I get a funky issue that turns my soverign into a city . No joke: one second he's there, then the next second he can't be found on the map, but he still has an icon in the upper left. You click on it and it selects the city where you can build stuff. He's not *in* the city, either : there's no unit to pull out. He just straight out becomes the city and you can even use the cursor that selects where to move, but obviously you're a city now and can't mov
TCores
[quote who="John_Hughes" reply="17" id="2589853"] "3) Cities need a quick glance card when the mouse hovers over. I shouldn't need to drill down several menues to see how many free squares exist when selecting building choices." This is a ONE click synopsis of a Town. Free squares are noted in the PIC. http://img412.imageshack.us/img412/9030/elemental1z3.jpg [/quote] So THAT's what that icon means
Also, I don't know of any games that use ruby, not big titles with large modder communities, which just underscores the "python has a bigger community" in relation to what groups of modders with what games are familiar with what. A lot of Civilization modders with experience in scripting Python can come right over to Elemental when it ships and start playing with that. (And a lot of them will, since Civ V is ditching Python for Lua) Personally I'd have preferred some C-like derivative
A lot of nonprogrammers use Python and get done what they need to get done. Ruby is a new language and reall doesn't have the community that Python does.
Stability is better. I'm getting about forty turns in now. Thanks! : )
Excellent! I wasn't making it more than 20 turns without a crash. What was causing it? Can we have one more (minor) item on the list before beta 2? #5 Exit to main menu/End current game button Right now if I want to just stop playing the current map and start from scratch I have to exit the entire program, and it takes a bit of time to finish loading.
...why is it some posts don't show up for me until an hour or so later?
That's not to say I'm not a fan of complexity, I love complexity. I'd just rather the complexity exist in areas of the game that I enjoy, like combat systems and magic systems and research systems and strategical choices and, you know, the typical business a 4X gets up to. Micromanaging peasant's loaves of bread is better suited to Dinner Dash.
Managing logistics of a multi-city empire is no laughing matter. Actually, real world logistics, deployment and supply line management is a very demanding full time job often performed by multiple people. If anyone here is having trouble imagining medieval logistics management, try imagining the Hudson's Bay company, circa 1780. They had hundreds of different products and trade goods and market trends and resource areas and trade routes to manage and manage in advance, since it t
[quote who="kryo" reply="2" id="2588903"]Part of tonight's hotfix's purpose is to clear out any user data from old betas that may cause issues. So not a bug, no. [/quote] Actually thanks so much for doing this. I wasn't looking forward to having to clear the data myself : ) Any major point change should wipe our old data.
I'm on the global boat talking to my goat, this is my global vote.
I was about to say, "No way is it ready for beta 2," but the developers beat me to it! It really isn't ready though: if I crash roughly every 100 turns, and someone else crashes once every 100 turns, then the probability of one of us crashing in a multiplayer game is 1/100, we'll probably crash before turn 50. If there are three players, turn 33. 4 players: turn 25. In other words there's no point in doing multiplayer until the crashing issue is worked out.
This is still an issue as of .298
These are the error messages in the debug file: Debug Message: ERROR: (CD3D9Renderer) Unable to create mesh during ::CreateTextMesh. Debug Message: ERROR: (CDrawManager) Failed to create text mesh in ::Reload3DFont. Debug Message: ERROR: (CMapTextGraphic) Failed to create 3D font wrapper for CMapTextGraphic 'Astaliale'.
Persistently and consistently Files of this crash are uploaded here http://journals.rpgnexus.net/users/TCores/downloads/elemental_debug/Elemental0_298-2010-04-10T06-35-42-78.zip http
Seems that I am crashing more than on .2095.
Enjoy : ) I imagine we'll see an official announcement drop shortly.
Enjoy : ) I imagine we'll see an official announcement drop shortly.
[quote quoting="post"] 1. These Items, under No Circumstances, should be made available through the use of the games Editors. If people can cheat and add them to their games they will and that defeats the purpose of even having them as they are Obviously Over-Powered Items. 2. These Items can only be Used in the Single Player Game (though traded in Multiplayer). Maybe there could be a chance at finding a piece or item in a Multiplayer Game, maybe there could even be a sm
Even cooler: dynamic control over x,y,z scale and tinting and being able to set different nodes to different models. You can make scripts that make units giant or tiny. I made a great "amputation & decapitation" in NWN during a spare weekend, with limbs flying off like nobody's business, just by having a null models to set the arm/hand/head to, and clever application of graphical effects. Also did some interesting stuff like regeneration spells visually regrowing the arm, p
What you're looking for is a tool that allows you to adjust scale in terms of height and width, a way to tint preselected areas different colours, along with an intensity adjuster and possibly something to handle the textures, and for the models in elemental to be segmented so you can swap one piece of armour for a different piece of armour and mix and match. That gives a *lot* of flexibility, maximizes the bang for the buck of each individual art asset (since&n
The above post was directed toward Raven X's post, which appears to have been deleted or removed, and the comments are not really applicable to saving a copy of your game states online, which could be fairly useful to people who change computers a lot.
It's not the future of gaming or computing. Wily companies have been trying to sell us on the idea of having our computers connect to other computers to run everything on the client computer for several decades now, and have flopped incredibly. Maybe not everyone here has been in IT long enough to remember each iteration, or the companies that have tried to deliver this vision and failed specatularly. Once, we called it "thin client" computing and tried to sell it to workplaces a
Be/OS - now that was an OS to BE.
[quote quoting="post"] "I am pretty convinced that it is going to become the dominant way for games to deal with transient data. When implemented correctly—that is, store it locally in the event the user loses 'Net access or the service is down, and store it on the cloud when possible —you end up with a much better customer experience while decreasing the support costs for the developer." [/quote] I appreciate the distinction he