Seriously, why so many economic nerfs? Will the number of specialists be mod-able to such a high number that they might as well not exist or will this be yet another change (like no metal) that we simply have to deal with?
jscott991
The solution wasn't to make the game more annoying to play by nerfing the economy and eliminating the usefulness of teleporting without increasing the base movement of all units. I still don't understand why the latter isn't causing more people to be annoyed into quitting after a few turns. And I still haven't seen one justification for the practical elimination of metal resource generation on the maps. Why get rid of a resource that lets you build interesting weapons and
If they are going to remove metal from the maps, then maybe one way for me to still play this game would be to create a building that produces metal. I still don't get why metal was removed. How is having interesting weapons and armor unbalancing?
I still must doing something wrong because now my merchants produce food. When I set the mod'ed value to 0, the merchants still consume 1 food. When I set it to +1, to nullify the core value of -1, the merchants produce 1 food. I truly am starting to hate this game.
Food isn't the only thing they nerfed. Metal is almost nonexistent in 1.08. Specialized cities are harder to create. It is very difficult to produce interesting units without metal; it was hard before because the game lacks anything resembling true fantasy units, but now you can't even have knights. The increased TP costs only make the game much, much slower to play and progress. Movement speeds in this game are insanely slow. I assumed that meant w
Your defense of Elemental's stacking of modded values rather than replacement is very hard to understand, but as you are so fond of saying, whatever. Even experienced modders are going to have trouble working with how these files interact (and don't) with each other. But that's not exactly the point of the thread. These changes should never have been made to begin with.
Perigrine is dead right. In a game where I'm primarily playing against the AI, why on earth am I getting nerfed so much? Is the AI complaining to SD about certain strategies? Is it whining over my use of teleport? What is pushing all these changes and why? If players have a problem with certain game-breaking strategies that they use but the AI doesn't, here's a tip: Don't use them! It's entirely your choice. Why would you listen to a small s
Also, considering the incredibly low movement speed of units, I find it somewhat hilarious that the costs of teleport were tripled. These reflexive overreactions to minor complaints (nerf food, nerf teleport, nerf cities) make me think I'm playing a MMORPG and not a single-player focused turn based strategy game. I've never seen a game discard its system so fast. 1.1 will remake the game even more. What on earth did I purchase on day 1? Champions Online and S
The major economic nerfs that were slipped into 1.08 have dealt a blow to the fun of this game, and there wasn't much to be had to begin with as we wait for 1.1. Besides the absurdity of merchants consuming food (which is just a blatant attempt to limit the number of cities in the game), resources are less common, particularly materials and food. This reduces the size of an empire. Plus, it severely limits the number of cities that can reach the higher levels, which are re
Ugh, ok.
I want to create a very simple mod to eliminate the food cost of merchants (a change I find ridiculous). However, it is very hard to figure out where the costs of the merchant building are being determined. Deep in the Elemental, Data, English directory there is a directory for improvements and a directory for single player only improvements. There is a file in there called KingdomSpecialImprovements and the merchant is listed there. This is the only file I c
Wardell said this was one of his biggest embarrassments about the game in a Dev Diary. Apparently, though, that meant very little in terms of trying to actually plug it.
[quote who="Machater" reply="25" id="2770527"] Quoting jscott991, reply 18That isn't going to help 64 bit systems, though. 64 bit systems are definitely getting this issue. I have two friends that I talked into buying this game (how foolish I feel now), both using 64 bit systems, and both getting out of memory messages after a few hours of play (at most). I love, by the way, the interactive feel of this support thread. It really feels the devs care about
So when Wardell said this one of his biggest regrets with the game, I guess that meant it was less important than implementing a new mana system. New features and gameplay changes are great, but the focus should be these absurd memory leaks and performance problems. Make the game playable before tweaking the balance. I'm about ready to put this game on the virtual shelf.
Gradually improved? This really is an amazing problem for a modern game to have and to no be able to solve.
That isn't going to help 64 bit systems, though. 64 bit systems are definitely getting this issue. I have two friends that I talked into buying this game (how foolish I feel now), both using 64 bit systems, and both getting out of memory messages after a few hours of play (at most). I love, by the way, the interactive feel of this support thread. It really feels the devs care about my problem; what with the quick replies and all.
It's not all that slow sometimes. And it requires restarting my machine to correct. This is a serious leak.
I wish we could at least get some response from someone who knows what is going in with quashing this -- especially because they keep claiming in every patch to have fixed this.
I never run in windowed mode. I'm running Win 7 64 bit with an NVidia card. I have 12 GB of RAM. So this problem is frustrating to say the least.
Elemental won't play a single turn without restarting when this happens. Also when I load it back up, it goes incredibly slow. This is quite a nice memory leak.
I wonder if these memory leaks will ever get plugged. Here is the crash file: http://www.mediafire.com/?p7j749o05h8a8h1 All I was doing was ending the turn.
[quote who="BoogieBac" reply="5" id="2748681"]ObjC: Are you playing in windowed mode, but at your desktop's resolution? A big one to add that I didn't see: (1.06) After saving and re-loading a game where any of your squads have lost members, those lost members are never replaced, i.e. the maximum hitponts of that unit is permanently reduced. Already fixed Will be in the next update.[/quote] Thank god. Why keep this a secret for so long though?
I've become very disappointed by the lack of "official" responses in this forum and the bug subforum. When people point out repeatable bugs, you'd think you'd get an acknowledgment.
In Civ, you can found a city anywhere. In Elemental, it only makes sense to found a city next to a resource square. Plus, food and/or gold serve as a severe cap on population. You can only grow food from a limited number of tiles. The maps are small, barren, and poorly generated.
They aren't healing if you reload the game, but they do heal if you wait to save and quit until the proper number is back (even if the proper number isn't fully healed). I've been able to repeat this bug several times and now have several "Knights" that are just 1 unit.