I also request reasonable modesty, I'd like to be able to play the game with my family.
keithLamothe
I believe the original post was referring to deleting unit designs, not actually-built-units. There's also no way currently to disband a built unit, or at least there wasn't last I checked. I have no idea if they plan on recycling the people into the civilian population, or whether that will depend on the unit actually being in a city.
The default kingdoms/empires are "RaceConfig" records in CoreRaceConfigs.xml, it looks like. They have a RaceType ("Kingdom" or "Fallen") and and an Alignment ("Good" or "Evil"). I can't find anywhere in any of the files an actual definition of the RaceType "Kingdom" or Alignment "Evil", so I don't think new ones could be modded in at this point. But that's probably because RaceType didn't exist in GC2 and the hardcorded alignments were sufficient for GC2 and y'all haven't h
Thanks for the insight, Brad; I've done some looking and analyzing at the xml data, like the dungeon files (which are probably very placeholder right now anyway), but hadn't really tried to apply any mods because I figured the downloaded data would override it (or should, at least, for testing purposes). By the way, if at some point (before Beta 5) you want us to look at the xml files and see what isn't self-explanatory and needs more documentation, etc, let us know.
The delete button is there, iirc, but it's grayed out. Deleting Unit Designs is a planned but NYI (not-yet-implemented) feature. Edit: if you really want to get rid of some of them, you should be able to delete the corresponding files in the "C:\(UserName)\Documents\My Games\Elemental\Units\" folder (on Vista, if that stuff is on your c drive). I'd advise not having Ele running while you delete those files.
Thanks for fixing that, it was getting in the way of global domination [e digicons]O:)[/e]
Well, maybe we could, but we probably shouldn't.
Crashed during the reload process? May want to submit that save with a crash report via fogbugz.
Does it show all 3 as equipped at that point? Or does it unequip one? (I don't think Ele is doing this, but in lots of games you only get 2 rings)
Personally I think losing in enemy territory should still be insta-death, or at least enough essence that there's no feasible way you could win at that point if the enemies had anywhere near that much essence. Basically I'm not looking for a way to avoid "sovereign loses combat" = "you lose the game", just a way to keep sovereign assassination from being an overly strong strategy against players who are not exposing their sovereign (and are thus suffering other tradeoffs).
Denryu and others, I agree that mixing attack/defense into the sov death question may help, but I think we might get better results development wise if we make changes to the "loss = death = game over" formula one at a time through the beta and see what problems we run into before making additional changes. For one thing, I'm slightly concerned that placing too much distinction on attack/defense may lead to unfunish player tactics. But either way, as long as we take an increment
Pastebin is helpful for large chunks of text: http://pastebin.com/ Also, could you post your debug.err? It often provides insight into graphical oddities like this.
CrazyC, can't reproduce? Savegame coming up... Ok: http://fogbugz.stardock.com/default.asp?pg=pgPublicView&sTicket=70955_t1v3 The behavior I saw was that I could successfully declare war on an empire (Kraxis) but not a kingdom (Capitar). I'm pretty sure I saw the same bug against an empire (Kraxis, actually) before in another game but not in this particular game.
Yea, the tabbing-to-the-corner-of-the-map is an odd one. Edit: I've reported it before, but specifically: if you have any unit in any of your cities, the tab rotation will include the corner of the map; if you have no units in any city, the tab rotation seems normal. Does anyone get different behavior in either case?
The original post sounds like a driver bug (not that it's an old driver, just a buggy one), would you mind supplying a debug.err? I believe that can help diagnose graphical oddities.
CodeCritter, the caravan lag I saw is mostly an end-of-turn phenomenon (or perhaps a start-of-turn thing, we can't really tell the difference), because that's when they move. It also appears to be primarily related to the graphical rendering of the caravan movement, because if a tester has the caravan-markers-don't-move bug the slow
@Denryu, yes, I was suggesting something closer to the previous non-negotiable position than Brad's OP, or at least that was my intent. edit: for some reason the forums really want the text of this post to be a link of some sort...
For the beta, let's try something simple for sov death: - if defeated outside your influence, game over - if defeated inside your influence, lose 5 essence; if you don't have 5 essence, game over Let's see if it really needs something more sophisticated from there. The "but then people just won't use their sovereigns" objection is a good one, so the use of one's sovereign on the frontlines should be a VERY SIGNIFICANT advantage, so
Some way of knowing which thing I'm clicking on before I click would be nice, it's pretty tough right now. If the current internal build improvements take care of it, then great, we'll let you know.
The sovereign-can-escape-on-defense idea is a good way to avoid wanton Sovereign-assassination strategies, but a little refinement could help as others have mentioned: - if defending sovereign is in non-ally influence they should have at least a reduced chance of successful flight (i.e. if they've been cut off from their normal sources of support in getting away); that way: -- a really aggressive sovereign can still get cut off and killed because they've made the choice to sti
Just to confirm, are both of you actually seeing caravan movement? I get caravan movement animation and I get slowdown, but another tester who has the no-caravan-movement-animation bug doesn't get any slowdown on the same savegame. This could help narrow down exactly what's going wrong.
The game does leak memory in several ways and severities (for kicks start a new game, open up the kingdom info window and spam-click the "design units" button while watching memory consumption). Past 1GB consumption I get slowdown too. But 10+ cities worth of caravans also cause massive slowdown for me on games where memory is pretty much fine, and also do after save/quit-program/reload which effectively "reclaims" the leaked memory. Basically it's got tons of those cara
Let's give option A a chance during the beta, and see if it really has problems that need fixing. It's a common behavior from similar games and thus is less likely to be confusing or do something silly. Also less dev time. Finally, those problems may be just be symptomatic of something not related to the resource thing and need another solution. For example, if "sigh, I lost my mythril mine, all my queued up mythril sword soldier training went away, and now I have
Brad, sounds good. Even if you do go with fewer resources please make sure (if feasible) that the moddability envelope will allow more resource diversity. On the issue of "no resource = 0.1/city production" vs "no resource = "0.0 production", I have to give the worst answer possible from the programmer's perspective: it'd be great to have some resources the first way, and some resources the second way. For example, "iron ore" and "wood" should be available in some quantiti
Thanks for keeping the builds coming, Brad, we'll try to keep the complaints coming ;)