Winnihym

Winnihym

Joined Member # 2413186
101 Posts 370 Replies 19,920 Reputation

http://pastebin.com/QbwAfPUG debug.err Sorry, guys. Maybe I've got some settings wrong? Winni Reloading the game from scratch didn't help either. Here's dxdiag, in case I've got something odd going on. http://pastebin.com/91SmbcTS Just tried the windowed mode trick suggested on the forums. Windowed mode works fine.

0 Replies 196 Views

I wanted to build upon the idea of city layout influencing economy as well as defense that we touched on in another thread, and give out a strawman of what might work. My goal is to have where things are positioned in your cities matter for more than just defense. The idea that we collectively got to was the idea of markets, which produced nothing by themselves, but enhanced to productivity of any square around them. 1) All "producer" improvements (gardens, workshops, etc)

4 Replies 4,704 Views

I can see the point of randomly generated terrain causing a challenge to player start position, but I think that's fixable within the random map generator to balance starting positions by checking available nearby resources and having some balance applied there (ie, semirandom maps). It isn't solvable at the global map balancing level, for reasons discussed before (ie, making something rarer just unbalances a lucky start position MORE), but making things more common (ie, plains, forest,

114 Replies 234,749 Views

A[quote who="Tasunke" reply="92" id="2603017"] Speaking of base terrain ... there better be SOME reason to want swamps, or desert, or plains, or woods. Even if its just tactical battles, and what spells you can cast (fire spells are more effective in desert, water spells are more effective in swamp). Personally I would like some global/map/strategic difference, instead of just a tactical one but maybe that's just me. Eh? [/quote] Totally agree, Tasunke, that's why I bring it

114 Replies 234,749 Views

Okay, I don't want to let this idea go without a fight, since I think it's a good one, and meets the criteria of simple game mechanic that leads to good complexity, and is relatively simple to understand. Stardock went to a lot of trouble to make a game where you can lay out a city the way you want on the game board; it's one of the innovations they bring to the genre. Position in a city SHOULD matter, it's just that it doesn't, now. The only reason you build in certain spot

114 Replies 234,749 Views

Sorry, just saw this thread, and want to add my (now much less than) $0.02; I'm also a Windows XP Home edition user. Thanks, guys, I thought I was alone in the wilderness here! DXDIAG link pasted below http://pastebin.com/Q905nrsP

46 Replies 37,321 Views

Hey, guys, thanks for the reply; nice to hear that the data isn't going down a hole. :) Sorry, FB, I'm probably calling it the wrong thing. It's a simple CTD, no messages; the game window just closes, and that's that. I can reload a save game fine, and keep playing, I just have to restart the game. Another one for you guys, after only 4 turns. http://pastebin.com/DtMAPiqY

14 Replies 1,644 Views

http://pastebin.com/M1TjJNdm I don't mind posting these, but it would be great if someone from Stardock were to reply to this message to say that you're seeing this, that would be great. Winni

14 Replies 1,644 Views

[quote who="PyroMancer2k" reply="85" id="2600796"] 1) Increase the number of unique buildings and reduce the number of duplicate buildings a city can have. This way if a city wants to say go heavy research their would be several types of R&D buildings that are kind of limited but also a lot of buildings that instead of adding a set amount like libraries, schools, and universities do they add a percentage like the conclave. How much each buildings produces and how much % bonus t

114 Replies 234,749 Views

[quote who="Frogboy" reply="74" id="2599108"] Beware of designing game mechanics to deal with balance issues. How "scarce" something is happens to be purely a matter of balance. Food to plentiful? Then fewer fertile land spots and such. Higher levels not providing enough benefit? Have more buildings that require those high levels. The scarcity of a given thing is a matter of balance. The game mechanic shouldn't come into play. [/quote] <

114 Replies 234,749 Views

My mistake, Climber, I had seen in one of your posts that you weren't a fan of using essence to create farmland; hence the apology for advocating this. I'm not advocating it as a requirement, I'm advocating it as an option; to me, it's a guns or butter choice for the entirety of the economy; essence is most precious resource in the game; it makes sense to me that it should have the most utility. So I'm not sure I buy the position that it should "just be used for power and magic"

114 Replies 234,749 Views

At the risk of repeating myself, I'd like to refloat this idea: https://forums.elementalgame.com/379023 (Sorry, Climber!) I think there does need to be something special to make a city an L5, but essence IS something special (it's THE something special), and if we want to choose to spend it making a city impossibly large by forcing the land around it into fertility at the cost of making other cities, let it be that

114 Replies 234,749 Views

Ohio-gozaimas from Chiba, Frogboy-san, I'm on business travel in Japan until the 21st; I know I've had more stability problems than most, perhaps, I'll take a look as soon as I'm back stateside, and post what I come across; sorry I can't help squash out the last memory bugs. Sounds like you've been making great progress though; I think the 1Z3 choice is the right one. Winni

90 Replies 163,861 Views

Sorry, no debug.err or dxdiag; just downloaded it over lunch, and got a few minutes to play with it. Left it idling on the computer for maybe 20 minutes, got back to it, and tabbed to items and spells on the soverign, hadn't even moved him yet (was looking to build a city). Whole computer seized when I clicked on the spells tab, had to hard reboot. I'll try to recreate tonight and post debug and dxdiag. Winni

0 Replies 213 Views

I like StillSingle's idea of the use of a magical plus mundane component to "upgrade" a waterfall to a floating waterfall. The idea of having it take a long time to build, plus having a rare mundane component allows me time to find out (magically, of course) what the city is building, and then march over to that town and take his stuff, so that I can build it instead (since the limit won't be set by first to build, but instead who has the rare component and can hold onto it long enough

24 Replies 13,256 Views

Just getting the idea documented, that maybe once you reach an L5 city (metropolis), you are given the option, with rare or unique materials, to build a wonder, but only in one city. Like after you build 5 workshops (requires metropolis), and you have some wood from the One Tree, you can make a Hall of Trees, a unique building that lets you generate an extra 10 lumber a turn in that one city, or some other unique benefit.

24 Replies 13,256 Views

As I played a bit of the beta, it seems to me that arable land is a precious commodity; you can get into a situation fairly easily that city growth is limited by food, and if there's no more land that can accept a farm, that city's growth is permanently stunted (unless you invest in the advanced farm researches, and keep pushing that up). As an alternative to this, what about letting the soveriegn put some essence into making a new plot of arable land where he/she wants to? We can

2 Replies 2,040 Views

[quote who="Frogboy" reply="81" id="2576820"] Right now, relatively few people are providing data or crash info (some people are but we have a hard time determining overall ecosystem stability). IF you cannot play through a game without crashing then it is NOT ready for beta 2. [/quote] *coughs politely* The point being, of course, that the more people actually posting those debug.errs and dxdiags, the more we can actually help Stardock move to Beta

93 Replies 14,412 Views