[quote who="kryo" reply="1" id="2686229"]Please provide the memory dump when reporting any crash, or note if one was not created.[/quote] One was not created.
Sareln
[quote who="Raa00" reply="1" id="2685471"]Hi, if this is a common crash you are getting, could you please post the .dmp file from when the game crashes again when a caravan arrives at a city? Thanks.[/quote] It does not look like the crash generated a dump. Maybe this is because Windows crashed the program out? (the gray out and then "Program has stopped working" dialog).
Right now we're faced with an awkward problem. We need to have some way to deliver quests to the player, but our current system clutters the map pretty badly. I've attached some examples of such clutter below. Bey
Book of Defense icon indicates move increased instead of the stated defense. Ominous Spiderwebs has no spiderwebs - I don't know if that's a misplaced graphics call or if that's intentional.
When Caravan arrives at the city, the game crashes. AutoSave PrevAutoSave Debug Prefs
I would like to put all possible unit actions on the interface - Attack, Move, Defense, Spells, Abilities, and have the AP Cost of each available on Mouseover or somehow see-able in combat. That way, you don't have to stumble around when you first see the system.
The autosave doesn't load, instead staying stuck on the splash screen. Save
Game crashed while zooming out. Austosave Debug Preferences
I am intrigued by this war college mentioned several times in the log...
[quote who="Frogboy" reply="246" id="2668798"] Overpowered champions and sovereigns that can take on huge numbers of regular troops sounds perfect to me. As long as the game's AI is horrible, yea. But it's not so fun when it happens to you. I mean, good grief guys, we had people screaming because there were tough creatures spawning in their starting locations and those creatures don't even target anyone in particular yet. It would be a riot if a player's
Double-Post Forum Hiccup
[quote who="edpfister" reply="2" id="2668670"]I think some basic requirements are a good idea for higher end items if it makes sense. Most don't need a requirement though. I just hope I don't see little weaklings with 5 str (if that's still possible) wearing platemail and wielding two-handed swords. Another option, better even is to let that 5 str guy use those items but give him higher plenaties. If plate mail has a -0.5 combat speed effect, then for him it might be -
Have a cop-out answer: I like scaling for gameplay. I want to remove scaling for screenshots of awesome. So make sure that checkbox stays on that menu!
I'm liking the tabs on the spellbook to sort by school.
[quote]Wait... What?!?! There are more tech trees? I thought the 5 current were enough. Granted they do need a bit more filling out.[/quote] If I were making an educated guess, those are probably the fallen tech categories.
[quote]well civ 5 is going this route so lots of ppl against prolly isnt used YET to this idea[/quote] CIV V is keeping everything on one map (Strategic Map) so ranged bombardment makes sense in that context, since you would otherwise have no ability to simulate direct ranged combat (CIV IV used the concept of first strikes). However, Elemental will have tactical battles along with a strategic map, and with that kind of system I think tha
[quote]And I have no shame about borrowing ideas I read about. [/quote] Most important quality in a game designer, right next to creativity. [e digicons]:D[/e]
[quote who="Frogboy" reply="6" id="2663988"]Ranged units have a 2 tile attack radius. Melee 1 tile. (on strategic map). We're listening to see if people want this or not, we're currently neutral on whether all units on the strategic map should only get 1 tile.[/quote] [I wasn't able to get to archers during .803] When I right click with my stack selected, they attack the units adjacent to them, but do not occupy the tile afterwords. Is that what you mean by me
I think that archers using bombardment should inflict morale damage instead of HP damage outside of tactical combat. Additionally, set the range at adjacency only, and if you bombard something with MPs remaining, it should charge you [e digicons]^_^[/e] . My preference is to have archers only have range inside tactical battles, but if we really want to have something on the strategic map, the above are my suggestions.
Yeah, plat. was short for platinum. I had to shorten the names to get the whole thing to fit on a page. With pricing, I find that the majority of the cost for a "gaming" computer is going to come from the pair of processor/MoBo and your choice of graphics card. Honestly, these numbers were made without consideration to the solid state hard-drives, since I myself haven't made the transition to OS-SSD computers. Given that, I'm looked at the standard consumer market, n
[quote who="Blaze of Glory" reply="1" id="2663542"]I think this is where you know the terrain, but you cannot see what is going on. So you need watchtowers, better sight units, etc. That said, I think the fog is a little too thick and makes it tough to see[/quote] Wrong edge, I'm thinking the one near the coast, that looks like it follow the coastline. It's the line between the "edge" and the first tile. Let me go circle it. <img src="http://dl.dropbox.c
I think we either need a guiding hand in the algorithm to control inn spawns, or we need to start considering different ways to serve quests, 'cause screenshots like below are just silly.
I'm getting a weird shadow on the edges of continents underneath the fog of war. I think it's rather jarring, personally.
Don't know if the snow graphics are behaving as expected/wanted. Two example shots from my most recent game:
Still in. When zoomed out to strategic level it appears correctly (As wildflowers). Only the wildflower building is available to build upon it.