Same issue, didn't happen before 0.806. screenshot dxdiag.txt debug.err
Adam_H
I tried two games with different empires now and the Kennel improvement, whether built in a city or by a pioneer, produces no mounts or anything else. I tried waiting, but unless it's producing 1/50 of a Warg each turn, it's not making anything. Its infocard indicates as much, so at least it's being honest. Here are some saves: save1 <a href="http://dl.dropbox.com/u/2095170/kennels_noproduce2.EleSav
Well, Beta 3-A is coming soon and will feature improvements to stability and performance. You might want to wait for that as a first step, to see whether it helps any. Also, when asking these sorts of questions in general, providing your system specs tends to be helpful.
For a perfect illustration of what a project without deadlines is like, look at Duke Nukem Forever. Deadlines, if only self-imposed ones, are needed to get anything done.
[quote who="Frogboy" reply="64" id="2674136"]We've had tactical battles working for months. We've had screenshots of them for a long time. The main change is we switched from RTS to turn based which was a pretty dramatic change which required a lot more polish time and ditching the preliminary AI. Other things, such as improving UI, all fall under polish. The problem (And a growing frustration of mine to be honest) having no idea what is hard to do and what is easy
[quote who="Frogboy" reply="56" id="2674092"]Once again: For those of you new to Stardock betas, what we provide to the public beta testers is not necessarily what we have internally. We have been doing this for over 15 years. Thank you for your concern. In addition, July 16 is our feature lock date. Not our gold date. After July 16th, it's all bug fixes and polish. If you're certain the game just won't be ready, you are free to hold off on playing it. [
Industrious is my personal must-have, ever since we lost the ability to build lumber mills. I'm pretty sure that Weapon Masters/Armor Masters/Master Archers don't do anything right now, so that's something to avoid. Personally, I'm not sure that these will be all that great even once they do work. Admittedly, they're pretty cheap.
Load this save, wait for the capital to reach level 5. The Monastery there will upgrade to an Abbey, as intended. However, for every Civilization breakthrough (didn't try others) you make afterwards, the Abbey upgrade will appear in the notifications area again and the spell point limit will be re-expanded. savegame debug.err
I've run into this as well. Used up a merchant champion to found a city instead of the pioneer.
I'm pretty sure that the source of the issue is that the tile requirements for the Lost Library and some Refugee Camp variants are set to zero. Same thing with the upgraded Kingdom Gardens, which is what makes them disappear when you research Harvesting.
I notice that some improvements have their tile requirements set to zero and the game doeskin appear to be handling this very well. If an improvement doesn't cost any tiles, then it can't be placed properly. When you select them in the build menu, it looks like they can't be placed. However, if you click on a location anyway, it'll be added to the construction queue, get built and begin to have an effect without actually appearing to occupy that tile. You can even build over it without disrup
When you say it "stays under construction", do you mean that the graphics still look like it's under construction? Or does it actually stay in the build queue, not give you access to the fire shard resource, etc.? Because not every building has its model in the Beta yet and those that don't have them will look like a generic "under construction" model once they're built. That's not a bug, just a workaround.
The beta's crashed on me quite a bit (unsurprisingly), but I've never had bluescreens myself. I don't suppose you could provide the crash files from your BsoDs?
Curgen's Exchange has a negative materials cost, too.
I can't build them either. Here's a save of me playing Capitar, settled right next to an old growth forest, Construction researched, unable to build on it. It's a real pain playing factions without the productive trait. http://dl.dropbox.com/u/2095170/lumberless.EleSav
Here's an initial batch of ideas. All numerical values are highly tentative. Spell Name: Rock Barrier Tactical Arcane Knowledge: 15 Mana required to cast: 4 No shards required. Effect: Target unit is rooted in place and cannot attack or be attacked by nonmagical means for INT/4 turns. Spell Book: Book of Earth Note: Can only be cast once by caster in battle Spell Name: Inspiration Tacti
I didn't expect the Books of Life and Death to be practically identical. I can see why you wouldn't want the basic spellbooks to be wildly different, but I'm a little surprised that the only difference is the names of two spells.
Definitely agree with making goodie huts more noticeable. Another thing that could probably do with a similar treatment are quest destinations. The cloth map highlights them in yellow, but in 3D, unless you saw them pop up when you accepted the quest, you can't really tell by looking that you have business there.
Adventuring with your spouse or children is fun. Seeing them killed by unforeseeably bad odds, or a stupid autoresolve outcome is not. Especially if this destroys your dynasty and you have no way of starting a new one. This encourages you to marry merchants or scholar types and keep them cooped up in a city. Your sovereign can escape from being killed at the cost of some essence (or whatever it will be with the upcoming changes). Why not allow the same for family members, strictly on
This isn't a bug, it's just the result of some rule changes and the Civilization tech tree being disabled. If you want your cities to grow, you'll need to find food resources that can be harvested without research, such as oases. You can create them with the Restore Garden spell, if you like. In addition, your gardens produce 3 food while a hut only consumes 2, so if you build a second garden in a second city, you'll be able to afford an extra hut.
[quote quoting="post"]Now on forums forever after, casual players will almost certainly criticize Elemental for this system.[/quote] Don't be ridiculous. Everybody knows that casual players never visit gaming forums. [e digicons]:P[/e] Seriously though, give them a little more credit. Just because you can illustrate it with an intimidating chart doesn't mean this system is all that complicated. Nor is it really important to understand unless you're modding or making a cus
Harbinger – Enchants a unit to serve as a conduit for your power. The target receives minor bonuses and can cast from the Sovereign's spell selection, using the Sovereign's mana pool. Spark of Life [Life] – A unit with this spell cast on it will cling to life, even after suffering wounds that should be fatal. They will get up with 1 HP after being killed in battle, as long as their side survives. Inspiration [Life]
Interesting Choices. In Beta 2B, you don't have much essence, many ways of spending large chunks of it and very limited possibilities for getting it back. I don't really feel like I'm making interesting choices, but jealously guarding my essence and employing clever tricks to avoid spending it. I like the idea of sacrificing some of your own power to empower others, but most of this should be happening later in the game as deliberate strategic decisions, not as a 1/3
[quote who="Frogboy" reply="6" id="2663672"]ALL STARDOCK BETA BUILDS SUCK. It would be very easy to make a fun beta build. I'd put some really optimized fun map. Put in some really balanced and interesting techs and improvements and have a scripted AI designed for that map. It would take relatively little time. But that would result in the final game being terrible because the best ideas are always from the players who find something in the game problematic and suggest a better way.</
The bad news is that essence can only be gained at level-up, one point per level if you don't improve anything else. The good news is that you don't necessarily need essence to build new cities. There are occasional patches of green land where you can build without needing to cast revival.