Random Crash. Hit "End Turn" and received a Windows Error window stating Elemental had stopped working. Only crash encountered so far in v1.07. I restarted Elemental, loaded the autosave and it did not crash at the same point, or since; I've played 200 more turns after this point with no problem. *shrug* Debug.err: http://pastebin.com/bqG7FiBA -Fou
qwertyfou
This morning I played my first game of the newest build. I settled my first city, started research, and moved my sovreign around to explore the countryside. I build some improvements and train a few of each of the default units. I settle a second city and start the same process. Then I receive a message from another kingdom that reads like a wary introduction - a "Stay off our land" if you will. After this notice disappears, both of my settlements have converted to the newly contacted kingdom
I have encountered an intermittant scrolling bug. I will be exploring the map with my Sovereign and scrolling around the map by clicking and dragging it around. Randomly, the game will stop scrolling and instead just "shake the map", for lack of a better description. The map will no longer scroll in any direction. When I attempt to move around, the map moves a few pixels in the desired direction and then snaps back to the original position. I can fix it in game by simply ending the turn. I ha
I encoutered this as well, though I did not zoom in enough to see that the tile had just become very dark instead of being completely black. It happens on every instance of building an apiary, or just entering the build screen an selecting the apiary but not placing it.
I have had this happen without your listed method. I have used either the sovereign or a squad of infantry to combat Black Widows. Anytime that the combat takes place on a city square, post-combat there are two medallions for my unit in that city. Only one medallion can be used to send a unit out of the city; the other remains permanently and marks the city as defended.
A couple minor interface bugs: 1) Unit card creation: "Attack Speed" overlaps value. 2) Card for Water Shard 3) I cannot get a screenshot using Jing and have it show the l
[quote who="Wintersong" reply="1" id="2400321"]I think that the cities dissapearing when the Sovereign dies is just a placeholder. Because it doesn't make any sense. If you look at the land where the cities where, you can see that it retains it properties (green for life, dark for death) which sdoesn't make sense if enemy kingdom/empire must dissapear because of lack of Sovereign support. [/quote] I hadn't noticed that the land retains the properties. But I also ha
Disclaimer: This is based upon a rule set where the death of a sovereign is the end of that empire. From the lore, the player character is a channeler, a magical being of immense power and one of the few with the ability to wield magical forces. As we have seen in the beta, you have two magical units: mana of the various elements and essence. Essence is currently only used to convert the land into the type livable according to your chosen faction. <p
[quote who="kryo" reply="2" id="2380688"]The results tab only shows experience gains and such of survivors. [/quote] If the results tab is suposed to only show the survivors, should it be showing the spider or troll that was killed? It does show them with a red circle w/slash, but they aren't survivors...
There have already been some bugs reported in relation to mines, but I haven't seen this one yet. I was able to build multiple mines in one city. I built the first one and huts to fill the squares. When the city grew enough to use another tile, I was able to place the second mine.
This happens most of the time when I move the Sovereign and then select a nearby enemy unit... both destination "X"s appear on the map. I can reroute the Sovereign's destination and intercept the enemy.
I came across multiple rivers crossing each other with the deltas ending on the land.
I also encountered this, though the area blocked off was small.
When one builds to the "south" of a city, the city's name is obscured by the construction. I suggest (if not already in the design plan) that the name floats to remain just south of the city wall.
I attempted to settle a tile adjacent to a shard and was told that I could only settle empty tiles. After several turns of researching, it turns out a mine was located there. Before: After:
This was random and I have not been able to recreate. I attacked a Spider and this was the result.
Steps -Enter Building Mode -Place a 1 square building -Exit Building Mode -Go to the city's construction tab -Cancel building The interface will now tell you that the city has no available tiles, but the building mode will say that you have 4 available squares. You can build those 4 squares, but they have to be the tile that was initially selected.
Steps: -Enter city building mode -Click the arrow to enter the research screen -Click Done This returns you back to the building mode, only the icons in the dashboard have vanished. Exiting building mode and returning fixes the problem, though it happens every time I go through the above steps. <img src="<a href="http://s305.photobucket.com/albums/nn233/qwertyFou/Elemental%20Beta/?action=view¤t=BuildingButtonsVanish.jpg" target=&q
I encountered this as well, but I think it may be by design... I think you only have to expend essence to convert a region to be habitable for your faction. If you found a settlement in a region that is already converted, there is no essence cost to the sovreign.
It's great to get more information on the tactical aspect of the game. Is this picture https://store.stardock.com/images/product_gfx/Battle_lightning_1280.jpg an accurate in-game view of of this system, or obsolete? It's from the Stardock "Coming Soon" page and not in Elemental's media section. If current, does it imply the interface changes depending upon the speed selected for combat? Rea
Well, you can design a unit, but to have the specific trait or skill to make it more effective against a beast is unknown. You don't want a specific one-to-one unit and counter-unit when dealing with the massively powerful units; just ways to blunt the massive power of such a unit. My idea of the slayer unit would be more effective than regular troops. If there is a dragon consuming all of your sheep in their pasture and you send an army of just regulars, 95% of them die to kill the dragon. I
[quote who="pigeonpigeon" reply="13" id="1987107"]If implemented at all, I think there should be severe limitations to training 'slayer' units. If it's too easy to train units to be especially good against specific powerful units, or if they're too good at fighting that unit, then getting ahold of powerful units wouldn't be nearly as valuable. I mean, if I get ahold of a handful of ents, and all my enemy needs to do to counter them is to train a squad or too of anti-ent infantry, then it dimi
From the short blurb in the Lore section, there are two classes of Beasts - sentient and non-sentient. I assume the non-sentient would be the beasts of the land that you can find a herd of and, through a technology like animal husbandry, easily tame to make mounts for cavalry. The sentient creatures would be more powerful, but more difficult to sway to your cause. Them being sentient sounds like it would almost be acts of diplomacy/questing/economics to align them to your cause and contr