In 2A: [quote]+ Right-clicking on an NPC now talks to them by default instead of attacks them[/quote] Here are 2 cases where right-click causes the selected unit to attack a recruitable NPC instead of talking to them, even though the mouse icon shows the "talk" graphic: Example save: http://dl.dropbox.com/u/8067364/Beta_2a/B2A-ERR-RClick-attacks-from-city.EleSav <stro
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I agree that champions feel a little "gray" right now. They have unique backstories, but the only thing that differentiates them in terms of gameplay are the initial stats (+prestige, +movement, ...). Champions would be much more interesting if: They didn't all level via combat. Merchants might level via attachment to caravans (mentioned earlier) or settled in cities with markets (i.e. "running a shop"). Farmers might level after being stationed in a c
Yeah, my bad -- They're missing textures. I updated the post.
[quote]If you haven't already, please read the "Beta Reporting Guide" post here . It describes and tells you where to find debug.err and dump files that you can supply to help the developers fix these bugs.[/quote] Yeah, they'll almost definitely need more data. I'm running Win 7 x64 without this problem, so it can't be just the OS. [quote]The game Elemental crashes after a set amount of time, approx 15 to 20 minute
[quote]2) MOO2 has a small random factor to the research. I just think it's a nice touch and again makes research feel more real. Plus it keeps you on your toes a bit more. All good things in my opinion.[/quote] Random in what way? I haven't played MOO, although I've heard that it's "quirky". I'm guessing you don't mean random chance of rare techs, which already exists. Unless you mean something like: You start researching Harvesting (Gardens->Fa
On the levelup screen, the Combat Speed is not visible unless you scroll down. However, there is no scroll indicator to tell you this:
That was it. Thanks! I thought that option was for something else.
[quote who="Mogmoogle" reply="4" id="2656876"]The only thing I notice is that sovereign movement is super sticky, since beta 1, but I'm sure that it will clear up later, the transitions from cloth to 3d to max zoom are really nice the close up zoom feature over the functions of your town are reminiscent of populous.[/quote] Yeah, I'm seeing a huge stutter when the selected character finishes pathing in 2A that I don't remember seeing in the last beta. It doesn't happen every tim
Currently, when you click to move a character, the camera automatically re-centers on the character and follows him until he stops moving. This makes managing multiple characters/cities painful because it's natural to switch from char1->city->char2 as soon as char1 starts moving. Even worse, edge scrolling is disabled until the camera is finished auto-following. You can't even pan over to the next city/char that you plan to work on until the selected character finish
- Select char (Auto Turn = ON) - Right-click to move to destination - While the character is moving, click a nearby city and open the build menu. - When the character stops moving, the build menu automatically closes.
Using the save below: Load the save. Move the sovereign (selected) once. He moves normally (no Quick Move). Click the city icon (in tree UI). Hit to return to sovereign. Move the sovereign again. This time, he moves with no animation (Quick Move), even though it's disabled. Notes: If you repeat these steps but replace step #4 by clicking on the sovereign icon inst
In 2A/.803, rotating the camera with the middle mouse button does not stop the cursor from moving with the mouse. This causes sudden edge scrolling while rotating (when the cursor hits the side of the screen). With a high DPI mouse, this happens nearly every time. I'll be rotating around my city and suddenly ZOOOOOOOOOOOM the camera is halfway across the world. I don't remember seeing this in the previous release (.802), but I may have missed it, as I didn't rotate
Nevermind - Ignore this
I'm able to delete Lord Relias in the current patch (Beta 2A) via Right-click+Yes. He returns after restarting the game. Here's the screen after deletion (portrait for Lord Relias is gone):
In the default backstory below: There's a missing space after "Friends that who caused" "that who" - The "that" should be deleted. "befall upon" - Should be "fall upon"? This sentence sounds awkward: "And dreams of a glorious kingdom with overlooking seemed more real than life in his village." The word wrapping on line 5 looks like it's 2 characters too wide (probably applicable to the wrap width in general).
If you create a custom sovereign with a max-length (33-char) name, the last 3-3.5 characters are truncated in some cases. For this test case, the sovereign is named: 123456789012345678901234567890123 (note the final "123"): The last 3 characters ("123") are truncated on: 1. The card shown while creating sovereign (the last 5 visible chars are also wrap
If you click-and-hold on a color, then drag the mouse over other colors, the selection "X" appears in all of them, but the X'ed colors aren't actually selected. Example: Custom sovereign creation Go to pants. Click on the "Main" color box (opens Color Palette). Click and hold on one color, then drag the mouse across the rest of the palette. The result is below. Notice that th
The Reactor UI used for multiplayer seems a little "clunky" and intrusive. Suggestions to streamline/cleanup the UI: Login: Hitting in Password box should be the same as manually clicking "Login". Having to type, then switch to mouse just to hit "Login" is annoying when it's standard for to do this. Login: Add option to remember username/password. Chat box:</str
Debug.err: http://dl.dropbox.com/u/8067364/Beta_2a/Invis-LostLibrary/debug.err Save: http://dl.dropbox.com/u/8067364/Beta_2a/Invis-LostLibrary/B2A-MP-1vAI-Procipine%201.EleSav When zoomed out to cloth map, the Lost Library is visible (northeast of city center): <a href="http://dl.dropbox
Are you supposed to be able to Save+Load a multiplayer (1vAI) game? I tried this, and after clicking Load: It took ~5 minutes for the "Creating World..." bar to go from white to full grey. After this, it stayed at full grey for another ~5 minutes, after which I Alt-Tabbed and closed the game. It had to be closed via the Task Manager because closing the window did nothing. Notes: I did not Alt-Tab during the
The debug.err file: http://dl.dropbox.com/u/8067364/Beta_2a/310M/debug.err DxDiag: http://dl.dropbox.com/u/8067364/Beta_2a/310M/d1.txt Screenshots: Main Menu and Exit dialogue box o
Saw the same thing here: https://forums.elementalgame.com/384328
https://forums.elementalgame.com/384061/get;2650560 If it's the same problem, the window is off the side of the screen. If the posted fix (re-docking task bar) doesn't work, you probably have to edit Prefs.ini and change the resolution (e.g. to your native resolution) or reenable full-screen mode.
DxDiag: http://dl.dropbox.com/u/8067364/d2.txt Dumps (crash created 2 dump files, 2 empty zip files, and 2 "Out of Memory" popups): http://dl.dropbox.com/u/8067364/OutOfMem/100613-105300/Elemental0_802-2010-06-13T22-46-29-688.dmp <a href="http://dl.dropbox.com/u/8067364/OutOfMem/100613-105300/Elemental0_
After razing a city, the city icon is not removed from the left side of the screen. Also, mousing over the icon continues to show data for the nonexistent city. (Clicking on the icon takes you to the demolition site) The SS doesn't show the cursor, which is hovering over the last icon on the left (the razed city "Ramuest").&