I have the same issues with spell effects only displaying about 25% of the time (both combat spells and main map spells). The overall frame rate also starts to lag with multiple units/buildings on the screen, but not always. ATI Radeon HD 3800 series with updated ATI Catalyst 10.6 drivers, Windows XP Home Edition, Pentium 4 3GHz with 2GB RAM.
dryman
I'm still getting this problem too. Using Windows XP Home Edition, 3GB RAM, ATI Radeon HD3800, the latest Catalyst 10.6 drivers. As in other reports, with Advanced Lighting turned on everything appears murky brown and cloudy, with Advanced Lighting off things look better, but opening a panel like the Research Screen causes permanent afterimages like shown above. Other issues are: When I deselect Use Fullscreen from video options and restart, it still runs in fullscree
Sounds like a really good addition.. this really worked really well in the game Crusader Kings, where having various buildings can affect the options available during upbringing (Church Education, Court Education, Military Upbringing), also in the Total War series where characters can gain various traits or personality features over time depending on your choices during various events. It would make characters a lot more memorable to allow them to have some kind of personal traits or
I'm still seeing this too. Also, for me it always runs in fullscreen regardless if I check or uncheck the fullscreen option before restarting.
Thanks. But how do you get it to run windowed? For me at least, it always starts in fullscreen no matter if that video option is checked or unchecked.
Hear hear. Arrows to scroll the map is more familiar/intuitive to most, I still find myself accidentally issuing commands when trying to scroll.
I'm continuing to have similar graphics glitches as well; using Windows XP Home Edition, ATI Radeon HD3800, and the latest ATI Catalyst 10.6 drivers. Also happens only in Elemental, other games run fine. With Advanced Lighting turned on, everything appears murky brown with indistinct outlines. With Advanced Lighting turned off, things look better, but then often after opening other screens within the game (portrait, technology etc) strange glitches remain projected over the map.
I think it would add much more interest to make shard types not have exact overlap or duplication with spell book types. Ie when you capture a Fire Shard, it unlocks fire-themed spells from a variety of books: Fireball (Combat), Brilliance (Enchantment), Summon Fire Elemental (Summoning), Create Desert (Ruin), Thaw Tundra (Revival), etc. This way the set of spells you can use is potentially different with each game, depending on the interplay between what books you have and what shard
I'm using Windows XP Home Edition, ATI Radeon HD3800, the latest Catalyst 10.6, and having the following graphical issues: With Advanced Lighting turned on, everything appears murky brown with indistinct outlines. With Advanced Lighting turned off, things look much better, but then after opening the technologies screen or kingdom screen, strange glitches remain projected over the map. dxdiag
Granted the sovereign serves the same purpose as a settler or a scout in Civilization, on his own the sovereign doesn't alter gameplay that much from your standard empire-builder - but it's an important first step, hopefully the first of many RPG-like additions to the strategy game formula. I agree.. one addition that would work great toward adding more interesting RPG aspects would be adding a wider range of individualized traits for the sovereign/ch
Financiers -> Moneylenders Usurers
Sounds cool.. Another neat addition could be to enable some NPCs ask for certain resources to join you rather than only gold.
I'd rather Expand the race distinctions and provide more assets and code to support players creating their own custom factions made up by their own custom races. As shown by the polls, I think most people would want to play with their own creation rather than be always tied down to picking from a single set of premade possibilities. Plus, this would go extremely well with the idea of your Channeler actively creating whole civilizations or even races a la Silmarillion.
I gotta admit I'm not really that interested in what preset backstory is being written for specified races/factions etc, I'm more interested in the prospects for moddability. But you could easily have both if the canon race/unit graphics are somewhat mix and matchable, or if you can use a relatively common format like nif to import unit graphics from elsewhere.
I'd strongly support the proposed idea of allowing many different races with the potential for mixed-raced empires and armies through conquest; this was a great feature in games like MoM and Age of Wonders that has since been forgotten. A neat twist to go with this could be allowing a spell or racial/sovereign ability to massacre a conquered city's population. Perhaps a powerful necromancer could capture a city of Men and change them to Skeletons overnight? >:) Creating a newly des
I just hope there will be a name and quote generator function that's easily moddable (eg a simple python function), it should be easy to generate lots of diverse/appropriate text that way. Most people won't actually want to type a name or description every time they design a unit, or will just type something lame (like Billy The Soldier in your demo lol).