New LP here -> http://www.youtube.com/watch?v=GCOxMp9AwK0&feature=relmfu
slik
Finished a battle, went back to strategic map and the CTD. zip file -> http://dl.dropbox.com/u/59579298/FallenEnchantress0_86-2012-02-24T21-08-24-747.zip debug.err -> http://pastebin.com/PBFS3ns5
#6 probably has a lot to do with the Double Kills bug I mentioned upthread.
Production per city is determined by [code="c++"](Px0.1+M(5+I))(1+U)[/code] Where: P=population M=materials I=improvements that supply so much production per material U=unrest plus other modifiers for city production. Example: Population=30 Materials=3 Improvements=Workshop(3 production per material)+Lumbermill(3 production per material)=6 Unrest/ect=-40% production for unrest+10% production from a Mason building=-30% [code="c++"](3
I think attacking should cost a movement point. That is all.
It would be really nice if you could right-click an item in the tech tree and be taken directly to the description in the Heirgamenon. Also, in the build menu when hovering over buildings, list the produciton cost. This information is available in the Heirgamenon.
I can hardly wait to try it out.
[quote who="Zard0z" reply="2" id="3076535"]What I would be glad to see in final version: 1. Food. What does it do, where does it come from, etc.? Current mechanics stimulate city spamming, I liked idea with houses, food and population in Elemental. In FE, I see buildings that add +N per grain, but where are numbers for food, grain? Also, production on tiles. What does it affect? Where can I see what tiles does a city utilize, what production potential it has? Those icons
She becomes stupid-powerful mid/late game. It's a trade-off. Plus, my one city was far more advanced than other cities by the time I fought my way out of my corner and my units were all more advanced. We'll agree to disagree. But yes, let's see how things play after the next patch.
[quote who="crass_monkey" reply="4" id="3076095"] - on a different note, why do new units appear outside of the city, instead of safely inside? units are so easy to miss in any given turn, and they're vulnerable out there. [/quote] There is an option to have new units spawned inside the city. [quote who="crass_monkey" reply="4" id="3076095"] - procipinee seriously needs at least one minor damage spell to start off with. my game started off with her essential
Of course, then we have the problem of putting a horse under them. Maybe mounted units get less ranged accuracy? Also, horses are beasts of burden that have been helping mankind on the productivity front, for a long time. (Oxen as well, but we don't have cows in elemental.) Maybe we could have some improvements that increase productivity, but require some horses to build. This might take some surplus horses off the map and give some more desicions to make.<
[quote who="JPRL" reply="2" id="3076475"] - This version seems to be less stable than 0.75. I frequently suffer crashes (program ceases to respond and the program has to be terminated by Windows). This happens as I end a turn and there is a city growth and/or research finished message, but it is not consistent. As I now save at the end of every turn I then restart and this has worked every time thus far. Also note that sometimes these messages appear successfully. A couple of times I'
Most of his list is valid for 0.77 as well.
Another idea. Make it spells more costly if not wearing robes.
How about being able to enchant armour, and only certain types of armour can get certain types of enchantments. Use your imagination on what those enchatments could be.
[quote who="BeardyDan" reply="27" id="3074934"]Could someone explain how this champ is overpowered in any way: She would make a crappy mage, only having water the dullest of the 6, and at 1 damage a time isn't a threat even to a dog! How are you going to level her when the XP sharing comes into play?[/quote] I think I'd stick her in a city with xp generating buildings and go path of the governor with her. Hopefully that path will get flush
What I wanna know is, when are you going to release another video of you ambushing a developer with a camcorder? I love those.
This has happened to one of my cities in one of my games as well. [e digicons]:(O[/e] Thread for reference, has a saved game with repeatable problem. -> https://forums.elementalgame.com/416896
Being able to retain experience for early game units while upgrading them to larger unit formations would be swell. The way I'd like to see it be done; if you wanted to upgrade a party, you'd have to be in a town (maybe with a training yard, and a blacksmith if metal equipment is required) and it would cost the difference in materials, metal, time, ect. to be able to upgrade. Plus, the experience previously gained by the squad would be split evenly amongst the new squad s
You guys deriding the tech tree are being downright silly. Yes, tech trees are a gating mechanism. They are also an abstraction , and they fit perfectly well with the genre and the lore. Are you looking at techs from your own perspective, already knowing how all the things you are researching are supposed to work? Or, are you putting yourself into the role of a monarch thrust into an uncivilized world that has lost all knowledge? I'll just touch o
I was thinking that the techs opening up new quests and higher level heroes should be divided. Quest levels spaced out in the tree, with the higher level quests (with all that awesome loot and experience) burried deep in the Magic tech tree. Really deep. Heroes would still level way too fast though. My vote is for divided xp.
Here's an Autosave 1 or 2 turns before the crashy save was made. It loads fine. http://dl.dropbox.com/u/59579298/AutoSave.EleSav
Game started with 0.77. Game is mid/late game on medium map. 300+ turns in. debug.err -> http://pastebin.com/kcdPsf15 debug zip file -> http://dl.dropbox.com/u/59579298/FallenEnchantress0_77-2012-01-29T21-00-53-101.zip save game file -> h
I thought the beacon of hope thing was weird, doesn't even match the tooltip of giving one prestige. Getting 10 prestige after the first three tuns just seems broken. Gobstein is indeed right in that the equivelent empire building only gives 1 prestige. It's easy to change back to the 1 prestige it should(?) be. Change the 10.0 to 1.0 in the following file: Elemental\data\Language\Core Improvements\KingdomUniqueImprovements.xml [code="xml"]</p
I had 10.8 installed when I first played the game with 1.06 and the mouse pointers were fine. When Impulse updated me to 1.07, the mouse cursors were using the wrong states and getting confused. (i.e. an attack icon when moving a unit, bow with the red circle and slash through it when I could actually attack, mix n' match, really.) Switching over to windowed mode fixes all of that. I had only ever played 1.06 in fullscreen mode. That's not so bad really, as the O