I have the a similar issue which was talked about on another thread that frogboy called a timing issue most likely with multi-core systems. The workaround is to open the game then go to the load game menu but wait 30 or so seconds to actually load the save game. Here is the link to the thread if it helps: https://forums.elementalgame.com/386068
Dougful
Update: I was able to load a save game by opening the load game menu but waiting about 30 - 60 seconds to actually load the game. Is that what you meant in your workaround Frogboy?
I have the same problem and have a quad core system. I am unable to load any save games, even after waiting or system reset. Sometimes it is a CTD and sometimes freezes. I have been unable to load even a single save game. debug <a href="https://docs.google.com/leaf?id=0BxspME-57tA9ZWQxMjU0MDgtNWQzOS00ZjhhLTgwZjMtMGU3MTdhMWI0OT
Fixed, if I had to pick. I'd much prefer to keep the option of both!
Ah Deus Ex! I also reply that one every once in awhile. I have realized that for me quality game play and story are paramount. Top graphics mean very little to me, they may be a novelty but they quickly wear off. The only thing that keeps me coming back is a good story, solid gameplay, and an interesting world.
For me, spell organization based on school of magic is least important. What are the most important features are the class of spell ie.. tactical vs. global; summons; enchantments; wards; area of effect etc... Organizing by book of magic and then class of spell would significantly simplify spell research as well as utilization.
This is an excellent idea that goes a long way to help remove the fourth wall by creating a more complete game world.
I'll throw in my vote against archers having a 2 tile range. Leave fighting to the tactical battles. Same with spells separate them into global and tactical.
Showing the global map on the second monitor would be nice. Or you could have game engine on one side and cloth map on the other. Whether it is necessary or not isn't the question. It would certainly be fun to have!
I think it is a great idea to have certain buildings/locations or other systems that could effectively speed up essence recovery. This wouldn't really greatly effect the issue of trade offs between costs and benefits since going to a city to recover essence faster is a trade-off in itself. The important thing in balancing is making sure that the essence hit isn't too great to begin with and recovers at a reasonable rate so that the magic or combat sov is a viable choic
I agree with CyrusNunn and others that Essence loss makes the game interesting but doesn't work in its current state. Losing essence and subsequently maximum mana temporarily after casting major world-altering spells makes the game more interesting. It makes sense that such massive magic would "wear out" a spell caster. There is a sense of sacrifice involved
sorry for the double post!