It happens occasionally on different ones, havent had one so far that always failed. Did you need those savegames too?
Malloreon
@Folick009: the dirt tile works so far, however, I was not able to make them be built instantaneously, they still take one turn to build each. And currently Cities have a max amount of buildable tiles (though I could have sworn Frogboy said that it was unlimited now), so you will run into trouble after building a few of these. Also: unde
Wishlist Abilities : Vampirism: Champions gain 1XP/turn Increases Strength, Agility, and Combat Speed by 2. Increases Max Health by 5. Increases Resista
http://dl.dropbox.com/u/9164057/debug%20%285%29.err Sorry, no dump file to be had.
The race for Kingdom units is 'Amarian', but in a filename pertaining to Amarian units it is spelled A r marian. Filename: CoreArmarianBaseUnits.xml Folder: /Program Files(x86)/Stardock Games/Elemental/data/English
Here is my latest OOM Crash: Prefs.ini: http://dl.dropbox.com/u/9164057/Prefs.ini Debug file: http://dl.dropbox.com/u/9164057/debug%20%284%29.err Savegame (renamed): http://dl.dropbox.com/u/9164057/CrashSave.EleSav PreviousSavegame (renamed): http://dl.dropbox.com/u/9164057/PreviousCrashSave.EleSav Modded f
First, let me outline how I understand the process of adding new city improvements: In order to add new City Improvements (ala Hut, Inn, etc.) I need to: 1.) Create the tile (or tiles, if I want to have a nice building-in-progress tile as well) 2.) Copy the newly created .xml files from /documents/my games/elemental/tiles into /program files(x86)/stardock games(x86)/elemental/data/english/core tiles/improvements 3.) Edit one of
As outlined in the red-marked area, Refined Economics supposedly let's us build a School, and Hosten's Library, however, that was researched by a previous tech. Refined Economics also does not state what 'Economics' means (it seems to stand for Research production, but should probably stand for Gold production), and by how much it should increase 'Economics'.
Speaking of lists of cities: would be nice if we could make and .xml file with names for cities for specific factions so that each time we build a city a pre-determined name pops up as suggestion (ala Civ).
Alright, I tried getting you those screenshots, but of course after reloading the game, the graphics glitch was fixed and the resources are visible again. Sadly I have no savegames from before the glitch happened, and I was unable to reproduce it on different resources. However, the mine in question is still located on an apparent Hill which cannot be lowered (screen 1) - and there is a slight graphics glitch on the other resource I used in my attempts to reproduce the issue (screen 2
http://dl.dropbox.com/u/9164057/debug%20%283%29.err And no, there is no dump file.
Like I said, it 'hangs mysteriously' - there was no dump file for this, hence only the debug.err.
Haven't had the game hang up on me before, but here goes: http://dl.dropbox.com/u/9164057/debug%20%282%29.err Was able to Alt-Tab out of it to close it.
I'm not sure if you want these things reported, please let me know: In /Elemental/Data/English/Core Quests/Quests_Level1_Destinations.xml there are several oddities (only scanned it quickly so far), e.g.: Under the Goodie Hut Bandit Camp the first reward lists as Found Gildar! Scouring the area, you find 20 gildar! <str
http://dl.dropbox.com/u/9164057/Elemental0_98-2010-07-29T17-05-43-337.zip To crash it, I had the tile editor in 1 by 1 mode, and planted trees into the outer ring of the highlighted tile. I repeatedly placed the same tree into two sub-tiles until it crashed (think it took about 5-8 clicks of placing the same tree).
Got another log for a alt-tab crash: http://dl.dropbox.com/u/9164057/Elemental0_98-2010-07-29T16-32-51-80.zip
You probably had the second update to begin with then. Maybe the normal +- keys don't work? Sounded like it's specifically the num-pad +- we were supposed to use.
http://dl.dropbox.com/u/9164057/Elemental0_98-2010-07-29T15-27-53-374.zip
Casting the spell Raise Land on one of these weird cliff/land tiles that get created when raising land in the ocean also raises adjacent land, if this land contains a resource such as a Gold Mine or Old Forest. Longer version if the above was confusing: Living on a tiny island I decided to increase my land mass. To do this I stepped to the edge of my land as far as possible. Couldn't go all the way, as cliff tiles are not accessible. I cast my first raise land into the ocean r
[quote who="strager" reply="37" id="2690995"] Quoting OMG_BlackHatHedgehog, reply 3 It used to be like that and it was terrible. Spend 20 turns researching "Daggers" then "Swords" then "BroadSwords" It's better than what we have now. Now every side is pretty much identical. There needs to be choices and differences between each side.[/quote] I agree, there need to be differences. So if researching every single weapon is too much - mak
[quote who="otakucore2" reply="38" id="2690998"]I agree diplomacy should offer special units and abilities. Spies, diplomats, geishas, ninjas...of my favorite units from other games. This bleeds into asking for kidnap, assassination, theft, and so on (arson would be nice). Diplomacy as of now just seems kind of bleh, just unlocking features of the diplomacy menu, which some players consider wholly optional anyway, and then you have to work to use those options still.<br
I have to agree with Sethai (@224) here. Combat in GC2 is very simple - which is why I barely every fought in the game. I hope we get some more complexity in Elemental - either vanilla, or through mods.
[quote who="ExitJudas" reply="25" id="2483924"] Quoting Grogtank, reply 24This seems too formulaic to me. I don't want to deliver a potion to a princess. I don't want to kill rats. I don't want to deliver a special widget to special npc "A". I recall playing Age of Wonders and really enjoying exploring a crypt or dungeon for xp and loot. Nobody told me to. I also recall enjoying building up my experienced army in Panzer General 2 through nothing more than combat, Adolf didn't
Tactical Combat needs a lot of work right now, here are two issues I noticed: In pure Melee combat the person moving first is a sucker. Imagine the scenario in which your melee person has 1.5 AP. You can close the gap to your opponent (there is only one square in between enemy lines) and now stand there for your opponent to hit. So, instead you wait a turn for the NPC to move, then unload on him. In ranged combat, the person to start the fight wins: My current troop i
Maaaaaaan you guys are amazing. I couldn't believe we had a new beta on a Monday, particularly after the kinda hours you had to put in to get 0.90 out ... and then you one-up that Monday release with a second one?!? You all rock! [e digicons]k6[/e]