Been playing the latest version and while I've been enjoying it I'm now starting to follow the same proven strategy (which I'll detail below). One of the big issues with Elemental 1.0+ has been the 'Runaway Train' syndrome where once you get a small lead you can quickly gain momentum with it and become unstoppable. The challenge for Stardock is in how they cater for this. I've also added a few suggestions at the end of this post. Rather than tweaking the AI to make use of what is curr
Das123
Awesome work Heavenfall. This is great. :)
I had something similar playing as Capitar. What it was in my case was that one of the children had grown up and spawned two invisible Sentinel units (they weren't anywhere on the map). The two units were shown in the list on the left hand side. All I did was select the group, then select each one individually, and disband them. After that I could keep playing. Not sure if your problem is the same.
Taking a leaf out of Derek's changelog threads I've updated the OP with notes from 1.0.9p. :) Still really enjoying the game.
YES!!!! Please get this fixed! We need to see the city stats more than the build list.
I've had this sort of thing as well. Attacked a city with my sov and a heap of others in the stack. No-one killed in the battle except for a familiar yet after the battle most of my best champions have disappeared. The battle destroyed an enemy so maybe that triggered it.
[quote who="Cruxador" reply="1" id="2835545"]Caravans are the "Trading" tech in the diplomacy tree, at least for Kingdoms.[/quote] I think this is a Capitar-specific bug. Capitar is supposed to start the game with the Trading tech and while you can setup trading agreements with the AI the caravans aren't functioning. Other players have reported this as well.
[quote who="asadex" reply="2" id="2835481"]How do you get money? Simply, Sell an unplayable game at 39 Euros Use customers as testers before the official release and after also. Spend your day saying " next patch will solve every problems " Promise free features because of people don't ask you money back [/quote] Lol. Disagree with the underlying sentiment but still made me laugh. :)
I'm another Captiar player who can't build caravans. But I'm loving the game now BTW. :)
This game is getting good now. :) Thanks for persisting everyone at Stardock. I've had one crash ( Debug error file here ) and one freeze but loading the auto-saves took me past these points. What I particularly like in 1.0.9o are: The tactical battle UI feedback on to-hit and damage. How the wandering monsters collect together and intelligently hunt you down. Having different
Haven't been able to post to the forums for quite a while. Editor window looks different now so perhaps it has been fixed.
Thanks for this. :D Haven't had a look yet but will the models, rigs etc work within 3dsMax. And I suppose we also need to ask the question about Blender 3D.
I don't think it quite works this way. The first roll is the 'To hit' against the dodge counter. If you score a hit then the next roll is the damage against the armour.
[quote who="Alstein" reply="25" id="2829406"]This is a great feature. It needs to be a journal entry though, and stickied. [/quote] Yes. But maybe it should be called TODO list rather than Changelog.
[quote who="huminado" reply="28" id="2828537"]The day the 1.1 demo comes out, is the day you pay full price for only the current game with no expansions whatsoever. And this is why I'm asking for a video, because if I buy the game today, there is at least 1 (but I think maybe 2 or 3) free expansions included in the purchase price. A great motivator, except I have nothing to go on other than people's posts in the forums. [/quote] You have a good point about
Nice reviews RooksBailey. :) I forgot about AI War. I don't currently have this installed but was also very impressed with this game. Quite a different approach. Your description of 'masterful combination of the 4X and tower defense genres' sums it up nicely. Another game worth looking at is Armada 2526 . This has been patched recently and is miles better than the release version. A TBS game but what makes this game s
[quote who="OMG_pacov" reply="3" id="2828009"] Distant Worlds. By far the best Space 4X game I've played. Better than sins? Do tell. Why do you like it so much/what is excellent about it? Thanks![/quote] First of all, I should say that I usually prefer TBS rather than RTS and even though Distant Worlds is a RTS, it is pausable at any time so to me it plays much like a TBS game. So basically it isn't a click-fest. People who prefer games like Supremacy or ot
Distant Worlds. By far the best Space 4X game I've played. Soon to be updated and will be even better.
The game plays fine for quite a while then a battle will trigger the old Tactical Battle memory leak (like from the 1.0 beta). The battle will become very slow and then once finished the game will be unstable and could crash.
If you load a game the prestige radius around your city shrinks by about two. Any resources or shards built within the zove will be lost and will need to be rebuilt. After a couple of turns the radius returns to where it should have been.
First of all, after playing for a short amount of time this is starting to look good. Well done Stardock team. :) Below are notes I've taken during my first couple of hours: Start * Would be nice to have random opponents and also random numbers. Game pacing * The game is quite slow to build-up - which personally I really really like - but I th
During the early betas Brad used to post up information on what particularly they were wanting the testers to look at. It would be great to get a similar list for this release so we can see what areas should be focussed on and other areas that aren't ready yet for detailed testing. Yes, I know we are supposed to look at everything, but it is good to do this with some context. Also, I seem to remember that balance was not considered a beta tester priority by Stardock and that this was
I don't mind how long it takes as long as it is working properly when its actually released. I also hope that Stardock re-looks at how they handle the beta process. Using DropBox is fine for some of us to lodge issues but I think it would only be a very small percentage that could be bothered doing this way. Much better to have the game itself guide the users through the log and lodge process.
Generally sounds like a big leap in the right direction. :) But from what you describe it may still not be far enough and now would be the time to make the changes - at least in the XML structure... [quote quoting="post"] In 1.1 they have been changed to the following: Accuracy = 15 + (Level * 2) Dodge = Dexterity / 2 Attack (which is damage) = Weapon Attack + ((Strength - 10)/2) Defense (which is damage absorb) = Armor Defense [/quote]</p
[quote who="_PawelS_" reply="11" id="2819602"]I think calling a player's territory/area of influence "Zone of Control" is confusing, because this name is usually used for a completely different concept in gaming.[/quote] Lol. I opened the thread excitedly thinking, "Zones of control in Tactical Battles." :)