My understanding of the new resource system is that the resources are supposed to be linked to the nearest city so that its bonuses apply to the resource. In a number of cases, I'm building on resources and they don't seem to link to *any* city, so they never show the bonuses from the city. Is this some sort of intended behavior, or a bug?
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I got a crash to desktop when I loaded a game while another game was currently active. http://dl.dropbox.com/u/8683962/Elemental0_92-2010-07-24T14-31-01-746.zip
I find it rather frustrating that I can never tell exactly where I can found my cities without sending a settler there to see if it says "another settlement is too close" or whatever. So my proposed solution would be an overlay that shows where in explored territory is a valid location to plant a city. Alternatively, this could be integrated with the terrain window, with a little marker that indicates"Can found city here" or something similar underneath the text that tells you the
I'm not clear on exactly what it is that influences the recruitment prices of NPCs, but it seems like they shoot up very quickly, so that if you don't get an NPC almost right away, you're pretty much stuck without them. This seems problematic, particularly for those that wish to quickly start a dynasty... (very hard to find someone who you can afford to recruit and then marry...)
[quote who="ddd888" reply="1" id="2688498"]you have to work with what you have around if you dont have gold mines focus on research adventure, etc[/quote] The point is that if you just happen to not get an early source of Gildar, you're basically hobbled for the first few tens of rounds, no matter what. At best, you limp along to research adventure and only get to start your civilization, really, some 10-20 turns after the other factio
A few times now I've started out a bit unlucky, where I either didn't have a gold mine nearby or no crates filled with gildar nearby. When this happens, it's basically impossible to make headway... if I can neither improve my cities, build a second one near a gold mine, nor hire an NPC if I don't start out with a large gold source nearby. So sometimes it's pretty much just impossible from the start. A few solutions are possible: make initial NPCs cheap if you're poo
Just like the title says - If I try to start a new game while one is already running, I now always get a freeze - in 3B, it was intermittent, but it seems to always happen now. http://dl.dropbox.com/u/8683962/debug-newgame2.err I can't get a zip file with the dmp file, because there isn't actually a crash. Is there a way to induce a crash to make this bug report more useful?
I've now made it work a couple times, but most of the time it does not. When it fails, the normal elemental cursor changes to a default windows "bust" cursor. Also, when it does work, it seems as though the initially explored locations on the cloth map are missing their icons...
If I have a game running and want to start a new one, the "creating world" screen freezes. It reaches various levels of completion, but so far I haven't been able to sucessfully start a new game without quitting and restarting the program. http://dl.dropbox.com/u/8683962/debug-newgame.err
Admittedly the rest of this post is off-topic. So let me start with: hope you put 3B up soon, Stardock - we're all looking forward to it! [e digicons]O:)[/e] [quote who="duijver" reply="76" id="2684294"] Quoting Icepick, reply 75If BP were involved, the source code would've leaked out by now Not so sure.. they have kept a really good lid on the huge 15-20 miles long by 10 feet high methane gas bubble that c
Does this mean no more caravans for trade and/or roads? I have to say, I really liked the caravan system, as well as the idea of establishing trade networks - I was also very much hoping it could get extended to sea trade...
Sorry, yes, I mean along the edges so the city can actually build on them...
Sometimes (maybe 1 in 2 or 1 in 3 loads), when I load a saved game, it thinks it sucessfully completes "creating world," but then fails to actually load the game. I see the starting screen background just rolling by continuously, and the game never actually loads until I close Elemental and try loading it again... http://dl.dropbox.com/u/8683962/debug-frozenload.err
It strikes me as odd that the Old Growth forest is often sitting all by itself in the middle of a plain, when there is a giant forest just a few tiles away. Is there a way to ensure that the Old Growth forests generally are actually in forests?
I have the same problem with lumber mills, but NOT w/ mines - I can build mines just fine.
I've tested this a number of times and it's fully repeatable. The initial (very useful) items available from the items merchant all disappear as soon as you re-load a game. The items that research provides (at least, the "equipment" tech), however, seem to stay there even if you save, quit, and reload.
See the image below - there are two sort of "seams" in the background image on the start screen. I'm pretty sure this just appeared in 3A, as it's visually rather distracting.
[quote quoting="post"] Similarly, forcing a player to snake out to build a resource (OR be forced to spam cities) in order to make use of various resources IS NOT FUN. Instead, players will be able to simply select a resource and choose build if the resource is in their territory. This not only “gets things moving” but also makes your area of influence matter more (since bigger cities generate a LOT more of it). [/quote] Wonderful! The s
Once I build on a resource tile, any time I try to destroy an improvement it says "Destroying this imporvement would make your city non-continguous!" Presumably this has something to do with the fact that the resource is not contiguous with the rest of the city? I'm a little unclear on whether or not that's a bug, too - is it supposed to be possible to build on resource tiles that aren't touching the rest of your city? It wasn't in the past (although I like it much more th
I'm not sure which is the intended behavior, but right now I can build a Frigate as soon as the harbor is available, while the text for the "Navies" tech implies that I'm supposed to have that researched before frigates are buildable.
See the two images below - If I'm at a reasonable zoom, the bees resource looks fine, but if I zoom in enough, the shadows at the bottom get covered up by the land. This happens with other tiles too if they have something near the bottom... http://dl.dropbox.com/u/8683962/beesbefore.png <a href="http://dl.dropbox.com/u/8683962/beesafter.
I'm sure someone has thought of this, but I can't find any reference to it... is there any plan for a seasonal cycle? That is, certain tiles become arctic over the course of a certain number of turns, and then cycle back?
I've noticed a number of times where the available items for sale at an item merchant disappear. It's hard to find a consistent pattern, but two things that seem to be strongly associated: *Loading a save game, esp. if no city is founded/no purchases have been made yet. *Researching new items that are available for purchase In both of these cases sometimes (although not always, seemingly) the old items disappear and can no longer be purchased.
As far as I can tell, all the Empire soverigns are listed as having "Life" magic, even if they produce fallen terrain...
I can't figure out how to delete a custom faction from within the UI. If I create a custom faction, it appears the next time I start a new game, but unlike a custom Soverign, for which right-clicking brings up an option to delete, there's no obvious way to delete a custom faction. As a workaround, I can go into My Games/Elemental/Races and delete the file, but it seems like this should be in the GUI...