Just as a hostile spider shot something at one of my men. CTD with no error message. dump file http://dl.dropbox.com/u/8928343/Elemental1_06-2010-08-27T22-14-10-859.dmp debug.err http://pastebin.ca/1927380 nothing in windows event-viewer.
LordCobol
Just for reference, in Master of Magic, if you had 10 "attack" and 3 "to-hit", then it would roll 10 times, each with a 30% chance of hitting (before the defender's armor had its chance to absorb some hits). Much more predictable, but still random enough. And no noticeable delay even the machines of 15 years ago. Works for me.
"+ Fixed the infamous "white screen" in tactical battles that occurred on a very specific hardware/driver/OS configuration." Sure hope ... downloading now Meanwhile, maybe I'm getting too cynical, but I don't suppose they fixed it to give the infamous "blue screen" instead ? I know, cheap shot. I just couldn't help myself.
Not for me. I've been on 10-7 for weeks, having typical issues like white backgrounds in tactical battles. Just updated to 10-8 and had the same thing.
[quote]I'm experiencing the same issue -- play for about 30/45 minutes and then the slowdown is so dramatic[/quote] Me too.
I had the same problem in the late beta and requested that they add "caravan" packs to the unit design system so we can design our own caravans with their own weapons. https://forums.elementalgame.com/390424 I'd still like to see it. Some of the original problem goes away as they change spawning rules, but monsters and enemies can still come in from outside. And why not -- the game al
Me too. 2 separate battles (v 1.05 - day-0 version) after playing quite a while white background, autoresolved. Gave very slow after the second. Exited. debug.err http://pastebin.ca/1925268 (xp sp3 32bit. Ati-5000-series.)
[quote]No, we prefer black vans, they match our helicopters.[/quote] :)
So, the sequence is.... Day-0 version comes out.... big wrap party...... hangovers and lots of low-quality patches :)
I've seen it (in 1.01.012). It's SHOULDN'T be because I was too close to a city, because I got this error after getting a too-close-to-city message and moving 1 square farther away. I thought at first it might be because I didn't have much money, but now I think a bug in the distance calc is more likely. The other possibility was that the new city would have been near hills & mountains with too few open-land squares nearby.
"Please just hand out a few fixed bonus stats per level". Yes, please.
The archival dvd is great news. I think at least one poster above missed the point, though. I don't want the archival dvd for updates, I want at least one (including the LAST one), so I can be sure of being able to play as long as I have compatible hardware, even 15 or 20 years from now, even when I set up a new machine, even if Stardock ahs folded and Impluse isn't accessible. I'm still playing MOM after all these years. Not having ANY copy protection is not least o
"it is our plan to make the “gold” version of the game available a bit early" ! ! ! :) :) :)
Like MOM, please.
Yes, same old problem. Tried 3 times on this one. The 2nd & 3rd times I even did the old trick of waiting till the city appears and stops moving before clicking load. And this was pretty early in the game, when things usually still work smoothly. Save game http://dl.dropbox.com/u/8928343/QuickSave-hang.EleSav debug.err <a href="http://pasteb
I'm still snaking out to extend my area of influence in the direction I need to include resources in it.
1: So I got tired of monsters eating my caravans in the forests and decided to give them a surprise. Went to the unit design screen to create a unit with master heavy plate defenses, a high-level ax (more appropriate for forests than swords or bow, considering what I would like to do to those forests anyway :) ), and surprise, I could equip scouts pack, messenger's pack, ranger's pack, medical pack and pioneer's pack, but no caravan / trader pack. Ouch! What I wanted
It seems a bit odd to me that the game rules seem to encourage stretching our cities out so much toward whatever resources we want to snatch. How about tweaking the rules for what square are available to build on to enforce a slightly more-circular city layout. I think they may have some to that already, just not enough. Just don't accidentally re-impose the old onerous limits on the number of tiles we can build on, even if the city is hemmed-in by mountains and ocean.
Agree to all. I mean, really, REALLY agree. Next to all the crashes, this is the "must fix" stuff.
:) Squirrelly
Mostly I wish they would just speed up the animations A LOT. "I wait for the slow arrow." Don't you mean the really, REALLY SLOOOOOOW arrow ? I fear that having all of either side's units move / shoot at once would cause targeting problems if they don't get tricky somehow. Everyone shoots at once, and then what happens to the extra arrows they shot at the first target after the first couple arrows kill him? Are the later arrows wasted or do they tur
The version we have is most * SPECTACULARLY * not ready for prime time. Crashes & odd behavior all over the place. Usually runs pretty smooth in a new campaign until I get a few cities, then becomes pretty unplayable. No out-of-memory errors for me, but just about everything else. Posted a bunch last weekend and some more this weekend, so at least I'm trying. (XP sp3 32 bit, 3gb ram; Intel
This was mentioned long ago, but it would be nice if units adjacent to a battle could join in.