Just tried it on my laptop. It builds the map and then crashes to desktop. 1024x768 resolution. Going to update video drivers and try again. ------------------ System Information ------------------ Time of this report: 9/18/2009, 08:33:22 Machine name: MEGAMOBIT Operating System: Windows XP Professional x64 Edition (5.2, Build 3790) Service Pack 2 (3790.srv03_sp2_
egable
I LOL the intro video. :) Also loved the text at the bottom of the initial start-up screen.
I agree. This is default behavior and working as designed; not a bug.
Tried 3 more games and all seemed to freeze after I had cities building multiple roads. Also, might want to prevent us from building 8 castles in our capital city for 80g/turn income. :)
Played for about an hour or so before lock up. Conquered a couple of sovereigns and a bunch of cities. Had 5 new conquered cities all building roads back to my capital and then on one city, I did a road build to a newly conquered city on each turn for three turns in a row. Then I hit next-turn again and it just sat there for about 10 minutes before I had to ALT-CTRL-DEL and use Task Manager to kill the process. Running it on 1440x900 resolution on Vista x64. Als
So far, all of the graphics I have seen have been absolutely amazing! These included.
Actually, that would be pretty cool to be able to specialize cities like that. Then, you could learn a teleport spell or portal spell and even if your city is under siege, you could still get supplies in and out (so much for sieging someone with that spell)! Or, if the enemy did not entirely surround the city (maybe there are two roads and they only blockaded one of them) then you could still make use of those regional buildings.
[quote who="mrakomo" reply="3" id="2123182"]It is an interesting idea indeed. However it would be difficult to program the movement (especially the user interface) and as a user you can allways split the army into several smaller armies to prevent this. So I think it won't work.[/quote] But if you split up your units and move them seperately, then they would not be considered an army any longer and would not attack with the rest of your units. Besides, if you want a ver
[quote who="getter77" reply="8" id="2123506"]What about a middleground of sorts---parallel worlds? You could conquer the given place you start out in, but what then? What if others from another world would then take note and initiate on your newly conquered world lest they fear you initiate on them? Could work well with the random map generation already within combined with a crafting hand towards "themes". Forest Planet of the Elves? Dwarven take on the Hol
I know E:WoM is not yet out, but I would like to officially request that the sequal be Elemental: Universe of Magic. Imagine having a game that is a combination of MoM, Civilization, and MOO/MOO2/Galciv2. Think sort of like Spore where you go through stages from colonizing your first city to researching BOTH magic AND technologies and take over both planes of existence on your one world, then obtaining space travel and going out into space and doing more research into normal technologies AND
Pre-ordered, as always. I think I have bought more games from Stardock over the last decade than I have from any other game publishers. Aside from Elemental and possibly Demigod, the only other games I am actively waiting for are Diablo III and Starcraft II. Between Stardock and Blizzard, pretty much all my gaming needs are covered. :)
Just like you want to have multi-tile cities, I think you should also have multi-tile armies. You would only get to stack up a certain number of units in one tile, and then additional tiles adjacent to that unit are required in order to increase the size of the army. You would define movement for the whole army by moving any of the pieces. The path algorithm would calculate the movements of each tile-group so that it arrived in the same adjacent tile at the destination location. It would also
BTW, this can be accomplished in many ways. The best way, in my opinion, is to use a lock-step movement strategy with threaded events. It would work like this: Each AI runs in its own thread. Each AI builds a list of all units that have moves left and puts them in a priority queue. Each AI picks the top unit and checks all adjacent spaces to see if there is an attack target in one of them. If no attack target is found, it moves to an empty square based on any p
Please, please, please, please, please, please, please, please, pretty please.... Make the game use at least four threads, and preferrably one for each AI, plus one for the network and one for video updates and one for user input and put priority on the video, network, and input threads. And PLEASE put a small sleep statement in the game loop so that I don't burn my lap trying to play on a laptop. I am not talking about a game lagging huge sleep s