[quote who="jecjackal" reply="6" id="2845717"] Quoting impinc, reply 51.1 comes out today. Why would they release another beta patch? I'm pretty sure everyone will get it when it's released. Where did you hear that it comes out today?[/quote] If you check the changelog (It's an updated version of the old changelog post for the 1.1 beta; which could be confusing to some people. I'd recommend a whole new post, really.), i
Tempestwrath
@Derek I think he means that a lot of the tech descriptions in those categories basically say little more than "This tech, when researched, does stuff that might or might not be beneficial to you." Flavor is always a good thing, but a bit of specific functionality would be nice too, especially for techs that don't have any "Unlocks: [insert new structures or items here]" results to the side, which is a large proportion of the techs from those trees.
This is replicatable in every single game, and it's one of these bugs I tend to only notice rarely, but on the HUD, among the six different comparative graphs down on the bottom of the screen, the one for "Mana" hasn't worked or apparently done anything useful since the change to global mana. It displays a collection of perfectly level lines at seemingly random heights for each empire. It's rather weird, though I suppose it could be fixed to track either each
A horse-bug would be a strange creature indeed. But that is not what I am here to talk about! This bug is as consistent, repeatable, and long-standing as the others I've brought up, and I have a pretty illustration just to show it. While I feel kind of odd making such a large number of posts as of late, I'm illustrating as many issues as I can when they crop up if they are not in the Known Issues list or otherwise confirmed as being worked on or known.
It's infuriatingly repeatable. After I've made a faction (this includes making new ones from scratch as I wipe out my custom factions and sovereigns after each patch), and exit the game, whenever I re-load Elemental back and start a new game, the Clothing 2 Color, Primary Color, and Secondary Color all reset to some default value that is far from what I originally set. For Clothing 2 and Primary, it's invariably 63, 63, 63, and for Secondary it's invariably 82,
As long as further refinement and polish is an important priority up to release of 1.1, I am in full agreement with your assessment, Frogboy.
I am astounded at the dedication of you and the rest of the team. You have no idea how much this effort is appreciated or respected by me, and I am sure many others in the community. I am curious however if perhaps a fix for a certain issue I've been having is in order: When huts upgrade to houses once the tech is researched; they apparently lose all population capacity in the process, resulting in the loss of hundreds of citizens, and a crip
It occured only a few turns in the game, right after hitting the next turn button. First crash I've had in ages. The debug zip is here: http://dl.dropbox.com/u/16663271/Elemental1_09u-2010-12-11T23-31-26-231.zip Enjoy!
It has been announced! http://www.gametrailers.com/video/vga-10-tba-game-2/708369 While I have been a lurker at the TES forums since Morrowind's release, we can discuss it here, too! I am quite excited about it. What about you fine ladies and gentlemen?
[quote who="Nenjin" reply="75" id="2843037"] which means releasing 1.1 as soon as it is as stable as possible and starting on 1.2. "Stable as possible" is what's up for debate. You could argue from SD's point of view that it's there already since they can reliably go thousands of turns without a crash. That would be the total opposite of the user experience though. IMO pushing back to January is about delivering what you say you're delivering: a clean, stable game.
[quote who="GW Swicord" reply="10" id="2842984"] Quoting Winnihym, reply 9I'm sorry, I just can't leave this one alone. "Imbue"? Is that what you kids are calling it now? I can't leave this one alone? If you're trying to joke, my humour systems are offline again. If you're serious, I want to know what you think is being mistaken for imbuing champions. My current obsession with the demise of essence makes me want to think you're objecting to t
Don't know if there's a post for this already, but as it's been mentioned multiple times by multiple people and isn't on the Known Issues list, I thought I'd bring it up. The procedure can be replicated with any Sovereign or Champion. 1) Open up their profile page in the Hommonomonom and select "Edit Unit Card" 2) Edit the unit card (of course) 3) ??? (wait a few turns, or exit and reload the game) 4) PROFIT! (The unit
I will reiterate, in the name of making my "vote" in this matter clear (As it can be obscured easily by my long-winded walls of text), that I personally feel that Thursday is a reasonable amount of time to iron out what minor issues that are left that need ironing. I guess this is kind of a moderate stance compared to the "release it now" and "wait until it's absolutely perfect and flaweless." (as slightly changing stats a bit and retyping new descriptions for things isn't
The issue in question is actually a bit more complex than that, so let me clarify for the sake of the developers. Sions do not appear for custom Empires that have a race-type that is not a standard Empire race. Say, an Empire of Men or Mancers or somesuch. They appear just fine for the default races, and I think they appear just fine for custom races that are supposed to be Empires (Trogs, etc).
[quote who="Frogboy" reply="35" id="2842827"] We're in feature lock down at this point. Only crash bugs are being addressed. Everything else would have to be evaluated in some future update.[/quote] Thank you for replying to my post earlier. In my opinion, things have to proceed at some point. The game can be fiddled with forever and there would still be people with issues, and there are some features (such as those you've mentioned in
The manual didn't correlate with the in-game features and gameplay the day the game came out . Now that a vast number of features have been tweaked, changed, ripped out entirely, or added, just about anything in it is best taken with a grain of salt, or not even read at all.
I for one cannot remember the last crash I had in Elemental, which is quite something as they used to be an indication that I need to button things up and go to bed. Suffice to say, my sleep schedule has suffered considerably. As far as that goes, I think 1.1's ready, but there are still some balancing issues that need to be resolved (overly anemic and badly scaling tactical magic, a little bit more emphasis on specialists though just a little bit , as it
Resource clumps at the starting area were, I think, originally envisioned to be a method to simply make the game work post 1.0, when having a game that was actually playable on a basic level was a concern. I think that getting away from this system and making resource nodes interesting bonuses rather than a required element is an important step to take in maturing the gameplay.
I've always felt that base teleport should teleport JUST the caster, and that a much higher level teleport should be used for a caster+army, with a major cost associated.
A third option is to simply make resource nodes (particularly food) less totally necessary, so that the resource nodes are nice (and sometimes important) bonuses rather than the only consideration. If such is the case, the terrain itself and its various bottlenecks and wide open areas becomes an important concern. This is expanded as a factor once the AI becomes aggressive enough to actively pursue the player, which means expansion wouldn't jus
@Malsqueek: You are correct. That being said, tactical magic is by and large still rather weaker than it should be. I think adding back a lot of the missing INT scaling would do the trick.
[quote who="sjwt" reply="22" id="2842033"] Yes, lets nerf resources so they are no better then building the city based buildings. why not get rid of them all together! As for 1.1, their are still 100's of un actioned bugs out their that need to be hit before a real 1.1 realise. [/quote] That's taking it to a bit of a logical extreme, to be honest. Simply requiring say, 5 population per nod
[quote who="impinc" reply="6" id="2841706"]One thing I've noticed concerning specialists and improvements. It seems like a lot of the resource improvements don't require them. Which seems strange to me. You're telling me it takes not a single person to get materials from a stone quarry? Or a Timber Mill? How about those lost libraries, or arcane temples? Is this an oversight, or was it on purpose? [/quote] I was actually going to be making a post about
Art like this is one aspect of the game that really appeals to me. As an artist myself, it's nice seeing bits like this scattered throughout the game, as it adds a lot of flavour. While it's not quite the style I do my work in, I really like the aesthetic they're going for. It reminds me of a lot of the old Warlords series of turn-based fantasy strategy games, which also had some rather remarkable art scattered throughout. Anybody else play those?</p
Something occurred to me a moment ago while testing out the new 1.09s Beta patch. When the game first came out, I recall that a lot of people had serious difficulty understanding exactly how food works in the game, which I suppose is reasonable enough as it's not exactly obvious at first. It just occured to me that citizens as a resource act in almost the exact same manner, in that you have a constant supply that is "reserved" for certain functions