Dunno if you tried this or if it'll help, but have you located all the Elemental folders scattered around (in Program Files, ProgramData, and My Documents/My Games/Elemental -- that's all I've found so far)? If there's something there it may be causing a problem. Uninstall doesn't remove them all (for example, custom units remain, the guy who deleted all his core Sovs still had them missing after uninstalling/reinstalling) so it's worth a try to check and manually delete all Eleme
Nick-Danger
[quote who="GW Swicord" reply="9" id="2651975"]...Each sovereign needs a reputation and the AIs need to be able to respond to those reputations in ways that reflect the identity of their factions.[/quote]I like this. Adventurers would be a 'faction' and killing them (and unsuccessful quest completion, etc.) progressively drops your standing with them: -their hiring cost increases, and cost to be hired by any enemies of yours decreases -they refuse to be hired -th
[quote who="duke87" reply="128" id="2653630"]...I didn't like to have to spam gardens all across my cities, but I thought that was kind of the point- you have a fixed number of tiles and you have to balance between food, housing, and other improvements. It was a real balancing act until I founded a city near a fertile tile. After that, food was abundant for the rest of the game...[/quote]Agreed. The 'problem' of garden spam is fairly easily avoided by careful city selection. Jus
[quote who="Denryu" reply="80" id="2653108"]Once there are other things to do with essence other than start cities, that will be a big deterrent to city spam. Yes, City spam is sitll an option, but your essence tank will be dry later in the game...[/quote]Except that if you wait for the inevitable, natural spread of reclaimed land, you can then plop down cities without expending essence. So while essence effectively limits city spam at game's start it fairly quickly becomes moot (tho in
[quote who="Tridus" reply="64" id="2653145"]Does it make sense to have a city consisting of nothing but schools? Some of the caps make a lot more sense then the alternative.[/quote]Conditions where an all-school city makes sense are unlikely (and would be likely to be due to poor game design), I agree. But the point is how to prevent it -- hard cap or soft. A soft cap solution would be preferable -- make it so not doing so is the better strategy, don't merely preclude it.
[quote who="Bill_Door" reply="2" id="2653528"] [quote][One of our] major goals with Civ V is that the game be accessible to more people than the previous Civ games. The best way to address that is by improving the interface and providing players with new tools for learning the game.[/quote]I really hope they just mean the interface and advisors, but the "accessible" bit scares me. [/quote]I think you have cause for concern. To me that paragraph is PR-speak and 'accessible' mea
In beta 1 I got to 1000+ turns several times, and so far in beta 2 800+ and counting.
I reported this in beta 1, and it's still in there, but in case it's not intended... We can transfer items instantly across any distance (drag item onto recipient's char icon on the far left edge of the screen). Seems it should only be possible if in the same tile.
[quote who="Sareln" reply="14" id="2652749"] I also like the reply #9 by NatakuTDH where units can trade items with eachother.. Like armory, weapons, potions and books etc. You can do that right now, but it's not very intuitive. When you have two units on the same tile, if you select one and go to their "items" tab, you can click drag the item to the Portrait Button of the other unit. This should transfer the item.[/quote]You don't have to be on the same tile, or even on
I moved onto a lumberyard improvement (to my parties' right) located outside the city walls (shown above my party) and captured the city. The troops stationed 'inside' the city defended the lumberyard. Suggest that we be able to pillage the improvement but city capture only occurs when attacking the city 'proper' (ie -- the 'walled' part). Troops could be stationed on the improvement to defend it
It's not a bug per se or suggestion... Party movement is slow and jerky. It's been happening for the last few hundred turns, currently turn 830 or so. Single player game not MP (so it's not net vagaries). Party numbers 11: Sov, 4 progeny, 2 champions, 2 ebonwolves, and 2 npcs. Removing the Sov and having him move on his own improves movement to normal. The party without the Sov still moves slow and jerky but not quite as bad as with the Sov. A
It seems to be working for me. One fertile ground was giving me 42 food when normally it gives 15 IIRC. Try taking a few of the farming techs then delete a fertile ground farm and see how much your food/turn changes to test it.
Since Frogboy changed things already, from the 'did you play beta 2 this weekend' thread: [quote]... 1. Fixed the overpowered monsters lurking around at start. 2. Re-did the whole garden thing. 3. Re-did the whole city population to level up thing...[/quote] this discussion is likely moot til we see what's new, but for the sake of discussion being fun...[quote who="Tridus" reply="57" id="2652449"]I don't see how each garden being half as productive as t
[quote who="CodeCritter" reply="4" id="2651857"]Try clearing out your /documents/my games/Elemental/Units folder. This will reset the units back to their defaults. That should let you choose them again.[/quote]When I responded earlier I first tried finding the core Sovs and looked in that folder but didn't see them there or in any other folder (inc. the ones in Program Files and ProgramData) so concluded they were encoded in something else, so deleting that folder you mentione
[quote who="Tridus" reply="53" id="2652188"]I also think that Gardens are the bigger culprit at this point. To grow a city where your food resources exist, you just build houses. But to do it when food isn't adequate, you build houses AND gardens. You need 2 gardens per house (IIRC), and that just chews up more space and adds more annoyance. If the number of gardens was capped at say 4, it'd provide enough to grow the town a bit, but after that you'd need to use "real" resour
[quote who="majiger" reply="11" id="2652139"] [/quote]The purpose of this beta is to test, not play. Your posts, while saying you're understand it's beta blah blah, tell me you're playing not testing, and because you find bugs and features you don't like you're not having fun. If you don't want to test (truly test, not 'pretend play') that's fine, as it's not for everyone, but understand that's what folks are supposed to be doing. The bug(s) you find are sup
Check out the journal (esp. Elemental: Beta 2 Info and Elemental: Beta 2 Tour posts). Short answer is: -custom sovs disabled for now -'frustration fits' generally bit one in the keister ;) edited in: did you uninstall before re-install?
When in unclaimed territory we can't access the item shop (message says must be in friendly territory). First pic shows just outside enemy border (red -- enemy city is to the up/left) and shop is not accessible: Next pic I moved due 'up' 1 tile, inside enemy borders, and the item shop icon in the lower left is lit and the shop is accessible: <img src="http://dl.dropbox.com/u/5475789/
[quote who="Tridus" reply="1" id="2651311"]One of the buttons on the action bar at the bottom left should bring up the full stats, if you have your sovereign selected.[/quote]The only button I can find is the big Unit Details circle in the middle of the bottom bar. No button on the Actions tab on the bottom left. The Unit Details tells a few of the stats but not all, as the level-up screen does. What am I missing?
[quote who="Nathikal" reply="22" id="2651250"]...My capital city is the heart of my empire. My first city is where hundreds flock for salvation in a shattered world. It feels really demeaning that 90% of my city is made up of gardens and makeshift houses...for the rest of my civilization to have any chance.[/quote]I'd hate to see significant gameplay changes made because of circumstances unique to the beta (too tough mobs, pre-determined unchanging map). The food problem can be gotten
I tested by going back to before that progeny was used (had just been sitting in his birth city, 0 XP). His attack calculation showed a str of 3 and his Unit Details showed a str of 1 (didn't match and difference between them of 2 just like in the screenshot, difference is they're both +2 in screenshot). I then applied a str book and his stats didn't change. Even let a few turns go by to see if there is a delay in updating the UI. So the 2 str values in the UI star
I looked but couldn't find this mentioned already (it has to be, and I just missed it, but...) Strength is listed as 5 in the Attack value determination, but only 3 in the Unit Details part of the UI. I can't think of anything (items, obviously no spells as they're not implemented, etc.) to explain the difference. I may have applied a Strength Book to this char and it may have change
[quote who="Vandenburg" reply="18" id="2651117"] ...I'd prefer a system where I could do something like this: I need food to grow one of my bigger cities. So I try to find a food resource. I can't find one though. Thus I build 4 gardens in one big tile which then converts to a farm. This farm doesn't produce as much as one you'd find naturally, so I build a well to bring its production up to normal levels. The farm then allows me to build further buildings to increase food
Have you tried selecting the units you want to exit, then right-clicking on the location you want them to appear? If not, give it a try.
[quote who="Primonatron" reply="41" id="2650094"]Would having an option to automactially place buildings be a good idea?[/quote]One strategy when placing buildings is 'shaping' the town's borders for purposes of moving towards a resource, or blocking enemy movement (say you've built a town on a narrow strip and want to block foes from passing by expanding the town's borders). Automatic placement would not help in this case. Having it as an option for when you don't care what sha