Saw frogboy talking about lowering resolution in the B3 change log so I tried that too. It is always during map movement. Debug.err Memory Dump Having a blast otherwise. Hope these help.
Kantok
I have had this CTD many times (six-ish) now and it always seems to be caused by the same activity. When I am fairly zoomed in to the world map and using the left click & drag to move the map around. "Throwing" the map, or trying to move it too quickly, cause one stutter in all the sound, then the game hangs for about a second, then CTD. Here is the debug.err for a second crash with the same cir
Wandering about with my Sovereign about 10 turns in. memory dump debug.err dxDiag
Interesting Choices . I think having to spend your essence to accomplish different major objectives has awesome potential for strategic decisions. The problem with it as is, you are required to use essence to found new cities so there really isn't much of a choice. No matter what else you can use essence for, if you need to spend it to found cities (or revive the land for cities) then you're other options are automatically not nearly as important. Th
[quote who="Raven X" reply="121" id="2664189"] Quoting Kantok, reply 120 Quoting Raven X, reply 119 Quoting messed up, sorry, redone. I meant to post this yesterday btw. Sorry about the spacing change at the bottom too. In my eyes, ANY company that needs to put out a Patch on the First Day of Release to make a game "Fun" seriously F'Ked up somewhere along the lines of designing the game and they shouldn't ha
I think as part of the leveling system (since Brad has admitted he's considering talent trees of some sort) you should be able to talent your Sovereign into removing the need for a particular shard. IE, you select the appropriate talent and your Sovereign can now ignore the cost of one fire shard. You should be able to further specialize to remove the need for more fire shards (you are becoming more in tune with the element of fire) or you could generalize to remove the ne
[quote who="Raven X" reply="119" id="2664161"] Quoting messed up, sorry, redone. I meant to post this yesterday btw. Sorry about the spacing change at the bottom too. In my eyes, ANY company that needs to put out a Patch on the First Day of Release to make a game "Fun" seriously F'Ked up somewhere along the lines of designing the game and they shouldn't have released the product to being with. If that were to happen in a company I owned someone would be
Since Brad has said he is considering talent trees for Sovereigns I think one possible solution is to have talents (or feats or whatever) that allows you to nullify the need for a shard to cast a spell. Essentially, your Sovereign is so good with fire spells (or so in tune with the element of fire) that he can ignore the requirement for one fire shard on any spell. If you continue to level this talent you can ignore further spells. This gives you the option of playin
To everyone worried about the release date (and it certainly does seem very soon) I'd say this: Has any of Stardock's games seemed unfinished when you got them upon release? Ever? If not, then have faith that they won't release this product unfinished either. If they believe they have a good shot of hitting the time line he posted here, then I trust them. I might not see how it'll happen, but then again I'm an engineer, not a video game designer with a hi
[quote who="ddd888" reply="90" id="2663592"] lol this is ridicolous we are in 2010 we should be able to have a carpenter warrior and fit it into a good stats system i dont want to read a book (in fact i do read books but not just when im playing a videogame) same as i dont want to solve differential equations (and i do that too at times) in a game, but need both aspects to have a good GAME[/quote] He's
[quote who="TyLarson" reply="80" id="2663285"]If you want sovereigns to be more interesting I really think that getting rid of the stats options on the creation page will help. No Attributes should be visible while making a character. Nothing shuts down the creative process like the urge to min/max. I am a former pen and paper game designer so I know a bit about this. Just have talents, professions, and skills available. What this does is it encourages the player t
Seems to me like a lot of people read Brad's post and then immediately put on their Apple Fan Suit or their Apple Hatred Suit and went to town on this thread and in the process completely missed his point. Remove Apple from the discussion. An appliance like device that is portable, very low maintenance, instant on, and can do most digital media consumption functions is a threat to the Window's portable and home computing market share. True or False? I
[quote who="lwarmonger" reply="7" id="2660952"] Quoting Kantok, reply 5Sounds like perfectly valid reason to build yourself a horde of guys with spears and go invade the guy who does have iron. Absolutely. Nothing better than taking my (ironless) horsearchers to show those farmbound peasants just how little their iron will protect them.[/quote] Even if they have you outgunned (because of their iron), just user your
Sounds like perfectly valid reason to build yourself a horde of guys with spears and go invade the guy who does have iron. [e digicons]*_*[/e]
[quote who="endofdayz" reply="57" id="2660748"]I kinda wouldn't mind some humour. Games are supposed to be fun after all. I also like that several other people seem to hold my view to an extent. I sort of do want them to cram everything they can in. Look at Fall from heaven 2 for Civ4, and look just how creative and vast a sandbox they created, all through fairly extensive lore by the way. Whats wrong with orcs, kobold, Djinn, beh
[quote who="endofdayz" reply="57" id="2660748"]I kinda wouldn't mind some humour. Games are supposed to be fun after all. I also like that several other people seem to hold my view to an extent. [/quote] Rewrote this later because I thought the forums ahd eaten the post. Sigh...
Another possibility besides logistics would be to increase the chance of random events proportionally for large armies and maybe even tie it into some higher tier warfare tech (like logistics). Dysentery was literally murder on armies for most of human history. Diseases, raiding of supplies by bandits/locals, and slower movement are just a few examples of penalties that your society could have for building an army too large. Simply have a tech to mitigate or reduce
[quote who="Grove12345" reply="4" id="2654159"]I really think the devs should just stay closer to MoM game, since most people enjoy those rules.[/quote] I disagree. I think they should give us the game they want to give us. MoM and Civ are inspirations, not something to just update the graphics on and toss back out at us. I don't want to play MoM with newer graphics and a new art style. I want to play E:WOM, which takes its inspiration from Mo
[quote who="TKPNZ" reply="9" id="2654197"]Kantok: Maybe the efficiency of a resource caravan could be determined by technology level; that would remove the need for multiple caravans. You would need to maintain control of the outpost, and insure that the road is clear of monsters and bandits, so the caravan can get to the city and add its cargo to the resource pool.[/quote] I understand your argument and why people like the idea of tying tech level to outposts, I just don't like the i
[quote who="TKPNZ" reply="7" id="2653692"]How about this, a pioneer builds a resource outpost. The outpost then generates a caravan that takes the resource to the nearest city. There it is added to the resource pool. Over time, a road would be generated between the outpost and city.[/quote] The problem with this approach (as opposed to having to generate multiple caravans at a city and sending them to the outpost) is that there is no decision behind it. You will A
Mark me down for mountains being at least nearly impassable. How many dark age peasants with a set of armor and a spear could hike their way through a real mountain range? I could live with some sort of mechanic (spell, "guide" npc skill, something) to ocassionally mitigate it, but in a world bereft of food, technology, and basic human survival items (especially early game) I can't see people putting together the provisions to go on a serious mount trek. I'
[quote who="Pantasd" reply="1" id="2653529"]never i use magic to make baby's[/quote] Just cause she tells you it was magic...
[quote who="Stmorpheus" reply="2" id="2650698"] however, if you had a caravan going back and forth to the tile(like it was a mini settlement) then you would get the half it produces plus whatever the caravan could carry as well. maybe the caravans would be upgradable, or better yet DESIGNABLE so as to carry more, or perhaps have multiple caravans transporting goods. [/quote] This. Just have each caravan increase the productivity of the outpost by X%
[quote who="Cynjian" reply="144" id="2652119"]I also agree that pioneering should get a boost to bring the value to an equal level with town production. Another way to do that might be to give the technology Logistics or Caravans the effect of boosting pioneered resources from 50% to 100%. Both of those techs suggest you have the logistical capacity to get the resources to town. Or maybe each one adds 25% more so that by researching both you hit the 100%[/quote] Or m
I'm a big proponent of the current system, though I think it needs some presentation changes (the subcategory idea is great) which I've written about ad nauseum already and will spare everyone. That said, a dev, Boogie I think, has posted and said that there is major effort in the works for the tech screen and how all of the information is presented. I'm anxious to see that and get a better feel for research in general. Right now I like the system, but it feels very