Without being part of the beta-process this is my feeling too. There is so many cool things hidden in the game-resources, and many thing that seems to have been gimped in a last minute effort to balance the game. Seriously if the combat/tactics was better balanced, then the strategic state could easily be unresonable unbalanced. This is common in many strategy games, and great for single player, but sucky for multiplayer, but multiplayer then just use pregenerated maps, where single player us
Carewolf
[quote who="meeks1" reply="44" id="2755707"]Submitted for your approval... Reduced 88%Original 325 x 500[/quote] Is she wearing iron leggings? What is protecting her upper leg?
The AI isn't just schitzo in diplomacy: "We should have treaties, and you should pay for them you rich bastard". I had Markinn single-handedly attack my capital once a turn for 12 turns straight. The city was defended by a peasant, so he probably thought he could beat even if he was alone, but once in combat, he lost the nerve and ran away (he only had 3 hit points). Aaaattack! Run awaay, run away! As early empire I had to spend several turns for my soveign to walk back, and then several more
Given the problems surrounding the first release of Elemental, the problems with getting the game in stock, and getting proper reviews I would like for offer my advise on getting the game the fame it will eventually deserve. Brad has already promised continuing patching the game, including adding more content, essentially delivering expansion packs through patching. I believe this is admirable and definitely the right thing to do. It doesn't however give game reviewers a good well-def
I don't mind the limited number of spells as much as everybody gets the same spellbook. Research one special tech, and you have all spellbooks.
In the patch notes they say have added an option to disable outlines. It is just a guess, but check if you have it activated for some reason.
I think the underlying problem is that once revealed, revealed resources, notable locations, etc. are revealed for all players. This means you get notable locations you can't access, and this means that revealing resources everywhere could help your enemies too much. If these notable locations and resources instead was in the game from the beginning but hidden, then only players with the proper tech could see them, then these issues would go away and the game-mechanics would match the technol
I suspect these technologies does technically reveal resources. The resources are spawned upon research and was not there before, and neither anywhere else. A bit sad
I like the tile limit, if anything it is too high. One problem though is that includes resources. This means that if you merge with the resource-squares your city suddenly use 4 tiles extra. This means you have to be "gamey" and avoid merging into resources unless you need collective defense (like on a frontier).
I have the opposite experience. I started playing at normal and surprised at how easy the game was and how passive and retarded the AI was. Then I found out "normal" was the lowest and stupidest level of the AI. Still with the many unbalanced parts of the game, it is just using those unbalanced parts and the game is too EASY on HARDEST level. I do agree however the game is hard to get into. It really needs better tutori
The demo is better than the released game, since it is limited to only the few years and a nation that actually works. Only one minor patch have been released since the demo, which was released a few days before the complete game. PI are really taking their time fixing game-breaking bugs. Makes me feel so much better about Stardock
[quote who="Archonsod" reply="164" id="2752227"]Just a thought, but maybe his definition of "fixed" differs from yours?[/quote] Considering that the issues I am refering to have not change at all in any way, then I think it is your definition of "fixed" that is different... :D Seriously it is probably a priority issue, but still, it feels weird to read a 2 month critique of a beta by the publisher that matches my own critique of the released game
Royalty is +100% to prestige. In base cities this means +2 prestige, with an inn it become +4 prestige, with two +1 buildings it becomes +6. So it is consistantly +100% As for stats: Note that in game a new levels gives +3 Constitution or +3 Essence while points on Str/Dex/Int only gives +2, but in Sovereign creation all stats cost 3 points for each point. This means that constitution and willpower are better bought at level up, while str/dex/int is a better trade at cr
Is the part about no copy protection really true? At least the download version I bought from Impulse has all kinds of crappy broken DRM. If moved to a new computer it asks for authentication and product key.
If Brad thought these things where ugly or broken back in June, why didn't even half of them get fixed before release?
I only use Janusk for sex. All the other sov.s have spouses at the beginning of the game, with Janusk you have one too (as long as you are female, that is).
The campaign in GC2 was pretty good. It got unreasonably difficult in some scenarios, but that is just part of the charm that teaches you to abuse every rule and detail in the game just to beat the campaign. I like to feel that "cheating" is necessary, currently I just feel using basic elements of the game like "squads" is cheating and unnecessary.
I have made a few observation about path-finding: 1) _It does not consider roads. Between two cities with road it will rather walk 6 squares of non-road, than 7 squares of road, though the road would almost twice as fast 2) It does not consider city-limits. This means it will not search for the part of the city that would take the shortest route to get to. Combined with the road-bug, this means it will sometimes take a longer route with no road than a short road-tr
I've never seen crashes on anything but context-switches (windows tabing). The housing problem happens repeatably though. Funny thing is that the game also auto-saves before the invension choice is made, but after the research point has been spend. So I can load the auto-save that hung, but without the research.
I did have a lot of huts, but I also had a number of Empire shantyies. I thought it might just be processing, but I tried waiting up to 10 minutes, and it didn't help. I also tried waiting even longer, but then Windows locked itself and asked for login when I returned. Elemental naturally crashed from the context switch like it always does.
debug.err didn't contain anything suspicious. The debug messages it had, was the same it emited for every single turn, the one that hang was not special. I can of course reproduce the bug and make it happen again, but I would have posted debug.err if it was interesting
Like other have already said: Check here on forum. Fortunately the bug forum is not hidden like it is with for instance Paradox Interactive own inhouse games, which are also known to be shipped in a uncomplete state.
As the title says. If I research 'Civilization' and choose the 'Housing' technology the game hangs using 100% cpu on one core. If I restart the game, the game turns out to have been autosaved on the turn I was going to but without gaining any tech. This can be reproduced consistently, both by researching housing again, but also by researching other techs, and then researching 'Housing'. Only housing makes the game hang.
[quote quoting="post"] B} Camping on a Resource = While exploring the map your peasant or scout might find an enemy pioneer marching towards a good resource and there's no way to stop him without declaring war. The exploit here is camping on the most valuable resource such as a gold mine with the peasant. When the enemy AI builds the town your peasant will remain camping on the valuable resource and thus preventing the resource from being built. [/quote]
It levels up the road on a geological scale, a few thousand years after the game has completed the road will be level 2 (perhaps, but only if it is a really short caravan).