Turn anti-Aliasing off and let us know if i disappears. Be sure to post your debug files so Stardock can work on it! Kryo requested debug for AA problems and I've only seen two of them posted so far.
Rishkith
Try turning anti-aliasing off. Also, be sure to post a bunch of the debug files so the Stardock team can solve those crashes on their end!
Originally I thought so too, but now after playing for a while I think it should stay as it is. It is going to be a big part of making city placement very tactical. You want to be able to expand to as many resources as possible.
This is what my passport looked like not quite a decade ago when I was living in the middle east.
Final Fantasy 7 topped it for me (Yes, I played it on the PC when it came out)
I LOVE the music in the beta so far. All I can ask for is MORE of it, lots more of it.
[quote who="Frogboy" reply="15" id="2422556"]Battle Options:[/quote] Scrap all those. I'd like to see battle options work just like Gal Civ 2, with the added ability to take over in the middle as you're watching along [quote]Tactical battle options: 1. Weight of action. This determines the consequence of each action and determines how long battles will last. Effectively, it determines how...decisive each action is. 2. Speed.
[quote who="eyalcohen" reply="19" id="2422607"]Chalk me up for automatic road building. Plop down a city and it automatically works to connect itself. I really like the idea of roads being somewhat organic (ie, dirt trails from enterprising entrepreneurs), which can then be improved upon by dedicating extra money from within the city. I dislike the worker route and hope it is avoided - it just has never been fun in other games (MoM, Civ4). It also always seems lik
Wait till the first time I volcano one of your Monolithic armies in a multiplayer game :p That spell was ridiculous overpowered fun at PAX. Also, that monolithic army needs to be able to get past Brad's "Ultimate Turtling Strategy in Elemental". So I think a massive army without decent magic protection is going to "Go up in Smoke".
[quote who="Zebrafox" reply="35" id="2421466"]you're awesome. let me know if you need any fox art [/quote] I don't want to put in any requests till we're actually ready to mod the game. I'm sure I'll be needing some fox den resources and other stuff
I've noticed this sometimes also usually when I'm speeding through turns. Hadn't confirmed if it was just animation lag or what (being able to save games would be really nice to revisit/recreate these!)
[quote quoting="post"] Prestige determines population growth because you’re really trying to attract people into your towns from the wastelands. Resources[/quote] I would hope certain quests might attract people too. If I do quests to be the "really good" or "really evil" then it should help attract "really good" or "really evil" heros to my kingdom. But I like what we got so far. [quote]A city will receive an additional 1.0 of that resource per turn if it is
In MoM each of the sorcery schools had its own effect type. and if you were for instance at a node for a certain element (i.e. Fire) then only Fire spells would work. Units however had either physical or magical damage types to be resisted by physical defenses or magical resistance. At some point as the Elemental beta moves along I see myself finally deleting MoM off of my secondary hard drive. P.S. -<a href="http://www.youtube.com
Don't make us unemployed QA guys go crazy :p P.S. - Chibi Foxes are a plus (and I expect there to be at least one fox in my first mod)
Thread starter means I can put my own ideas forward first, right? Myself I would like to see a robust economy take place by sea, but with its own risks. Traditionally port towns have been the major centers of commerce because it is easier and often faster to transport goods by sea. Why should the magical game setting of Elemental be any different? But it should have greater risks and sea caravans should be subject to storms at sea, piracy, as well as random sea monster attacks. <
For whatever reason I'm intrigued be the seafaring aspect of Elemental and what it will eventually have. Right now it is an empty-shell in the beta and we can't do anything with it. I believe that it is meant that most of the focus be on land and that there will be ships we can build to fight on the sea and transport troops. How much economy should take place by sea? How much industry? Can you build into the sea? How much combat focus should be at sea?
[quote who="AnthonySalter" reply="17" id="2420996"]How's this?[/quote] Nerd-Core enough to fit in at PAX, but still not very Code-Monkey looking.
[quote who="BoogieBac" reply="2" id="2417621"]Camera Weirdness has been narrowed down (go to right side of screen to activate autopan, left click and drag off, release, still panning). The current fix is to re-rollowver the right side of the screen. The official fix will be in the next build [/quote] Got this bug again and the fix didn't work. What did work was to go into city building screen and then out of it.
Double click directly on the buttons above to select them.
Kingdom Info button on the bottom left, then the "research technology" button.
[quote who="kryo" reply="12" id="2420672"]Everyone who's seeing this, please link your debug files.[/quote] Just for you Kryo Have fun parsing. I exited the game from windows at the end because it was too slow to navigate to the main menu and exit normally.
MoM had a large number of resources but rather than being global they generally gave tile bonuses to different stats for city development (Gold&Silver deposits gave + Gold to city production, etc)
[quote who="AnthonySalter" reply="4" id="2420566"]Hi, everybody! Name's Anthony, I'm a coder, and this is what I really look like:[/quote] Bah, everybody knows real programmers look like this: Gotta have that monitor
[quote who="cycholka" reply="15" id="2420093"] Quoting ikros, reply 13Even after playing this, I still have no idea how the economy works. It would be nice to have more calculations shown in the city/empire summary so that I can know what's going on and how I can change it. Specifically: -What does food do? Apparently it limits the total number of people you can have. Population growth tends to stall when amount of food produced reaches the number requir
[quote who="Frogboy" reply="30" id="2419988"] What I think many others believe, and I myself am firmly in this camp, is that we don't want to be monkeying around with storage amounts.[/quote] I like that. I don't mind having storage as emergency or reserve (but that wouldn't be needed if towns produce a minimal amount of the resource). I just don't want a game of warehouse management. I do want a game however where resources aren't universal or ubiquitous. [quote] At