Your Changelog says: + Evil Factions disabled as opponents until we get more of their assets ready I have 2 evil factions in my standard enemy list, I just can't add more of them to the tableau. If I deselect these two, I can add them again afterwards. Is this intentional, or should I have only good factions as my enemies?
MilConDoin
I confess, I haven't read every post, so if the same idea was mentioned before: sorry. Every type of unit has some special attacks and/or defenses (someone on the first page mentioned the feat system of D&D 3.5). Now you don't just have or haven't these feats, but also have a %-chance to implement these successfully in a given combat situation. (Ex: A shield-bearer could block an incoming arrow with maybe 30%) This chance is low at the beginning, but during
Since Bara wants a request for options: Please implement an option to change between 12/24 hour clock and for choosing the timezone. (24-clock user in CEST here)
Can you please add the possibility to customize the timedisplay? a) Choose your timezone b) Choose 12h/24h display
Another Observation: This happens only (so far) with many caravans on the road and clicking next turn before the caravans finished their move.
Situation: Another player, with whom I didn't have war before, got himself killed somehow, so his towns vanished. When I move on the spot where his town stood, an empty "Are you sure? YES/NO" box pops up (like the one from this post: https://forums.elementalgame.com/365645 ). On clicking YES the game crashes to desktop without generating the .zip file with the memory dump. On clicking NO nothing happens. <a href="http://past
Regarding memory leakage: In my laggy 0.24 game it used less then a gig each in physical and virtual memory. In 0.22 or 0.23 (don't know which one) I once had a game with 1.7 gig used each, but without the lagginess. Maybe it wasn't memory usage, but some threads (AI?) used too much CPU-power without leaving enough open to the other things. What I did: Clicking next turn very fast (had just my souvereign moving around with a far away target). Maybe some algorithms which needed
Maybe someone set the value to -1 as a placeholder for "never" and later changed the variable from signed to unsigned int.
I also had this lagging. Just started 0.24 the second time (the first time I had a VPU-recovery problem (never in 0.22 or 0.23), this time it ran fine). When I had 8 cities or so (all connected via roads), found 3 other Souvereigns, one of them already killed, the game became slower and slower. Sometimes when I told my Souv that he should move to a position several tiles away, he moved one tile and then forgot the target. Sometimes he just thought for 10 seconds, how he should move at all (to
These eSATA docks are a really nice idea. Already thought about getting one for myself. But Frogboy: You're getting to predictable in your post titles. I saw that title on the front page (under "Recent Community Posts") and already knew, that you must be the author :-) On another topic: Your last line is comedic gold. Had a good laugh with it.
Building on Raven's idea of the global counter-resurrection spell: Casting it takes 2 turns and a bunch of mana. It lasts only 2-3 turns. Effect: Resurrection costs thrice the Essence as normal (using SnallTrippin's example: 30 instead of 10), which is a very limited ressource. This way you harm the defeated Souvereign big time, so death should be avoided whenever possible. On the other hand the counterspell is expensive enough that it will probably not be in effect al
Ah okay. Thanks for the fast response.
Hi, I just wanted to download GalCiv2 complete with the 20% off coupon we got because of the survey. But sadly PayPal-users are exempt of using it. Is there a good reason for that?
All intros will be .bik files. Just save these and find a bink-player. Current intro is at Elemental\Movies\BetaIntro.bik
With 1440x900 they already vanished.
Update: Capitar seems to be a neutral faction. The other Humans fertilize the land (it becomes more greenish), the Fallen desecrate the land (it becomes more blackish), the Capitar neutralize the land (it removes any color change and removes any color change). So they pay only on greenish and blackish land (and swamps). The Cities of the Capitar neutralize the swamps, the fertile lands around dragon statues, the desecrated lands around spider webs. If they conquer a city of another fa
Sorry Strand. That "Just for you" part in the first post misleaded me :) CodeCritter: Tried it: Doesn't change anything. As mentioned in the first post underlying daily reports will also show up with these lines (as can be seen on the right half of the pic):
Map Seed: 1253633187 - Wierd rivers. Map Seed: 1253633749 - Starting Positions too close. Map Seed: 1253634065 - 2 fertile lands connect, starting position too close, wierd river
The game should work without starting it via Impulse. At least for me it works fine without loading Impulse prior to it.
Strand: I posted this one, because I only have that bug during fight screens. The rest of the bugs you linked to aim at a different angle (I checked these other posts before I posted). porternielsen: I quote the screen: "Your forces have been attacked!". That's a difference to being the attacker yourself ;-)
Everytime I have a battle (doesn't matter if I'm attacker or defender) I have this graphic bug. Everything else is fine most of the time (sometimes one of the bigger 8x8 tiles has bugs, but these have already been reported by several other people). If a daily report popped up before the battle, part of it can also been seen like that. Forgot to take a screenshot
It's not an issue of a pre-arable land. Capitar doesn't need to pay essence (just tested and looked explicitly if the green area is there).
I just had a game where I conquered a city where I built 2 farms and 1 inn, 1 barracks, 6 kingdom mansions (hooked to the complete road network. total of: 2 cities had 2 farms, 5 cities had 1 farm, 6 cities had no farm). That city ended with max population of 268 possible and filled. still had a food surplus of 3. This was the last city i conquered, it hat ~100 inhabitants at that time. Housing Tech and Agriculture Tech were both maxed out. The other city with 2 farms was buil
My problem is, that roads will only be built if: a) the pathfinding isn't too complicated b) the target is city 1 (first city built). Sometimes when i want to build from city 2 -> city 3 I'll end up with city 2 -> city 1. Concerning a): Once I had a message in the debug. err (sorry, forgot to save that particular one) which stated in a debug message, that the pathfinding was cancelled due to some complixity boundary reached.
The TAB-key can be used to cycle through your units and cities. Although sometimes not all cities are available in the cycle.