Ok so i've installed Havok (just want to toy around with it while waiting for the crash fix build of Elemental) and there doesn't seem to be an executable for it.... there is a debugger, but that's it.... Anyone know where to get some documentation for it?
strager
When I installed Elemental it placed the game in my C:\Program Files (x86)\Stardock Games\ folder. The previous title from you I have (GalCiv2) is installed in C:\Program Files (x86)\Stardock\. This creates clutter in my installation folder structure. Please change the install path to match the one used by GalCiv 2.
So my idea is simple. Put Race Creation. before sovereign creation or combine them into one process. Race creation should really be combined with your sovereign creation because its easier to envision your ruler, after you make your people. Also, a secondary benefit would be that you could make your sovereign part of your race- once your race is made you could just hit a button, and change your sovereign to look like your race guy, and from there you could customize him
It could really be done one of two ways.... One way would have you set policies within the city. The governor of the city could have an impact on Migration policy within a city, and your sovereign on the nation as a whole. A second way to do it would be to use the Unit creator. You could create a Civilian Migration pack, like the scout and messenger do now. You would then be able to draft citizens to move under your command. This would give you ab
Summary: When turning on the "Use Mods" option, than turning it off again (without exiting the options), will result in a restart request. Steps to Reproduce: 1.) Start the game 2.) Press the Spacebar to reach the main menu 3.) Select Options 4.) Turn on the "Use Mods" option 5.) Turn the option bac
[quote]with a population of 582,130. Each hut would be taking up more space than downtown Portland. The cities in the above walkthru would take up more area than London (1,706 square km). This is obviously absurd, we cannot work under the assumption that the tiles are that big, or that the map is attempting to model something of greater scope than, say, the state of Oregon (225,026 square km, or 179 "earth-tiles"). Given a more Fantasy-reasonable tile scope of, say, 4 square kilometers. Still
I don't think this is a bug- versions should not be save-game compatible because then they couldn't tell if a bug was "natural" or some artifact from your previous version.
My very first bug for Elemental! Yay! Please let me know if the format is not to your liking. Summary : It is possible to create a sovereign with 0 points in any attribute. Steps to Reproduce: 1.) Start the game 2.) Press Spacebar to reach the Main Menu 3.) Start a New Game, and name your world<
Got mine too - am home for lunch, so will have it ready when I get home :)
[quote who="vieuxchat" reply="12" id="2587930"]The "only 3 races" is just for the beta I think, not for the final release. One problem I see : if a city has 2 races living there, then what happen if I build a unit of 1000 "men" ? 500 from race A and 500 from race B ? What kind of skill will the unit get ? (if for instance all people from race A should have the skill forced march) should the gam elet the player choose which kind of units he use ? Or only a trait choosed a
Well looks like they aren't planning anything like this from what I can tell from the recent journals.... since there are now only 3 races in the game, this is likely something thats going to have to be modded in.... I think I may try to get a team of you guys together to do this (along with a few of the other ideas I have posted and some I didn't bother because I knew they never would)...It's a shame something along these lines won't make it into vanilla Elemental, because the core game need
What we really need is one example creature from the game, so that people can base size, dimension, coloration, etc. off of that. You can likely import anything you want into the game....making it look good (and blend in with everything else) is a whole different story.
[quote who="CapnWinky" reply="109" id="2587395"] Quoting John_Hughes, reply 107 Quoting CapnWinky, reply 103 I have a n00b lore question...how did Procipinee become a channler? This post almost makes it sound like she became a channler because her father was. But yet, when we have kids...they are just mere mortals. What am I missing here? Thanks! Channelers can embue other Hero's with some of their Essence, while Family Members, in this case,
[quote who="Frogboy" reply="29" id="2587149"]This is the tree for men. Not The Fallen.[/quote] Frogboy- We are complaining about criticizing the following statements: In beta 1Z and beyond there will only be three included races: Men, Trogs and Urxen. But like I said, in the actual game, we are going to treat races as species and have just men, Trogs (Fallen), and Urxen (Fallen). </
I'm in the add more races camp also - With distinct differences between them. There should be at a minimum be 6 distinct races (even if there is just minor differences like some of them being "sub-races") with 10 total civilizations. Ideally there should be 8 based on the chart above. While the game will still be somewhat fun with just 3 races, it will be significantly less so than it could be. Granted this will require more time being spent on art assets, and developing differences..
I think (hope) that inventory will eventually be movable to other units- at least champions and your kids....
@Stalvos - Too much information.....
[quote who="RichMcD" reply="37" id="2586480"]Well okay. Point taken. But your "ar"s there still make up less than 5% of the total text (and two of them don't even sound the same because they're modified by 'e's and the "ar" in lizards and wizards and regular and popular is pronounced more like "er.", at least in my accent) But there are only 11 syllables in the five kingdom names and so over 1/3 of them are "ar". And they're all the same phoneme, not just the same two
Oh wow - musta hit "Last" instead of "Next" haha - thanks for pointing it out :)
[quote who="Frogboy" reply="84" id="2586436"]stager: yes. There will be a pacing option but it'll be different than what we've done in the past. You'll be able to change it mid game back and forth to suit yourself (kind of like in Sins where you can hit + or -).[/quote] Well that will be.... interesting.... One second it takes 30 turns to research something, than with a flip of a switch it takes 3 turns.... I'm assuming (hoping) that this can be disabled for multiplayer and won't be e
Zombies?
[quote who="RichMcD" reply="35" id="2586441"]I'm afraid I only pre-ordered recently so I'm not up on the lore. Are these Kingdom's supposed to be particularly distinct? Because, name-wise, three of them have the syllable "tar" in them, and four of them have an "ar". This may be why people are finding them generic - because they're phonetically quite similar.[/quote] H ar d to tell...They <span style="text-decoration: underl
[quote who="Mandelik" reply="4" id="2586439"] quoting postSalt Distillery: Through magic, separates salt from the oceans water (increases the time food lasts) You do realize that people, even in Ancient Times, never needed magic to achieve salt production? That said, I have a little problem with shores: my Sovereign can't access a shore tile, can't access a tile with even a small part of shoreline inside even when sea takes only, say, 5% of the til
Stardock should just buy EA for the Spore creator ;-) (Well Bethesda bought ID so anything is possible....)
This is going to happen.... "Populous" style magic has been confirmed to be in the game - that means raising mountains, flattening land, the whole 9 yards....FrogBoy should get us a video of this so we can all stare at it in awe....