[quote]Calm down? Did I use profanity or act in a childish manner? I've seen you fall on the sword several times defending Stardock. Sometimes criticism is more than deserved.[/quote] Your tone was more than enough to warrant the response, and it was very much acting in a childish manner. This is not a case where criticism is deserved.
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They tried to keep 1.05 saves compatible the first time they put out a patch. It worked okay for some people, but others were having issues with the old saves and couldn't progress. They stayed up an extra couple of hours trying to figure out how to fix the people that had problems, but couldn't so they had to put out a hotfix to disable the old saves. They are very conscious about maintaining working saves through updates, it just didn't work out this time.
[quote who="nsikr" reply="176" id="2737603"]It's great to see the fixes coming. But I have to agree with many others above, the performance is just too choppy, making it unplayable, especially after playing for a while, it gets much worse. Hope this can get addressed otherwise I'll be shelving the game, which I really don't want to do. [/quote] They're working on it, but in the meantime they're putting out the fixes for the stuff they got fixed :)
The premades are based on the world lore so they're a bit special! They also get some spellbooks that are unavailable to custom Sovereigns on creation.
See this thread about how to satisfy your desire for huge maps :) https://forums.elementalgame.com/389679
Or you can calm down and realize that they stayed up until 2 AM trying to get old saves working normally and couldn't.
[quote]I click on a portrait in the UI and there is a little arrow pointing upwards. What does clicking on that do?[/quote] If you mean what I think you mean, it's the "eject" button that sticks that unit out of the stack/city it's in. Basically the same as manually moving the unit out, only it ejects in some random direction.
Elemental isn't getting an engine re-write to accomodate hexes. :P
Is your paypal e-mail different from your Impulse account e-mail?
[quote]Denying it to them? What about flat-out destroying those stinking assets with the Make It A Desert strategic spell? Sounds like this change would decrease the value of that spell significantly because the tastiest targets would be things you could never use yourself.[/quote] How does getting rid of the red exclamation marks to point you to a resource you can't use change this? :P
Did you turn on "Use Mods" in the game options?
There are several little apps online that will label the executable as large address aware, as well.
Thanks Boogie & dev crew! Fixes look great :D
You're welcome :) I left most of them uncommented on either because I agree or don't have a strong opinion on :)
Yes, there are minor factions when you play. Their cities usually sit by a unique creature improvement, so if you capture the city you can build that creature. For example, in my game I captured a city that gave me access to Bone Ogres (and thus made the rest of the game hilariously easy, but alas..)
There's some conflicting information. The caravan itself only shows a food bonus. But the city info for a city with a caravan route just shows a bonus, which sounds like it's for all production. One thing is certain though: The longer the route between the cities, the bigger the bonus (whatever that's boosting :P)
[quote] - Make it so gildar/arcane/tech producing NPCs only produce when they are stationed in a town. (Perhaps gildar NPC in a town with a market, arcane with a laboratory, tech with a study?).[/quote] How about a bonus when stationed, instead? Some of these have good stats to be viable combat troops.. Ideally, there would be combat and non-combat NPCs you could hire, but at the moment all the heroes are combat, so I'd much rather encourage the player to leave them in tow
[quote]Why do people make these long drawn out walls of text? If I were a dev I certainly wouldn't read that mess.[/quote] And that's why you'll never be a dev.
I'm pretty sure pioneers take materials, not iron. You should always be able to build an improvement in your city (for no material cost) that generates 1/turn. Old Growth Forests can be built in to make 4/turn.
Yeah, but the manual was written a good deal of time before the decision to hold off on custom servers until after launch.
Just build a caravan, and move it to another town. Once it reaches the town it'll create a route (and a road). The cities' zone of influence expands when they level up, and I think a bit from Prestige. Since it is "x tiles from city border", you can inch it to a resource or something by expanding the city in that direction.
Yeah, that's why I put subtracted in quotes. I think what it's doing is just subtracting the value without looking at any food sources you do capture when you gain control of the cities. Curious - what does it show for food in your kingdom report?
The Summoning spellbook was removed from being available for custom Sovereign creation :P Probably out there somewhere to be found or researched.
I'm not sure. Last time I tried (was in beta, granted), the mount would just show up as an equippable thing on the unit design screen somewhere.
[quote]1) when you que up a spell to learn is there a way to tell how many turns it will take? Qued up a spell to learn and it took a long time, at one point i wasn't even sure it was working but then a few turns later it showed up as learned. Apparently working but can't tell the progress.[/quote] There's a bar for spell research progress just on the other side of the screen from the tech progress bar. It fills in red, and lists how many turns are left to finish researching the spell