I ended up with this funny but abusive generated terrain today. Come on! 2 shards, of the same elements, side by side. Is the terrain being generated by monkeys? I often get 2 shards very close to each other, but most of the time they are 1 or 2 tiles away and of different type. It is still powerful, but not as funny as the above.<
larienna
I does not happens all the time, but it has appeared at least twice. there are some weird symbols overlays that appears on the map only during gameplay (they are not in the map editor). I was wondering if it was a feature. Here is a shot: As you can see, there is some dark stains in the middle of the dessert, and on the grasslands on t
It seems I have found a temporary solution. Since the map are saved as XML, I just used a string replacement routine from a text editor to change all cliffs terrain by beaches and set back the height to 50. It seems to give pretty good results: The only drawback is that I must manually edit each map I generate.
There is currently no way to automatically replace all cliff by beaches, or set the default surrounding terrain to beach instead of cliff. Could it be possible to add this feature? Either allow changing the default terrain, either allow us to setup a % ratio between cliff vs beach in the XML to change the results of the generator (with of course the possibility to set 100% beach and 0% cliff for no cliff). Or have a special function in the map editor that replaces all cliff by beaches
I tried using the map editor to generate map multiple times. Then when I close and open the map editor again or when I close the editor and start a new game, the game crash. The debug file can be found here: http://lariennalibrary.com/extern/ElementalBugReport/0003/debug.err It seems to be some sort of memory allocation problem since there is a lot of garbage collecting and reference problems. Th
Thank you. First I want to get my hands dirty in the modding to know what can or cannot be done. I want to see the mod in action. Then we could dress up a list of important missing features that we cannot implement in any other ways. There is still a lot of stuff we can manage to work around to achieve similar results.
Since some people might be curious of what we intend to do, I decided to post a link on my design document that covers civilization management. Take note that things can change during the development considering that we do not know all the limitations of Elemental's engine. But in general, that will be the direction we are taking. Here is the file http://lariennalibrary.com/extern/momemod/Rules_Mommod_Civilization_10.pdf As you can see, some stuff in the document are still und
I think you can use this debug file http://lariennalibrary.com/extern/ElementalBugReport/0002/debug.err Because it's the same session I used to force a game crash for thread. https://forums.elementalgame.com/401614 Since it's the game continue running, you might not have a fixed crash point in the log that tells you where there
There are a few things that I find odd. There is the "egalitarian" special ability which allows you to create female unit. The problem is that there is no way to change the sex of a unit. The only way I found is to click the "random" button until you fall on a female character. Could we have a change sex button? Second, there are more design options for the sovereign than for the units. In unit design, you are limited to clothes and equipment, so you cannot design facial trait
This is a bug that has been there for a long time. It simply the fact that probably in low resolution, the background behind the character and the units does not get stretched to the right size. Here are some screen shots. <img src="http://lariennalibrary.com/extern/forum/SShot_Elemental_badBG_02.jpg" alt="" width="512" height="384" /
I tried and I still get the same error message. Here is the debug file, there is no dump. http://lariennalibrary.com/extern/ElementalBugReport/0002/debug.err Is is possible to know if the entity that tells you the version of the shader is actually the driver or Direct X? This way, you could put more attention if the answer was from direct X rather than if it is from
Also, if it does not work, you can try checking the "Cloth Map Only" mode option in the Options screen. Although not ideal, it may still allow you to play the game. I can play the game it cloth map without any problems. The only problems is that combat must be resolved with the 3D engine. Else you must auto-battle. But there are a few rare situation where you do not have the option to auto-battle before the combat starts like during quest.
Ok, I made some researches and mailed the Intel tech support. First, this is the latest driver and they will never make any new drivers. Second I stumbled on an interesting page about shader versions here: http://www.intel.com/support/graphics/sb/CS-014257.htm since my error message is "ebug Message: WARNING: Model Batch detected Shader 3.0, but the hardware technique 'HWBatching20' f
I think the problem with a MOM game is that everybody want to play their own way and think that it is best to play it their way. But the problem is that almost none of these people have any game design experience so they do not know the impact on game play and if it is going to actually be fun or not. You cannot also convince them that their view of the game is wrong because their lack of design experience prevent from understanding the cause and effect of their rules. So in the end,
That is what I did last time, but there was no more recent driver. I'll try again or ask the company. Do you think if I give them samples of the error log that it will actually help them? Or is the error log only understandable by stardocks people.
Same bug as before, there seems to be a problem with the shading function. It's just that in the previous version, it managed to work. I could for example participate in combat and use the cloth map. Now as soon as I enter the 3D engine (combat or world map) the game crashes like before. Here are the log and dumps: http://lariennalibrary.com/extern/ElementalBugReport/0001/
I built a study and when the building is finished, there is no picture anymore. It seems that the built study's picture is blank. I am not sure if there are other buildings which share the same problem.
(Damn, my browser crashed and I lost my post, I'll try to sumarise what I wanted to say.) The concept of iteration also applies to the design of the rules of the game. You start your game design with something that roughly works, evaluate risk, make a prototype, test if it works then change your design. As the process advance the rules get more and more refined. Since electronic prototype are expensive to develop, you generally start with a paper prototype and when the testing has exc
It should be quite a more more stable and faster. On some previous screen shots of the game, there seems to be a debug mode where you could see ressource usage. Is there a way we can access this mode? I would like too see how much of my system ressources it used by the game.
Master of magic had the concept of personality like: Expansionist, agressive, etc. Giving personality could be interesting. Either they are assigned at character creation. So each sovereign will have a personality of it's own (making it easier to remember them), or either they are assigned randomly.
There are a lot of interesting APIs available to the AI to look at spells. Speaking of API, I herd that eventually, there will be an API available for modders. I wanted to know if it was currently possible for modders to add code to Elemental? Is the feature activated? Or it's simply the lack of documentation that makes it unavailable right now? Else is it possible to change the user interface ( the DXpack files). It might not be possible to add st
By looking at the XML, I can see that the terrain generator allows having various types of map shapes (islands, small continents, large continent) for each map size. I was wondering when this feature will be implemented in the game, or if it will be implemented in the game. My idea was that the player could choose during world creation which type of map they wanted.
I want to know if it could be possible to multiply % bonus instead of adding them to prevent a bug like in the situation below: Let say you have a building that reduces gold cost of buildings by 50%. If you build 3 of these buildings, you cost is reduced by 150% which means that everything you build is free. Now my suggestion is that bonus could be multiplied together instead of being added. This is useful when the bonus reduces a value instead of increasing it. By multiplying
1. The AI declares war long before it is prepared or able to attack me. This gives me time to prepare a defense or to just attack them first. That is something I found annoying in many 4x game. They declare war on you because of bad diplomatic situation. You prepare yourself to go to war, and then 50 turns later when you are bout to invade, they want to make peace because nothing happened between you too. If an AI declares war, he should be prepare
With Elemental: War of Magic v1.1 BETA now out, you can see the direction we’re heading with the game. Eh! Sorry, but on your main page, version 1.09 is shown. I launched impulse and there is no updated version. Do I really need to have preordered the game? If that is the case, when does version 1.1 will become public?