then add a slider that would allow you to DIVERT SP income over to research. This would create an interesting balance between learning spells and having enough Enchantments to go around.[/quote] I like this kind of idea. You could have your crew at the Tower of Sorcery researching fo
Quick thought - you could 'spend' and 'regain' Essence like Hit Points. Spend it on casting, but you have to go back to one of your cities (or a special tile) to regain it over a few turns. [quote who="Stmorpheus" reply="11" id="2663912"] i think shards should only be required fro very powerful magic. if you have 1 shard you can do amazing things, get 2 and it should scare the hell out of your opponents, get 3...well its Armageddon time. <b
I didn't have much time last night to play around with it, but I agree with the spell issues. Some quick thoughts: The spell info 'page' does not display Essence cost - spell card (from character spell tab) shows both Mana & Essence costs. I want to know how much Essence the spell costs to cast, before I learn it. Spell breakdown: I think there should be 3 'types' of spells. Generic (anyone can learn), School specific (must have the
Here you go, Kryo. http://dl.dropbox.com/u/8468080/AllResearch.EleSav I did have all the research techs - I was able to build everything, based on city size, use all the warfare techs to design new units, etc, etc. As I said, it happened suddenly - I think some item cache I explored triggered it, unless it was a random mix-up when I completed one research. Trying to think back, I don'
[quote who="Wylaryzel" reply="6" id="2661556"]Another addition to the 'special resource tiles': Would it be an option to be considered that there is a skill or otherwise via a tech tree to define how many such tiles could be harvested? I think if we have to decide if I go for that food surplus tile or for that clay mine, such decisions would add some spice in the game and additionally would limit players a bit more who had luck and got a bit more of those resource tiles near them.
[quote quoting="post"] Tanner: One tile, requires Workshop, requires Equipment from Warfare tech tree (gives 2 material, reduces city growth by 1 person per turn [bad smell]) [/quote] Actually, the Tanner could require the Wild Game square to be harvested in the city. I like the idea of having "specialized" cities, based on the available resources. Yes, there would be a lot of structures that would be used everywhere - but there should
Yeah, what Windows-related software do you guys ship? [quote]Describe Elemental's accessibility. Do you think it will be attractive to those who dont usually play strategy games? I tried to play Master of Magic and failed miserably, but Elemental looks much easier to grasp. Granted MoM hasn't aged terribly well, at least for new players...[/quote] Seriously? I loved the fact that the MoM manual had all kinds of calculations for the nuts & bolts of the gam
I somehow stumbled across an odd bug linked with research. I believe it was triggered by some item cache reward, but I don't really recall what I had found before I noticed it. I had built a city or two, sent my sovereign off exploring, and went back to build more at the city. And saw I had access to things I had not researched... Checking my research screen, I saw <a href="http://content.screencast.com/users/SpicyMike/folders/Jing/media/97283714-3e45-4326-8c7b-7e3
[quote who="CdrRogdan" reply="5" id="2657787"]Experience books DO work. They just don't do what their description says. They don't give 25 xp, they give +25xp per combat. Try giving it to one of your champions and then getting in a fight. You'll notice him/her gain 35xp instead of 10.[/quote] So, you hold onto the experience books, not use (click) them? That needs to be put in the description, or they need to not vanish on clicking.
It means that while 1 level will add +1 move, you will need 6 levels total to get +2 moves. No more speedy Sovereigns. [quote who="Grove12345" reply="3" id="2657217"]isnt that gone in the new beta version. Noticed alot of points except for attack speed are in increments of 1 now. not .1[/quote] All other stats are in increments of 1, but Movement is in increments of 0.2. And you only get 1 point to spend when you level.
Suggestion: Move the Granary to Harvesting alongside the Garden, and allow them to be built in any city. (Currently, can only build Granaries in cities with special food tiles, Farm, Apiary, etc., and the Granary is learned from Farming.) Reason: The change to Gardens now allows only 1 per city, and increases the output to 3 Food. You will not be able to make a "mega-Garden" city to feed your empire. Since the Granary improves food pr
The movement stat is not being reset, although it does look like it. I saw the same thing, and thought the same as you guys did. Then I did some looking around, and figured it out. If you mouseover the "Movement" stat, the tooltip breaks down where all your moves come from. It will look something like "1.2 from base stat, +1 from Adventurer" etc. So that alone would give 3 moves - 2 from the 1.2 stat, and 1 from Adventurer. When you level up & add 0
Are you adjusting the scroll speed settings in the options? Scrolling was working for me, in fullscreen mode - but not in windowed.
For baldness, you can click off the preselected hair.
With the garden change, and depending on how the game rounds fractions, would it make sense to allow the Granary in any village? At best it would add +1 food to a village with only 1 garden as a food source - which would be enough to allow 2 huts, and progress to a city. (Assuming it's your only city, in case you get hemmed into a bad area.)
[quote]My proposal is to make an attribute in the civilization, soverign, champion, whatever (need your help on the whatever) that is, say, a tactics rating. This tactics rating describes how many units they can move in their turn. Say I have seven tactics, and you have six. I can pick any seven units to move, you can pick six. We plan simultaneously, and then submit our turns to see the results. This is still turn-based, and still simultaneous turns. We haven't changed the underlying c
I was thinking of this as well.[quote who="Notthenuts" reply="163" id="2653255"]As far as the tech tree is concerned one thing I want included (which may already be planned) is when I can use a technology. This means knowing the "House" (or Villa or Mansion) tech can only be used by me in cities at the town or whatever growth stage or higher. I guess this mostly applies to Civilization tech type, as that is the only one I can think of with restrictions outside of a tech tree
I like the idea of tabbed city structures, with a "show all/tabbed view" toggle. I especially like the idea of the sidebar for unit stuff, like you show on sovereign. If a tabbed city structure setup is not viable, could we at least get shaded backgrounds, with all of the same type having the same color?
He's fidgeting, because he's waiting for Beta 3 to be able to use magic. [e digicons]^_^[/e]
Housing seems like it's off in some way, to me. Maybe it's just a balance issue. Outpost - 25 max pop. needs 1 hut (32 + 10) Village - 100 max pop. needs 3 huts (96 + 25) Town - 500 max pop. needs 7 houses (448 + 100) City - 100 max pop. needs 11 villa's (792 + 250) Also, while Huts -> Houses -> Villa's seem to automatically upgrade, Estates must be built manually.
Wintersong, feel free to add this. I've been trying to list some city building information, between crashes. EDIT: This was for 0.802, not updated yet for 0.803 Population The basic "settlement" square adds population, based on the city level. 1 Outpost (+10 pop) 25 pop. to upgrade 2 Village (+25 pop) 100 pop. to upgrade 3 Town (+100 pop) 500 pop. to upgrade<b