hrm, the computer in question is also dell xps. i installed it on wife's HP and loads fine.
yaromir
When running the game it just crashes before doing anything with a message. The application was unable to start correctly (0xc000007b). Click OK to close the application. Brief look around forum suggests some sort of dll mis-match issue. ----- Windows 7 Core i7 ATI Mobility RADEON HD 4670 4G Ram Latest drivers and DX.
NO faith requirement. ASSUME it will suck and give you cancer. Make Stardock prove it'll be awesome. While I admire what you are trying to do, isn't that swinging way far to the extreme opposite of WoM approach, and now we have virtual silence. Some dev diaries would be nice.
Dynasty "system" is a side-feature unrelated to the rest of the game...and there are a lot of other areas of CORE gameplay that need improvement. I'd much rather see time+money be spent on empire building/tactical battles/research. In fact, dynasty thing should probably be turned off until it can get major attention (i.e. make it so it actually matters in the game)
I hope to see tile yields or augmentations (like in MoM a mountain tile gave % increase to hammers). Otherwise, as someone astutely pointed out, it is no different from a space game with vast distances of nothing
It's a loaded poll. Of course most of us still lurking on this forum are nursing some degree of hope. Most of us are cautiously optimistic.
[quote]Personally, allowing players to change some options would be the best solution. For example, I dont care if there are people working in my city. I could simply deactivate that feature and I save memory and threading.[/quote] [e digicons]k1[/e] While people walking around might be cool and immersive, it is only slightly more so than the looped animations we all know and love. If it comes at the co
[quote]Fallen Enchantress which has radically different game mechanics.[/quote] Yipee. Hexagonal tiles 1UPT GIANT DEATH ROBOTS [e digicons]:cylon:[/e] I HAVE FORESEEN IT No seriously, radically different from EWOM is good. Great sense of humor, Mr. Wardell, always interesting to read your posts
[quote]while Fallen Enchantress has its own path as well.[/quote] This gives us hope. [quote]In Elemental, a tile is basically generic unless it has a resource on it. [/quote] A hint at tile-based resource gathering? Let's hope so! Beauty of CIV IV is that only not only do tiles have different yields, they have stacking "decorators". (i.e. Grassland Hill). It also has features interacting: tiles bordering rivers provide +1
I'll sign under that. [e digicons]k4[/e] [quote]it seems like a game framework in search of an actual game design.[/quote] I'd say EWOM feels like a technical demo. To Satardock's credit, their handling of the situation is exceptional. 1. Continuing support and overhaul of the game 2. Hiring the designer of FFH2 3. Two expansion packs for free H
Well, I for one would like a game that has a solid 4x identity with some RPG elements (MoM). EWOM has features which do not fit a Strategy game at all and are more appropriate for an RPG (do you really need to mix-and-match multiple pieces of armor?). Second large issue is this. Yes EWOM is a "new game", but it is a Spiritual Successor of a genre. As such, we expect certain features. Certain br
[quote who="tetleytea" reply="22" id="2860846"]He looks like a pretty young guy. It's possible at Firaxis he got walked all over by more senior guys. That's what it's looking like to me. And if that's the case, leaving Firaxis and getting your name off of Civ V is the right thing to do. If Civ V can't be saved, then at least cut your losses and try to save your own rep.[/quote] I really think that is the most likely scenario. The idea
Poor Jon. He will now be peppered with requests to explain what he was smoking when he made Civ V [e digicons]|-)[/e] Forever. Welcome Aboard.
Ok, Synchronous notifications are nice and all, but they interrupt one's play style and force the player to deal with things he might want to ignore until later in the turn. Think of Civ 4 and 10+ cities finishing construction on the same turn. Jump from city to city to city.... A-Synchronous notification system + End of Turn warning would be much much better.
[quote]If we had licensed an engine the cost would have been $500k to $2M depending on which one and we'd have to license it over and over again.[/quote] That's insane. Thank you, btw, for being so forthcoming with figures. So, where is the break-even point (#copies sold) for a licensed engine vs in-house? Obviously the intention is to re-use the engine many times, like Paradox does with theirs. [quote]Kumquat's
[quote who="cpl_rk" reply="1" id="2792124"] The problem with spells like this is that the AI does not use them, hence they provide a *huge* benefit to the human player and as a result the human easily whips the AI. [/quote] Teach AI to use them? I don't think it is all that difficult to make AI understand strategic nodes in its graph and try to shorten the length of travel between them. Alternatively, create the equivalent of "Stra
[quote]A lot of the ideas in here would make it even better. Unfortunately a lot of these ideas require more columns, and there is not that much room. [/quote] I have lots of room on 1600 width. Quite a few others play on 1920 width. Optimize the screen for 1280 but give us a choice to add more columns if we have the real-estate.
What bothers me is the enormous difference in meta-critic score (elemental is 54 and Civ V gets a 91! With the only fair review from 1up which gave it a 'C'). Is there really a 70% quality spread between Elemental and Civ V? I don't see it. And yes, once you have a franchise, you have certain standards to live up to. If you want to be Revolutionary, spin off another title...like Civilization: Panzer General OR Civil
I am glad to see recent comments from Frogboy, looks like re-design is heading in the correct direction (that is making Elemental a Strategy Game with RPG elements). Overall, very very positive. I also liked the casting range design of AoW2
Seems to work considerably better BUT I still have to switch affinity to single core. At least now I get 30-40 FPS even with 3 cities built on a single core.
How would you have mana upkeep in current system? Individual mana-pools is fine for an RPG, but for a TBS it doesn't work very well.
Ability to build structures on any tile within your influence. Ability to have actions when structure is selected. Example 1: Shipyard/Dock: built outside of any particular city. Click->Menu->Build Ships Example 2: Mobilization Center: built outside of any particular city, Click->Menu->Build Units
Still doesn't work correctly one my system (i7 + ATI HD Mobility) I get single digit FPS over cities. If I change affinity to a single core, it goes into mid teens. Turning off outlines bumps it to 20
[quote who="Bill Farrar" reply="1" id="2755975"] This is the internet. It is easy to be nasty when no one can tell who you are.[/quote] http://www.penny-arcade.com/comic/2004/3/19/
I think stronger moderation is in order to keep things polite, civil and focused. Which. from the looks of it, Stardock has already started doing. I for one hope more constructive discussions will spring up, talking about features on their merits, rather than passions. But yes, it will probably take time for heat to die down.