I am also getting the "Unable to download data file. Check your internet connection, etc..." message. This is strange, because about 5 minutes before this I had been playing a game on the new patch. Unfortunately I did something stupid, and died. I exited the game to check my email, then loaded the game and got that message. ' Maybe the servers are down on their end? We have to be connected to play, maybe that's just the default "unable to connect"
AmericanPianist
I have to second Marlowwe. One of the many things I love about Stardock is how active you are on forums. We're all human; we make mistakes. Thanks for owning up to one (though I never saw the article, so the apology was preemptive for me!), and for continuing to participate in conversations with all of us!
It starts with a game of tic tac toe, but it ends with world domination... Every day towards release just makes the wait all the more entertaining! Waiting on my copy of Destiny's Embers has a similar result...
@BoogieBac I'm always glad when Brad throws up a video where other people are with him. Even when they're hard to hear, it's great to see other team members hopping in and sharing stuff with the community. Once things are all a bit more stable around the office, it'd be a lot of fun for you guys to put some more videos together with one another.
Being able to access city commands from the tree in the corner would be absolutely fantastic.
I'm really looking forward to it's release. I love that cover, too. Simple and elegant. I'm going to own this book. I'm going to own this book hard.
[edit]: sorry for the double post - something odd happened when I tried submitting the above post, and it posted multiples.
After trying out the Fallen for the first time, I started up another game as humans for the kingdom's side. For some reason, it would never let me build a garden. So, I was never able to upgrade a single city because I couldn't get the food to build my first house (nor did Farm ever become an option, even though I researched it). I built 2 more cities, hoping it would work, but never did. The Garden was THERE, and in color like it was supposed to be as an icon - but wh
I like the scaling. It makes it handy when you're zoomed out to have nice big characters to easily keep track of everything, and it makes the world seem all the bigger when you zoom in and realize you're not a titan, just a dude in a field surrounded by wolves and trolls. Perhaps various types could have a threshold set where at a certain point they'll stop scaling - like Ogres, for example. Maybe they stop getting smaller halfway to the point that hum
I'd be very happy with no upkeep for ongoing spells. I'm a big fan of feeling like a badass as a sovereign, for the single player campaign. That said, I know a lot of players want some form of upkeep. This would be of particular import for multiplayer. Perhaps even handling magic slightly differently in multiplayer would be worth consideration, or not due to release date constraints. Dragon Age has it's faults sure, but it worked out alright if y
[quote who="Frogboy" reply="17" id="2659632"] How do you know you can't upgrade your houses?[/quote] I don't! But you did say that the Civilization research tree would be disabled, and that's the only way we've upgraded housing thus far. I guess I'll have to wait and see how it works on Thursday(ish). ... Maybe it'll just work like magic. Ha. See what I did there? Cause magic is enab....ok good
While I know all the answers are coming with the update, I'm just too curious... In the Civilization research tier, certain improvements require your City to be of a certain level. Will the Magic research requirements involve City level? If so, will that just be granted to us, since we won't be upgrading housing and such this time around? (Forgive me if this has been discussed, and please point me in the direction of that thread as I w
Color me excited! ... Because, y'know, Excited is a color now... ... ...moving on! I've been looking forward to trying out the magic and adventuring and seeing how they stand on their own against the other research tiers, so this is great news!
You're running ahead of schedule? That's not how it works in this industry. But I'll allow it! Games vs. the AI have already had a nice stability boost for me, as have games vs. other players (though they've all ended from the player dropping...not sure if that's by choice or error). So, that's been good news so far - plus the 3D engine, which has added a lot of visual interest and that giddy exploration feel we get with these games. &
[quote who="vieuxchat" reply="37" id="2599239"] Quoting thebest300, reply 36I have a lot of modding exp with triggers and mapping, not so much with code and most everything else. Is there a place for me in Python? Yes, but you'll have a lot of things to learn. Not so hard, but some serious programming skills. (OOP is a good thing to learn)[/quote] I work on soundtracks and level designs for projects and am not a programmer. That said, I
I've also experienced this on two separate occasions (only ONE of which was in the current v0.30). Unfortunately I completely forgot to grab the .err files before re-loading.
I'm going to go ahead and put in my vote for: No Tutorial I think that if you have an Advisor System, you've essentially got an Integrated Tutorial Tool without the need to require players to engage in a Tutorial Level before progressing to the Real Game. The Advisors can provide the knowledge required for new beginners to get a handle on things, while not being necessary for veterans starting new games, or for people who just want to Click
I'm all for this idea, but I agree that for seasoned players starting a new game, advisor pop-ups can be annoying. The idea of an Advisor Tab alongside those for Research, Spells, etc would work well. It could also appear as advice underneath the report lines within your city overview. Regardless, a good balance between Easily Accessible Advisory Information and YDHVYDWT, better known as You Don't Have To View It If You Don'
I can see how a new player might find the numerous types of Man to be daunting at first, but honestly when laid out in a tree like that it seems very straightforward. Cool to see that this is how it's broken down in the lore. I second Darkodinplus's question.
" Yes I intend to test under Beta 2" - AmericanPianist
While Gildar does bring flashes of Gil and Guilders to mind, it certainly does fit a fantasy setting better than Rigma. Rigma is a good, creative, otherwise unnassociated name - but it doesn't roll of the tongue the way we've come to expect from fantasy games. I think that's part of where the sci-fi association is coming from - at least for me. Of the two, I vote Gildar. Other ideas: bit(s), venale(s), aurum(i), aur
[quote who="Tasunke" reply="57" id="2558515"]So! much! crashing!!! .... bangs head against wall, floor, and ceiling. ... ... ... What do I need for faster units? [/quote] To the first portion: Yeah. It crashes all the time :) There are still a few memory leaks present beyond other reasons it could crash. Thankfully, if you hit ESC during your game you can enable auto-saving and how often it will auto-save. To t
[quote who="RisingLegend" reply="51" id="2558411"] Then you sir are crazier than a shithouse rat [/quote] Well, I am a pianist for a living. Musicians are all crazy. Thankfully for us, this is a GOOD thing - an expected thing [e digicons]:grin:[/e] . So twice now I've won through conquest, without ever meeting a single AI opponent on the map. This amuses me greatly. Apparently I am simply so naturally awesome that
I hate to break it to RisingLegend, but I'm enjoying testing Elemental in it's current state. To be fair, I've always enjoyed the early phases of testing though - when a game's mechanics are threadbare and the stability of it is questionable at best. It's a lot of fun - and very educational - to keep up with a game's progression from an early build to a retail release. That's just me, though. Furthermore, as someone who has worked with Indie games for
I'm down with any of the approaches mentioned here. However, if Player Created artifacts are going to play a big enough role, I agree that perhaps those should die with the player, while World Created artifacts transfer to the winner. Really though, the only reason I'm siding with that is because the playing field would become plastered with artifats - possibly entirely one-sided as well as the game progresses. In the end though, I just like the concept of the winning