Also, should point out that I am getting an error trying to update Impulse so I can get the new Elemental update. It says, "There was an error while updating Impulse." -- [4/15/2010 8:51:44 PM] ---------------------------------------------------- Context: UpdateApplicationFileList: impulse, impulse_main,PublicProduction Message: Server problem or connection issue Build #: 1936 Exception: &nbs
egable
[quote who="irongamer" reply="27" id="2594822"]End Turn Button: We're getting reports that the end turn button will (seemingly) hang randomly. This cannot be...we must discover the pattern. The first person to figure out what's wrong gets a virtual pizza. I ran into the grayed out turn button again today still on 0.299. I had ordered a pioneer to move to another side of the city. Units currently will not move through a city. I started looking around to
Yes, I keep running into this bug, too.
[quote who="magus" reply="6" id="2590215"]Brad wrote: If the beta is any fun at all, then we have done something wrong. Maybe I have a warped sense of fun. It seems, based on the comments from others, that many of the issues I encountered were side-effects of not getting any housing techs from Civilization research. It's not like I wasn't trying but the RNG was against me. To answer Peace Phoenix: Farming was the first tech I researched and the f
I had something similar just happen. I attacked the last kingdom I was not at war with and had my Sovereign teleport into the water as a way of kicking him out of the other kingdom's space since I just declared war.
So, what is different in this change log from the last one that was posted? It will take me a long time to re-read all the stuff I read in the last one and find what changed. :)
[quote who="egable" reply="102" id="2587118"] It also just occurred to me that some people might try to use such high movement points to do "whack-a-mole" type tactics where they attack anything that is undefended each turn. Except, this can be mitigated by some basic automation in army defense. Assume for a moment that you have an army at a fort which is there to defend your countryside. They pretty much just sit there. When they hear of an approaching force, they ride out to meet
[quote who="leeboy26" reply="104" id="2587156"] Quoting Frogboy, reply 84stager: yes. There will be a pacing option but it'll be different than what we've done in the past. You'll be able to change it mid game back and forth to suit yourself (kind of like in Sins where you can hit + or -). I'd be interested to hear what options there are for scaling, as I pretty much always choose the longest options available. In the remake of Colonisation the options to scale went up to 'Mar
[quote who="egable" reply="98" id="2587034"] Now, you could compromise and do 1-week turns. At 1-week turns, it takes 936 turns for your child to come of age. But, then your number of miles traveled per turn is 140 in friendly territory or 70 in enemy/neutral territory. Each tile could then be a 5-mile square. Movement points would be 28 tiles in friendly territory and 14 tiles in enemy/neutral territory. Of course, at this scale, you still don't have cities showing up on the
Another thing I just thought of is food and taxes. First off, if you have 4 people working a farm, they should probably start out producing maybe 6 food (4 for their own consumption, plus enough food for 2 other people). As farming becomes more efficient, you will require fewer farmers to support your larger population. This makes farming technologies meaningfully important. Taxes need to be applied on a kingdom-wide population basis, not on a city basis. People on farms need to be ta
Another issue that needs to be addressed with scaling is build times. At 1-week turns, it should take just one or two turns to build a hut. But, if you have 50 people in your village, you should be able to build 10 huts simultaneously. Something like a watchtower would take maybe 5 people working on it, but you could still build 4 of those simultaneously. Maybe 10 of those 50 people are children and 5 are elderly leaving you 35 people to be productive. 15 people would be gathering food leavin
[quote who="TheProgress" reply="78" id="2586269"]Are turns and tiles being used to represent real-world units of measurement? Does 1 tile represent a X meter * Y meter area? Or are they simply "tiles". Same thing for turns: does one turn represent X days, or is it simply a "turn" ? Establishing some real-world units of measurement will help refine the pacing. As it stands right now unit movement is about 2 or 3 times too slow (coming from 1G). Huts should take no more th
[quote who="larienna" reply="74" id="2586246"]100 turns? That is way too much for what you did. I say you should be able to do the above in at most 25 turns (10-15 turns would be the best). Try to make sure each turn is meaningful. Remember that in multiplayer, people has to wait for other players. If there are too much turns, it will indirectly slowdown the game.[/quote] A lot of this has to do with movement and scale. We need to keep in mind that
[quote who="leeboy26" reply="71" id="2586228"]I see what was meant by the soldier cost/upkeep problem. If cost were reduced though would an early troop rush not be almost unstoppable against a player that is building infrastructure etc? Perhaps a preferable solution would be to allow the first few troops at greatly reduced price/free perhaps as personal guards for the channeller. Then at least you'd have something if the opponent troop-spams even mediocre units in the early p
[quote who="shadowtongue" reply="6" id="2551733"] Quoting Tormy-, reply 5 Quoting Vordrak, reply 4 All that sounds a little bit harsh. How about just code the AI to use boats or land altering spells? This sounds good. Seconded. Meh. Sounds good, but how easy do you think it is to make the AI capeable of responding intelligently to this? I fear that the dream for massive world altering spells is goi
Got a CTD during game with an out of memory alert window from the game. According to task manager, Elemental was using 1,478,612K of memory. My system has 8,191M Total physical memory with 2,728M Available physical memory at the time of the crash, with Elemental running.
[quote who="Rishkith" reply="2" id="2550183"]Testing will be sooooo much easier when save games finally work in beta![/quote] I will heartily second that!
[quote] + When a lone caravan is attacked, the caravan is automatically destroyed (no battle screen pops up), and a message box pops up saying which caravan died and who killed it [/quote] What if all the people in the caravan were killed in the attack? How do I know who did it then? Maybe there should be some random chance of someone surviving or all being killed. When everyone is killed, a few turns go by and then you get "The city of My Town rep
[quote] We will be continuing to use the 2D sprite engine for the game until the beta group determines the game is enjoyable without having to rely on its state of the art engine that we have disabled presently. [/quote] Might as well throw in the 3D engine right now, then. Aside from frequent lock-ups still, I already think it's fun! And I like the new research system much better. Huge improvement there.
Enemy built a city then moved away. On the same turn, I moved on top of city. Hit next turn. City radius popped up around city while I was still standing on city. Tried to move away, but it asked if I wanted to declare war. I said no, then tried again, same thing. I was stuck on the city until I declared war.
I also ran into this problem. Tried twice on different turns to declar war, but just kept asking me the question. Hitting 'no' made it go away.
Ditto on this issue.
Ditto, random drift. If you drag and scroll around a whole bunch in different directions quickly, maybe a couple times in a row, it goes away. But it usually comes back again later in the game.
I think it is fairly easy to resolve this issue by ranking the different metals. For example, copper, bronze (only available when you have both copper and tin), iron, steel (requires iron and maybe coal), Mithril, Adamantium. Then you have weapon technologies, such as short sword or long sword. Those are just "concepts" for how you turn a particular metal into a particular weapon. If you design a unit that normally uses Bronze Long Sword, then if you loose your Tin mine, you automatically fal
How to reproduce: Start a new game. Place 3 cities at least 3 turns worth of movement from each other in a triangle. When the third city is founded, start building roads at all three cities to each of the other two (simultaneously). Hit next turn until it hangs (usually only a couple of turns). Note: Building a road at one city at a time to one city at a time seems to work fine. Maybe a thread deadlock?