I also had all houses disappear when my Havn city achieved lvl4, pop dropped from 500 to 20, city remained lvl4. http://dl.dropbox.com/u/5475789/EndTurnLoseHouses.EleSav http://dl.dropbox.com/u/5475789/debug-8.err Just hit next turn in provided save game to see.
Nick-Danger
I think I was just clicking off turns and CTD'd. No Windows error message. http://dl.dropbox.com/u/5475789/Elemental0_302-2010-04-25T16-00-33-629.zip http://dl.dropbox.com/u/5475789/debug-7.err http://dl.dropbox.com/u/5475789/DxDiag-32bit.txt http://dl.dropbox.com/u/5475789/DxDiag-64bit.txt
Figured I'd add my out-of-memory CTD info here: CTD with "Out of Memory" message (two of them). Had been playing for a few hours (which is a good thing -- it lasted this long!) Windows Crash Details: Problem signature: Problem Event Name: APPCRASH Application Name: Elemental.exe Application Version: 0.3.0.2 Application Timestamp: &
Hitting next turn causes game to lockup, need to CTL-ALT-DEL to end Elemental and to get back to desktop. http://dl.dropbox.com/u/5475789/debug-4.err no dump file no standard Windows crash message save game immediately preceding lockup (just hit next turn to invoke): http://dl.dropbox.com/u/5475789/gameFreezesWhenHitNextTurn.EleSav http://dl.dropbox.com/u/5475789/DxDiag-32bit.txt http://dl.dropbox.com/u/5475789/DxDiag-64bit.txt
This crash seems to be caused/affected by/related to the 2 enemy units being in the spot where my units appear after exiting the city.
A few suggestions: -enable load games within games, to make testing faster/easier -in battle reports (where we choose to fight/not fight/etc.) state where the battle is when possible (ie -- which city), as I've had several cities attacked and similarly populated by troops, so it was not possible to tell which city was under attack. -if we have the build menu open in one city, it would be nice to be able to click on another city and have that second cities' build menu o
CTD when placing a second research building in the same city. City was also building a 'long lost library' (or whatever it's called). http://dl.dropbox.com/u/5475789/Elemental0_302-2010-04-23T13-54-49-358.zip http://dl.dropbox.com/u/5475789/debug-3.err http://dl.dropbox.com/u/5475789/DxDiag-32bit.txt http://dl.dropbox.com/u/5475789/DxDiag-64bit.txt
Added note: I went back from the previous crash, and the problems seem related to the 2 enemy troops being on the spot where my units appeared after exiting the city. Waiting for the enemy troops to move off that spot before exiting avoided both crashes, and the game is proceeding successfully.
http://dl.dropbox.com/u/5475789/Elemental0_302-2010-04-23T12-59-43-225.zip http://dl.dropbox.com/u/5475789/debug-2.err http://dl.dropbox.com/u/5475789/DxDiag-32bit.txt http://dl.dropbox.com/u/5475789/DxDiag-64bit.txt This occurs a turn after the previously reported crash ( https://forums.elementalgame.com/380967 ). I exited the
I simultaneously exited my Sov 'Nick Danger' and 8 troops ('Guardians') from captured city Nuesplarra (I used SHIFT to select the 9 units then hit the 'exit city' arrow on my Sov) and immediately the 2 enemy units attacked each of my 9 units individually (not my 9 troops grouped as an army -- I had no time to group my 9 units as an army, or do anything else). The game goes thru 9 attack options (the 'fight' or 'cancel' screen) then 8 combat results and then Windows crashes ("Turn based
[quote who="Frogboy" reply="81" id="2576820"] In reply to: "Elemental has never been stable enough for me to do any serious testing. Only with the latest version have I been able to play more than a few minutes before CTDs, and then couldn't reload. Reloading still doesn't work. I'm wondering how many others have the same 'luck'. (rhetorical question -- there is a limited number of testers -- how many enjoy sufficient stability to effectively test?)"
Elemental has never been stable enough for me to do any serious testing. Only with the latest version have I been able to play more than a few minutes before CTDs, and then couldn't reload. Reloading still doesn't work. I'm wondering how many others have the same 'luck'. (rhetorical question -- there is a limited number of testers -- how many enjoy sufficient stability to effectively test?) Beyond basic stability I am unable to comment on readiness to progress
"Come on, you apes! You wanta live forever?" --Unknown platoon sergeant, 1918 (preface from Heinlein's Starship Troopers (great book, horrible movie) Heinlein's quote is based upon: "Come on, you sons of bitches, do you want to live forever?" --Sergeant Major Daniel Joseph "Dan" Daly* during the Battle pf Belleau Wood, when, besieged, outnumbered, outgunne
[quote who="vieuxchat" reply="2" id="2570229"]Why not some name related to elemental fluff ? Is there some word for "shard" in elemental lore ?[/quote] Ort is a synonym for shard, with the meaning of "a scrap or morsel of food left at a meal" (middle age -- 1400s, possibly Dutch). Not saying I like it, but it's not reminiscent of a rl monetary unit (that I could find), has a medieval origin, a shard tie-in, and the food tie-in -- a monetary unit name derived from something as
I started a game, saved immediately (before making any moves), and played for a bit (quick victory), saving occasionally. Tried to load saved games. The first save (before making any moves) loads ok. All other saves crashed. The first few crashes result in the windows crash message ("Turn based fantasy strategy game has stopped working. Windows can check online for a solution to the problem. Check online... Close the program"), the later crashes are immedia
[quote who="John_Hughes" reply="158" id="2556552"]"You really need an "intercept target" option so your army actively tries to" This, and the "Zone of Control" idea could work well if it were possible to provide "Action Orders" to any army group based on either thier Movement or Sight Range modifiers. Example would be as such. I request army group A to move 50% of total alotted squares next turn, then right click the group and select an "action order" from a
[quote who="Tridus" reply="134" id="2555706"] You'd probably want a tiebreaker in the event that their movement scores are equal, in which case you could say that movement is faster then attack, so the defenders get to arrive first, or something like that.[/quote]I think this is a good idea, making the rule "when both attackers and defenders arrive at the same time in the movement phase, both have equal time to participate in the battle, so both are involved in that battle (ie -- tie allows e
[quote who="Wintersong" reply="130" id="2555669"]I don't like rewarding people for being faster than others. Some people are just slower and/or can have turns that require lots of attention due to manny different things in different fronts happening at once...[/quote]This is my feeling. One reason I'm attracted to Elemental is that it's turn-based, not twitch. Adding twitch to a turn-based game and giving it such an important role dilutes the turn-based aspect and changes the game
[quote who="Tridus" reply="99" id="2555390"] Quoting vieuxchat, reply 86Or TRUE simultaneous turns : you give orders, but they aren't processed immediatly. They are only processed when everyone has given their orders (like in dom3) Then who wins when two orders conflict? If I have a bunch of units about to enter a town and help defend it against a force that's attacking at the same time, the order those things happen is extremely important to the outcome. When we both give those ord
[quote who="Frogboy" reply="74" id="2555223"]What we are looking for here are ideas on how to make MP for fun. [/quote]What would be fun for me for MP is the option to be something along the lines of Diplomacy and Squad Leader/Advanced Squad Leader. In Diplomacy you write down your orders secretively (tho you can show them to others, with the caveat that the orders you show may not be your real orders), then when all are done the orders are shown together and then resolved. In
[quote quoting="post"] ...if only hard-core grognards are playing it online.[/quote]As someone who played every Avalon Hill wargame back in the 60's and 70's, I love it when a game's dev uses the "G" word (tho I'd argue that "hard core grognard" is redundant ;) ). [quote]Option #2: Simultaneous turns.[/quote] I'm unsure what it meant by 'simultaneous'. I envision 2 versions: -our moves are independent of other players and when we're through moving/bu
The 7 pt. "Arcane Lore" faction strength option that allows use of the Arcane Lore spellbook appears to not be enabled. I saw no Arcane Lore spell options under spell research. Perhaps there is a pre-requisite I didn't have but I can't test this as I can't keep a game going for more than an hour or so before it crashes (and save games don't work -- instead CTD -- past a certain point in the game, typically around when a second city is founded).
[quote who="Shurdus" reply="3" id="2552485"]Also it is very, very easy to dip into the red atm.[/quote] Same here, making some testing difficult. Boogie -- how's about adding a cheat to add some gold for testing?
I noticed my gold amount crashed without warning and discovered that accepting the House tech was the culprit. Huts immediately became houses (as intended by the Devs). That's a nice feature but the cost can be quite substantial -- 1000 gold in this case. I had 20 completed houses, 8 more being built, the listed house cost is 50, so it's automatically deducting 50 gold per completed house. I'm not sure what the best answer is, but going from +149 gold to -851 can be
[quote who="DamnedChoir" reply="32" id="2551321"] Bad eyesight: Poorer attack/damage rolls with ranged combat.[/quote]A 'one-eyed/eyepatch' weakness is something I'd like to see (pun intended). Similar penalty to DC's suggestion (penalty to ranged combat/spellcasting or the like, or easier to surprise, or penalty to spell research, or...). An eyepatch is cool.