Dump: http://dl.dropbox.com/u/6604769/Elemental0_90-2010-07-17T12-34-36-495.zip
Tormy-
I had to kill the process manually, so no dump file was generated. Debug.err: http://pastebin.ca/1902332
Haha! [e digicons]:w00t:[/e]
[quote who="Frogboy" reply="12" id="2683978"]I don't want to do any spoilers here but while v1.0 won't have such a forge, the Master Quest in Elemental is titled "The Forge of the Overlord" and which expansion packs will be dealing with its consequences. [/quote] Sounds good! :)
Huh...[e digicons]:rolleyes:[/e]
[quote who="Frogboy" reply="7" id="2682957"]It'll be tomorrow AND it'll be rushed. [/quote] Np boss!....but the tactical battle system will be enabled at least! [e digicons]:pout:[/e]
^ Yeah the OP was obsolete, because of the recent changes to the gameplay, so I've updated my post. :)
[quote who="Ephafn" reply="38" id="2682789"] Quoting Frogboy, reply 5 Quoting strager, reply 3Speaking of Diplomacy - Can we still trade technologies? For v1.0, no. The tech trading in GalCiv was never satisfactory and we are trying to avoid that here. Buy beyond v1.0, anything is on the table. And there was much rejoicing! [/quote] Yea, a non-exploitable & polished tech trading system shoul
Wow lads...what the hell is going on in this topic? Seriously who cares that X player likes MP, while Y player hates it? If you don't like it, don't play it. The OP's question was simple...and the topic itself turned into a sh*t throwing flame fest. [e digicons]:rolleyes:[/e] PS. We have a proper answer to the OP's question anyways, so chill out: [quote who="Frogboy" reply="31" id="2682345"]We plan to work on Elemental for as long as it's profitable. <b
[quote who="Frogboy" reply="70" id="2682211"]I should mention that since this video was taken that the min distance between cities allowed was doubled to 10 tiles. [/quote] Good news! [e digicons]:thumbsup:[/e]
[quote who="Luckmann" reply="44" id="2681986"]Am I the only one that reacted to the fact that some of these resource points were more or less larger than entire, supposedly well-developed, cities? Quoting Anomander, reply 25 I still think adding Forts, Keeps and Watchtowers would help flesh out border controls.A long-standing suggestion, I agree with Anomander. I still want to see "Military Starbases" in the form of Forts/Watchtowers, that p
[quote who="psychoravin" reply="56" id="2682122"]I'm not fearing city spam so much now as I am fearing city GLUT (spreading out so far all the cities are touching one another or nearly.) [/quote] I absolutely agree, I don't like this at all. Here is my reply in regard to this.
[quote who="Annatar11" reply="23" id="2682154"] You're right. While we're at it, let's remove in-game chat because we can just use a phone or an instant messenger for that too. I like how you didn't answer my question and instead tried to make a sarcastic remark. But seriously, let's hear it. What specific "clan support" features do you want? Clan support itself isn't a feature. [/quote] I can think about the following: - Dedicated website for clans<
[quote who="nipplefish" reply="19" id="2682090"]Civ4 doesn't have "clan support" and seems to do OK. Actually, I can't think of a single 4x strategy game that has "clan support." [/quote] IIRC DoW has/had clan support.
[quote who="Annatar11" reply="27" id="2682063"]Yeah, I'd definitely say leave tactical battles in MP.. some people might not use them much, but you'll piss off a lot more people if you take them out completely (it's a major, major feature) in the beginning than if they just require a bit too much clicking. Wanting to change them later for MP isn't the best reason not to include the current iteration at start. [/quote] Agreed.
[quote who="Jarenko" reply="9" id="2681934"]I think a lot of us are running on the hope - at least - that the game would be moddable enough that someone could make a mod based and balanced around MP. [/quote] I am pretty sure tha balancing out MP will be absolutely possible. Want a good example? -> Conceptual Balance mod for Doms3. ;) ..as for clan gaming: It's awesome. Let's hope that many players will play MP in EWoM, because in that case...forming clans will be a go
Awesome news Brad! :) [[PS. I always liked the concept of barbarians in Civ4 as well.]] + [quote who="Frogboy" reply="4" id="2681996"] I would like to see a lot of crazy magical stuff in there over time that has nothing to do with the faction on faction stuff. That won't happen until months after release but that's the goal. [/quote] Yeeeeeesss please! [e digicons]:pout:[/e] [e digicons]:thumbsup:[/e]
[quote who="GoaGalneGbilski" reply="74" id="2681855"]We* demand wildlands! If we have a living world, large lands without player nations (maybe a few minor nations tho) yet many adventure locations, resources, and monsters! [/quote] Erm this sounds like King's Bounty...:D
Good stuff, but I say it again: The cities are way too close to each other. The whole map is covered with cities. There is almost no open space between the settlements. It just looks wrong, but maybe it's just me who finds it annoying. That being said, I hope that we can modify the min. settling distance. [e digicons]:-"[/e]
[quote who="Annatar11" reply="99" id="2680984"] I did however play and really enjoy Temple of Elemental Evil. I liked it too.[/quote] ToEE is my favourite RPG actually, but you must use the huge community modpack for it, because the vanilla game is a bugfest.
[quote who="Wintersong" reply="30" id="2680861"] Oh, dear Stardock: ancient Greece equipment/buildings, please. I have always wanted some hoplites and that "classical" feeling of the greek temples/cities. (some Roman touch is good too) [/quote] Hell yeah! [e digicons]:pout:[/e] <img src="http://farm3.static.flickr.com/2664/4098
[quote who="arstal" reply="37" id="2680950"] Quoting Frogboy, reply 5 I love modding but I'm not convinced they can move units. We'll see. Essence = mana cap. Nothing more or less. I don't think the modding will move units, but the mods created from it will. FFH2 and Wolfshanze moved units of Civ IV, I am sure. [/quote] Yep, 100%. :)
[quote]With Elemental, the world is very moddable. For instance, tactical battles have a lot of modding opportunities I’ve made use of. Example: I made a quest today where your group is attacked in a huge temple. Well, the quest xml lets me specify a map. So I made a series of tiles with the tile editor and then a map that used those tiles to create a temple where my guys were attacked by a bunch of Crypt Warriors. I could even name the individual monsters in the room (I name
Haha! The exact same stuff has happened in my game. Check out my topic: https://forums.elementalgame.com/387102
I've asked the devs about this like ~2 months ago, and dual wielding wasn't in by that time, because of some animations related stuff. [They must add new animations for attacks etc.] IIRC Froggie or Boogie has mentioned that they might add it later on. Let's hope so, because this is a must have feature imo. :)