Or are we waiting until next week?
Winnihym
Sorry, again to post this here; pastebin keeps not giving me a unique web address. Crash with a windows exception error popup. debug.err follows. DebugMessage: Version 0.806 last updated on: Fri Jul 9 13:50:11 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 7/12/2010, 17:30:27 DirectX Version: DirectX 9.0
I've been thinking about this again, and thought I think this is an idea that is fraught with peril, I'll go ahead and put it down so that the devs can use, modify, or discard it as they see fit. Make the frequency of all shards much more common. Like maybe 1 tile in every 10-12 on the overland map is a shard of some type. Like what the devs are going for now on resource harvesting, you do not need to connect a shard to your city to gain it's resource; if it's in your te
We'll see where Stardock is in their essence philosophy this week, I hope. With all the things that are changing, especially with mana being tied to essence, I'm hoping that essence is gained at a given rate independent of leveling, and that having shards increases that rate. If not a rate, maybe you get one essence when you build a shard temple. Essence is really important to mages (and much less useful for warrior type sovereigns), and it, by itself, would be enough of an
Absolutely; Scrolling through a list is not as easy as selecting from a pulldown menu of all the options. Good idea!
Why not have the computer come up with a bunch of possible starting locations, and let you choose between them, based on what you want to play (or what's optimal for your playstyle)?
You know, I have to admit, MOM had a really, really good and elegant spell+node interaction. You selected a number of spell books at the start, and you could find more by conquering tough nodes (shards) throughout the world. Could we make the nodes protected, and if you took one, it gave you essence (say one point of essence every 20 turns) and also gave you a spellbook in it's type of magic? Frogboy, are there copywrite/intellectual property rights surrounding this h
From a mechanics standpoint, one of the things I find myself doing now in B3 is placing cities more, and not expecting to grow them past L2. A garden guarantees L2 once buiit, and since cities no longer cost essence, I can build and send out pioneers, limited only by materials (usually, since forests are now harder to find). Gold doesn't seem to be limiting for me, since at L2, I can place a market, and then my L2 satellites become money positive pretty quick. The excess of
I can't speak for anyone else, but I think that you should go home now, Frogboy. It's late; the AI will wait. Enjoy the holiday weekend. It's a pleasant evening in Michigan; go enjoy it. :)
I got a windows exception popup on this crash; I wish I was smart enough to write down what the message was, but I wasn't. It was an exception error, that's all I remember. The debug.err is below, and I've pulled and archived the the .dmp file, if someone would let me know how to get that file to Kyro, I'd appreciate it. DebugMessage: Version 0.805 last updated on: Wed Jun 30 21:36:52 2010 DebugMessage: Entering WinMain DebugMessage: ******* Sta
I write this because I'd like to see shards and spellbooks work better together, and I've looked around for the person who had this idea first, but can't seem to find the thread again. I also add in ideas from Matreus and Hound here, who had some really good, intelligent ideas for organizing spells in a way that made you want to collect shards, but still made the game playable if you didn't get any shards. The core idea was to separate spellbooks from shards. That is, no m
There was great, great idea I came across on these forums that I didn't get to read the entirety of the post on, and now I can't find it! Could some kind soul steer me towards it? It was a discussion of using spellbooks (selected at the beginning, or found in the world) to set the class of magic (evocation, summoning, enchantment, etc) and then use the shards you control to determine the type of magic (fire, water, etc). So, if you picked a summoning spellbook, and the
Game started to run very slowly around turn 20; decided to save and restart the game. Loading a saved game makes the game lock up. Repeated this a couple of times. Dunno if the debug.err file is useful to you in this instance, but... DebugMessage: Version 0.805 last updated on: Wed Jun 30 21:36:52 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag in
Sorry, Kyro, I've got the .dmp file; how do I get it to you? It's not something I can copy and post here?
Interesting read; does this mean that only one player can posess the spells in the "lost" spellbooks? Or is it that once unleashed on the world (by someone completing a quest, say), the book becomes available to all players?
As an alternative to the current mechanic of researching tech, and then getting a breakthrough (of which you choose one), I was thinking of the mechanic demonstrated in spell research, where you build up research points, and then purchase your upgrade. In research, however, prior technologies may need to be present for new technologies to show, or prerequisite technologies. Therefore, purchasing a tech won't be such that you can save up your research points to buy an ubertech; i
On a different note, I'd like to suggest that maybe you tie your essence recovery rate to the number of nodes you own. I was going to suggest that nodes lose their "color" completely, so that whatever books you choose during sovereign creation define your spellbook, and any node can let you cast from that book (ie, fireball takes 2 nodes to cast, maybe summonings take 3 nodes, etc). I'm not sure I like that idea, however, it goes dangerously close to AOW:SM mechanics where nodes j
Funny how ideas come around with time, isn't it? https://forums.elementalgame.com/376886 Winni
DebugMessage: Version 0.804 last updated on: Fri Jun 25 14:16:22 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 6/29/2010, 20:25:49 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: CHRIS Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp_sp3_gdr.100216-1514) Languages: E
I've seen this too, just a straight lock up that doesn't allow the EOT button to be pushed. Have to alt tab out and shut down the game and restart.
Going to change this to a straight bug report, and just report here for now. CTD on turn 3, out of memory. DebugMessage: Version 0.804 last updated on: Fri Jun 25 14:16:22 2010 DebugMessage: Entering WinMain DebugMessage: ******* Starting Game Shell ******* DebugMessage: *********DXDiag info follows.********* System Info Time: 6/26/2010, 18:59:39 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: CHRIS O
Folks, Trying to paste some debug.errs from memory based CTDs in 804, but when I post to pastebin, I no longer get a unique weblink to my post, it just blanks the screen and says "done". I can't find my post after that. Could someone give me a primer on pastebin, please, so that I know I'm doing it correctly, and can get you these CTD files? Winni
Edit: This seems to be tied to the fullscreen issue again. When operating in a windowed mode, no problems with the quest popup screen.
Repeated; on starting a quest from a hut (not an inn), the pop up screen ends in a lock up.
After researching questing, and going into a hut, the screen changes to a full screen of "The Lost Horse". No other text, no way to close the screen. After alt tabbing out of that, I can come back to the screen (alt-tabbing works), but after perhaps 30 seconds, CTD. Pastebin doesn't seem to be working for me currently, so my apologies here: DebugMessage: Version 0.804 last updated on: Fri Jun 25 14:16:22 2010 DebugMessage: Entering WinMain Deb