http://img826.imageshack.us/img826/5397/elemental1279585260.jpg http://img832.imageshack.us/img832/5082/elemental1279585253.jpg These screenshots display the same place in cloth and normal mode. On the cloth map, it appears that there is an open field to the south south-west of my party. On the normal map, there are mountai
Heavenfall
Confirmed. Loading the bad save, then saving, then reloading the new save appears to fix the problem.
Restarting the game worked once for me, but also did not work once.
Building new towns also does not help. Old buildings queued to be built stays in queue.
dmp: http://thedyinggrounds.com/Elemental/Elemental0_91-2010-07-20T01-11-08-606.dmp I lost the debug.err, I hope you can still use the dump. The specific error was "out of memory" in a windows popup. dxdiag: http://pastebin.com/SLM2WdVv
http://img828.imageshack.us/img828/1426/elemental1279581269.jpg http://thedyinggrounds.com/Elemental/AutoSave.EleSav All improvements gone from the building menu. Destroying old improvement does not help. Researching new improvements does not help. Edit: Possible fix (worked for me) [quote who="Twohawks"
There is feedback about units disbanding. However, it may not apply to summoned units?
Empire-built kennels on top of horse herds do not properly produce horses. No horses are produced.
The Empire research line in Warfare that allows you to train parties, squads and raids of units do not properly apply. The buttons are not clickable when training units, playing empire.
http://img839.imageshack.us/img839/9550/elemental1279535461.jpg As per the screenshot above, sometimes all available gear will be listed under headgear. Sometimes, they will appear properly, sorted into their different slots (one table for headgear, one table for chestpieces, one for boots and so on). Expected result is that they are separated by what the slot they equip unto is.
dxdiag: http://pastebin.com/SLM2WdVv dumps: http://thedyinggrounds.com/Elemental/Elemental0_90-2010-07-19T12-29-45-675.zip http://thedyinggrounds.com/Elemental/Elemental0_90-2010-07-19T12-31-11-791.zip <a href="http://the
http://img834.imageshack.us/img834/5379/elemental1279533487.jpg All buildings finish instantly after a construction yard is built in the city. Expected result is that buildings take half the time they normally take to build. Edit. instantly is a poor choice of words. It makes each building take 1 turn to build.
To reproduce; - Find a person worthy of marrying - Propose - Marry - Click "done" on screen - While the same adventurer is still selected, the propose option is still available. Unselecting the adventurer removes the option. Effectively, the UI is not instantly updated to reflect the change. Expected result: The "propose" option is instantly removed after having married that very same adventurer.
I have researched the ability to adventure into notable locations at level 3. The map shows all level 1 to 4. If I have researched level 2 - the map shows level 1 to 3. I can only assume that this is a bug, as locations that I cannot visit serve no purpose other than to be annoying to the user, as I accidentally trip over them. At any rate, it makes no sense that I am able to see the location, but unable to visit it - especially as these notable locations tied to my adventuring level
http://img840.imageshack.us/img840/2060/spellhack.png Consider the following screenshot. I have added "raise land" to my favourites, despite the spell not being known. I have also successfully casted the spell. This exploit allowed me to fill my army with all summonable giants in the start. Expected result is that I am unable to cast the spell, and unable to add it to favourites. E
http://img830.imageshack.us/img830/6206/buildings.png See the long list of buildings completed to the right. This appeared after I loaded a saved game. Expected result is that this does not happen, and that the list of buildings completed is either empty, or filled with what was there when the game was saved. This was an autosave. http://www.mediafire.com/?bjv75msz87jtumy Edit: Sorry,
I had the same problem. The city would grow past 50 pop, to 90 pop, without modification. However, it was never upgraded and stayed with a tiny influence ring. I think it's either unfinished, or bugged. The expected is that the city is either transformed into a normal city, or a normal city with a wodden wall already built, or a building option to upgrade the now captured "tiny town" to a normal city.
If you select the sovereign or the magic user, it can be seen near the bottom right, along with his other stats like offensive, defensive and such. Note that if you select an army with him leading, you have to select him again individually.
[quote who="Murteas" reply="77" id="2682279"] Quoting Frogboy, reply 70I should mention that since this video was taken that the min distance between cities allowed was doubled to 10 tiles. I have to admit, that even after seeing your responsiveness over the years on several games, it still amazes me. As a software developer though, I have to say that it must be painful for some of your employees to see you sift through the
I always thought this was how it was in the beta (regarding zone control + world resources). Guess I'm galciv-damaged.
Ah, marching sounds - the greatest reason of all time to turn off your sound in a civ game.
I can't help but notice that the discussion has magically gone from the game being "done" to being "ready". While the game may not necessarily be done, it should absolutely be ready.
+1 Awesome
If the XML has any sense, you can just do a script on it and be done in 1 second + scripting time
Most likely the crashes are due to memory leaks. As they put more content in the game, the memory will just fill up to the point of crashing faster. Even if the new content isn't directly related to the memory leak.