Try beastmaster and recruit all those spiders and uberroths to guard your village. :D
stripe7
Simple fix for this have NPC monsters all spawn from the monster spawn points after the first turn. Be interesting if the NPC monsters build new spawn points after wandering around for x number of turns. :D
I ran into this issue a few times. I just reinstalled the app and the issue went away. The custom sovereign is stored in the My Games folder so it is saved.
Yank out the entire installation and reinstall with 1.1 non beta. [e digicons]O:)[/e] alternatively try reinstalling your C++ runtime library, I had to do that for some odd reason to get my other games to work after installing Elemental. Could have been some previous file corruption that I did not notice before, but all I know is that it got my games to work.
Just decided to try the game again. started a game got killed. started a new game without restarting the application and it ran for a while then crashed without any reason. http://pastebin.com/v9emqwS2
Got the same thing, This is the 3rd one to hit me. Turn 14 for this, same with others all CTD's had to do with attack on a city. Also no Janusk showing up. Is that from the game setting? http://pastebin.com/t1PSKQKm I suspect crash may be due to bandits attacking a town and killing a sovereign early in the game when there is only one town.
not sure what is doing so but something tries to allocate about 20MB of RAM after every auto save. Its failure results in the OOM message. Game crashes at 1.2GB of allocated RAM.
http://pastebin.com/mct8QXc2 Same old thing, OOM after auto save at 1.2GB of RAM being used. Also had 2 crashes not related to OOM.
Got tired of all the crashing and switched to playing Civ V for a bit, found that it was crashing at 1.2GB of RAM allocation too. So I just reinstalled the MS Visual C++ redistributable 2010 from the Microsoft web site. Civ V game went to 1.5 GB before I fell asleep. Will try to see how Elemental will do. Note I reinstalled the entire game from Impulse for each release. so it was a full install for every version. 1.11, 1.19a and 1.19b. There was some gibberish about .NET apps crashing at 1.2G
yeah, had to dispel and re-imbue a few of my champions when that happened. bug but easy to get around it.
Another nice game crashing due to 1.19b OOM errors. http://pastebin.com/kq4K2HTg
Duh, guess I should have looked in there! [e digicons]:thumbsup:[/e]
Can we have the option of turning off auto unit switching? I have take more damage or lost battles because I clicked on one unit at told it to attack and the auto switch picked another unit far away and moved it instead towards the target.
The lost horse, rats, etc quests seem to have lost their zoomed in icons. They show up in the cloth map just not in the normal map. Also the little unit icons that depict the party selected has a tendency to get the character icons wrong, with Janusk for example showing with the icon of a created sovereign character.
1.19b is a beta full of debug code, probably not even optimized for performance yet. I would not worry too much about performance until a release version.
I have a game which crashes a few turns after loading from the save. It does not look like a OOM error crash. The game just quits. I have the save file and debug.err, if you can tell me where to send it. It is different in that I did a lot of terrain modification. Raising mountains to isolate my towns as well as creating land for expansion.
I just had a game that lasted for 280 rounds before crashing. The debug is too large for pastebin. Same as before gets to about 1.2Gb and the game dies. Debug Message: - Ending Turn 280 - Debug Message: Current Memory Usage: 1292520 KB Debug Message: Cities in World: 64 Debug Message: Units in World: 1490 Debug Message: GarabageCollection - Begin Debug Message: GarbageCollection - Complete DebugMessage:&n
One spot that the memory leak seems to be hiding is in the unit design. I loaded from my auto save after that crash where ram usage had hit 1.2Gb. The freshly loaded auto save was 667MB in size. I then created and deleted a dozen or more unit types. Memory climbed up to about 850MB before I got bored.
Out of Memory error still hiding in the code somewhere. here is the debug.err no clue where to post the zip file. http://pastebin.com/h8HC3KzW
irritating bug, but one you can work around. I rather the priority go to the program crashing bugs.
hmm, never got that far, too many oom's. However the same issue exists with ordinary troops fighting mobs and ending up with salted pork, rings etc. It needs to go into the the palace's treasury. :D
8 GB of RAM on my machine last thing I thought I would have a problem with at present was running out of memory. [e digicons]O:)[/e] How about a 64-bit build of the game. [e digicons]}:)[/e] Heheh, you guys are doing good, keep it up! Looking forward to all the memory leaks getting plugged.
Any news on when the next try at fixing the memory leak will come out?
Are the AI's configured via an XML file? That is each leader has an XML file that would configure their likes and dislikes in terms of troop types upgrades, use of spells and build order? Is it possible for us to configure the npc leaders via a configurator of some sort that would let us custom build NPC leaders to fight?
It also changes back if you put up a building.