IIRC I was buying armor for a progeny in the store, while standing outside a town inside my borders. As my army moved off 'phantoms' of the chars stayed there in that spot. Clicking on them didn't bring them up, they were still in my army and could be accessed normally, but phantoms remained. Quitting and reloading showed no phantoms, until I equipt/equipted items on all chars (not just the ones I bought items for) except my Sov -- then the phantoms reappeared in that same s
Nick-Danger
[quote who="Beric01" reply="6" id="2650004"]Yeah, I hate how I have to hang onto my original sucky sword. Even if it sold for zero, why can't I get rid of it?[/quote]You can equip another sword/weapon (I reckon you know that) so other than a 'housekeeping' thing, is there a problem I'm missing with just ignoring the original weapon? In one game I found a very nice sword -- Lifesap, 10 attack, 0 combat speed. Can't remember if it was from a quest or from killing a relatively stro
[quote who="Beric01" reply="2" id="2649981"]For some reason I can't seem to transfer the weapon my sovereign started with to someone else. Is this intentional?[/quote]Dunno if it's intentional but I can't either. Starting items don't show in the "Items" list (bottom left bar), tho they show in the char screen (with char history and stats).
Drag and drop -- the transfering chars don't need to be grouped (at least in previous betas, only tried it in beta 2 with those in same party, and dragged the item onto the receivers small circle icon in the party list (above the bottom bar to the right of center -- the char icon on the far left of the screen should work too). edited -- just checked, you can transfer items between widely separated chars using the char icons on the far left of the screen -- just drag/dro
AI defender party to the left of my Sov attacks the rockSpiderDrones (on the Humble Inn location) and the game CTDs. save immediately before this (just hit next turn, choose research breakthru, watch combat animation and CTDs) memory dump <a href="http://dl.dropbox.com/u/5475789/Dx
[quote who="Juggzor" reply="45" id="2649816"]I'm not really asking for a tech tree, but at least info in research what tech we'll be able to research next after the current tech. Also tooltips when hovering over buildings in techs please, its quite hard to tell what they do until you have the chance to build them in a city. I think it'd make life easier for new players.[/quote]That sort of info will be added in and I agree it's a good thing. It's not there now because this is more an al
[quote who="Kantok" reply="44" id="2649805"]I apologize for my long winded response. They always start as one simple point and balloon into minor essays. [/quote]No need to apologize, as it is a good post. I also suffer/benefit from the expanding response syndrome. You make good points, and I think we have pretty much the same goal, just different ways to get there. What you describe as a 'flaw' I think of as a 'feature' and that's something we'll have to agree
Usually the card for an adventurer says something like: "Level 1 Adventurer with a combat rating of X, traveling to X, Y" The party leader's card omits the "Level 1 Adventurer with a combat rating of X" part. It can be calculated by summing the combat rating of the other members and subtracting from the total party combat rating, but you may wish to include it on the leader's card.
I tried recruiting a party of champions, cost was 388 guilders, I had 500. After recruiting I had -104 guilders. saved game: MP 1vAI test game1 start
[quote who="Kantok" reply="40" id="2649757"] Again, I really, really like the system. I just think it needs to be presented a little better to be 1) more accessible to new people (you say play through a few times and you'll get it. You shouldn't have to play through a few times to understand what's going on) and 2) more in line with the lore/story of what's going on (the story reason for why the gameplay mechanic exists). [/quote]I respect your opinion,
[quote who="Ron Lugge" reply="23" id="2649426"] I'm still using houses... but I've researched villas, estates, and mansions! How do I upgrade?! (Probably a city size thing, of course )[/quote]Yep, it's city size. When the city levels up the houses automatically upgrade to the next size (tho there's the villa-estate difference where one has prestige, but that'll be clear after a game or 2). Regarding the folks who want a more specific te
I like having mobs that are 'too tough' interspersed with the 'just right' mobs. It seems more like a living world, not one artificially crafted just for my Sovs current level. I just avoid them for now, knowing I'll be able to fight them eventually. It gives me a goal. Plus I can recruit a bunch of troops and take them on. The troops don't last long, but that doesn't seem to affect recruiting more ;) So I hope you don't take out all the 'too high' leve
Glad you got it fixed in time for beta 2 (woulda sucked to be all dressed up and no Beta 2 to go!).
[quote who="Ellestar" reply="105" id="2647600"] [/quote]Thanks for the information [e digicons]:beer:[/e] I'll check those articles out. What better way to learn than by playing games!
I can't provide specific help but have you posted on the Impulse forums? This thread looks like it might help Zuzag's (replies 4, 5, 8, 11) and Gargabee's (replies 17, 22, 26) posts have some suggestions for your problem. Similar help f
[quote who="strayth" reply="37" id="2645832"]Good cause I've had tomorrow-people steal things from the future before. Or, after. Wait, no. Before.[/quote]If you can't catch them in the future you can always catch them in the pasture. [e digicons]:moo:[/e] [e digicons];P[/e]
[quote who="Pan Mateusz" reply="118" id="2646103"]Sorry, I guess I wasn't clear. What I wanted to say is that lakes that drains in two directions exist (like Wollaston Lake)...[/quote]You were clear. I (and I believe Sir_Linque) were sidetracked (as in "And now for something completely different" -- Monty Python’s Flying Circus -- 1969) talking about lakes with no outlets, while you mentioned lakes with 2 outlets . I'm glad you mentioned
[quote who="Sareln" reply="39" id="2645868"]I was arguing for more of the same, or at least, that's what I was aiming to say. Clearly I needed to work on it a little more before hitting post. Sure, it's a false choice. I could try to argue that it's not by saying that any solution which doesn't keep Elemental an Impulse exclusive collapses eventually to a "Steam Wins" end game and is therefore functionally equivalent, but that's a lot of work to go through to stubbornly hold
[quote who="Sareln" reply="36" id="2645817"]I'm not contending the hyperbolic, I'll do better on that, but hyperbole is fun so I make no promises :)[/quote]Understood :) [quote]What I'm contending is: Near as I can tell, you're saying that you read me as saying that my preference is that Stardock put Elemental on the steam marketplace - which I do not. From where I'm sitting, I read both of my posts as saying that: Stardock should not put Elemental on the ste
[quote who="Sareln" reply="34" id="2645738"] [quote]So not putting Elemental on Steam is giving up without even trying? That is the fallacious argument 'False Choice' -- it presents only 2 choices: -the choice you favor -a ridiculous choice that it total failure ...and presents the situation as an either/or, ignoring that there's a whole lot of other, reasonable options. Shame on you Sir for presenting such a biased and false argumen
[quote who="Sir_Linque" reply="83" id="2644602"]Those types of lakes exist, although not so big and in such a place as it is in the Elemental map. Lake Toba in Sumatra is such a lake and is roughly the same size as the one in Elemental. Also, lakes with no outlets can appear wherever, since there are a number of causes that could create one.[/quote]I thought of Lake Toba (formed as the result of a super-volcano explosion and filled in with rainwater) as an example too but its wik
[quote who="Sareln" reply="12" id="2645172"]Why give up without even trying?[/quote]So not putting Elemental on Steam is giving up without even trying? That is the fallacious argument 'False Choice' -- it presents only 2 choices: -the choice you favor -a ridiculous choice that it total failure ...and presents the situation as an either/or, ignoring that there's a whole lot of other, reasonable options. Shame on you Sir for presenting such a biased and f
[quote who="Bill_Door" reply="41" id="2644099"]I totally agree. I really wonder why Brad chose traditional TBS combat.[/quote]I'd be interested to know too. I'd generally assume it's due to not knowing about it, but that's hard to imagine in this case. I'm guessing the non-simultaneous system is easier/faster/etc. to make (as simultaneous requires keeping track of each unit's route, calculating when collisions occur then resolving according to orders, etc.) and as they
[quote who="pigeonpigeon" reply="40" id="2644094"] It depends on how simultaneous TBS is implemented. If it's 'action halts, all sides issue orders/etc. to all units, then action commences simultaneously (with possible pauses to resolve certain issues not covered by orders/etc.) as all units act, then action halts as that turn ends' then you could see something similar to that screenshot. (Not saying Elemental will do this) You just descr
[quote who="Bill_Door" reply="31" id="2643843"]No it can't, with turn and tile based combat only two forces will fight at one point in time, in that screenshot many formations and units are fighting at once. But what really gets me about turn-based combat is the number of abstractions necessary.[/quote]It depends on how simultaneous TBS is implemented. If it's 'action halts, all sides issue orders/etc. to all units, then action commences simultaneously (wit