Yes, the tech requirement sounds very gamey and should be removed or modded out. Problem of modding it out is we'll have to teach the ai to use it.
LDiCesare
I had just checked my city, built a hut, intended to move my units on the map (3d shown). Game window goes black. Game doesn't answer. Memory used nearing 948 464k, using 25% cpu (looks like 1 of the 4 cores at 100%). Had to terminate process by hand. No crash dump or info available. There's a boatload of files in the Impulsereactor directory (I certainly hope this will no longer be the case after beta, I don't want Impulsereactor or any MP things to run or do anything
One more thing. Predesigned sovereigns are not reproducible by custom creation. This feels very bad to me. Here's an example: Verga Naturalist, Ugly, Inefficient, stats: 14,13,10,12,12,13, 5 spellbooks. Cost: 50 - 10 + 3 + 3 - 3 * 14 - 4 * 3 - 5 (enchantment or summoning cost, which is not available since it's evil) Total = -17. So Lord Verga is worth 17 points more than what you can customize yourself. Except he's got no history. Kul al
[quote]The retail situation in Europe is just insane and in the age of digital distribution, we’re just not willing to put up with it anymore. One world. One price.[/quote] I read that as European distributors wanting to sell at higher prices? Considering the games often cost as much in euros as they cost in US$... I'm happy to have it through Impulse. And I hate that many games are not available thru Impulse in Europe (told firaxis that about the civ IV complete version for ins
To me one image is ok, the other is blurry.
Losign attributes (or youth) to monsters is the single worst thing I hated in all RPGs.
Am I the only one to think the sovereigns are all too similar, in particular stat-wise? All of the kingdom sovereigns have exactly the same magics. All of the empire sovereings have the same magics. The stat variability is between 5 and 15. There's no 5. Strength, charisma, constitution are at 15 for nobody. Here's a quick checkup: Relias : 12 11 11 12 10 12 So he is good at nothi
[quote] don't have a 10-key on my key board By godixbis Posted July 31, 2010 5:50:09 AM It might be nice to put a +/- somewhere in the interface for those who don't have a 10-key (for example notebooks) or else an option to change key bindings could be a nice a
I'll throw in a few not map editor related remarks while I think of them, sorry for the mess. 0. The Modding Guide. Should probably be stickied in the Beta or General forum rather than only in Dev Journals. Very hard to find when you look for it. 1. Why do all default sovereigns start with at least 10 everywhere? Stat-wise, they are mostly bland and similar to each other, except for Procipinee. All the others have too similar stats. Hardly any other sovereign has a 15. None ha
I uninstalled the game and reinstalled. Now works fine. Of course, as I type this, the game crashed but I had exited so it's not really an issue to me - dump here anyway: http://dl.dropbox.com/u/8046784/Elemental0_98-2010-07-29T22-37-20-737.zip
I get probably the same problem: End of debug.err is: DebugMessage: No files found matching mask C:\Users\Laurent\Documents\My Games\Elemental\Items\*.xml DebugMessage: No files found matching mask C:\Users\Laurent\Documents\My Games\Elemental\Race\*.xml DebugMessage: No files found matching mask C:\Users\Laurent\Documents\My Games\Elemental\Stamps\*.xml DebugMessage: No files found matching mask C:\Users\Laurent\Documents\My Games\Elemen
I've been playing with a combat only sovereign and taken out the entire map without using another unit or casting a spell. Obviously, I hope the ai will be better at some point and beat the crap out of me if I try that. My biggest concern is that cities early on are so worthless that it's not worth building one but far easier to look for a prey and take it instead. You save all the gildars and materials for building basic city infrastructure, which is alwyas the same anyway. Y
Faut quand même préciser que les jeux de Stardock s'améliorent normalement beaucoup d'une part entre la fin de la beta et la release, d'autre part après la release. Ceci dit, j'aurais pas précommandé, j'attendrais avant d'acheter. J'imagine qu'il faudra un mois ou deux après la sortie pour avoir un jeu à peu près équilibré.
Yes, my first post was probably too aggressive. But it's how I felt. If some players try the game, start it, play 10 minutes and feel so frustrated they want to quit, then maybe there's an issue that needs addressing. Right now the gold income curve from cities goes like: Phase 1) irrelevant - must earn all through adventuring Phase 2) balanced Phase 3) overflowing, partly due to caravans - hard to say whether it's unbalanced considering there's no oppo to see
+1 to use the world name as a seed (or hash it to get the seed). Arcanum used the character's name, and maybe race etc. to seed the contents of chests. 'Twas very nice.
I planned a move for my sovereign, to go into an empty tile. A stupid adventurer decided to go there too. As a result, she died, and I wasn't ever offered the possibility to avoid that, and the subsequent penalty.
[quote] They're rapidly outclassed in melee by constructed combat units.[/quote] I think the opposite. I now play with a 15 Str,Dex,Con sovereign with 5 everywhere else, startign with some weapons. He can clear a Medium map all by himself without ever casting a spell, just going melee.
The dragon has a weak point: He crawls at 1 move per turn. Sovereign is usually able to wipe out the map alone before that. But the dragon is useful for the master quest where big baddies actually are.
Very little info still. Cyanide has made some very good (imo) management games (rugby, cycling), and some real rubbish (Loki). I don't know what to expect of this one. The world is interesting, though. There is very little magic, but there is some: Undead in the North, Dragons, Magic assassinations (Fire magic). I love the setting. The game should focus on backstabbing diplomacy along with battles, and underhanded manipulation and intrigue to be true to the boo
You can just build a farmer to defend your city, noone will ever take it in this build.
[quote]Im gonna stick with what i've always said- its all well and good to try and let it make realistic sense, but you don't wanna sacrifice the simple FUN for it. for example, i can barely do anything from the beginning. I have to research making a party, and i can't research until i get a building or unit to do so. This kind of little detail shouldnt take a whole tech research. Frankly, we should just have the ability so we have at least a few foothold basics of each branch. It lets us st
When you reach the edge of the world, it's not clear that it's actually an edge. Particularly on the cloth map, iit should be possible too draw a neat line with some things beyond that aren't the sea but a void, so we can see clearly that we reached the border. I think of a Discworld-like border of the world, with water pouring down the edge on the 3D map, and some drawings of stars in the distance on the cloth map.
I built a city near the coast, a harbour on the coast, and a transport in the city. The transport appeared in the city but I was unable to get it to move. I tried again on another spot, with the city apparently on the coast, but maybe it's in diagonal or something, in both cases I'm unable to get the transport out of the city. How does one do this? Just put the ship into the sea, and maybe also board someone inside? I managed by selecting both the ship and my sovereign
Very good points.
Regarding warfare, the most important thing is to teach the ai to be aggressive/opportunistic or to know how to defend itself. Right now, it's too easy to conquer the world with a single fast-moving, strong, well-equipped soevereign that never casts a spell (maybe teleport once to move faster to the other side of the map) Another option would be to have the ai build city walls, which might prevent a lone fighter from taking out the city all by himself. R