[quote who="Servius" reply="4" id="2600108"]Since you are the king/channeler/bringer of life to the waste lands I thought they worshiped you.[/quote] They will indeed. Those that do, will thrive. [e digicons]:thumbsup:[/e] Those that do not will be put to the sword. [e
John_Hughes
The Magic Spell "Stinging Swarm" is always a cool one. Especially as it spreads out from its initial target, to any adjacent target(s)s and so on, and so on... [e digicons]:thumbsup:[/e]
Morale is cool but it can also be very finicky. How does it work? +/- values per soldier buffed by a Commander? Does it accumulate with battles won, or decline with Battles lost? Does a loss of morale automatically cause a complete retreat of any affected troops, or whole groups of troops? <span style="fo
[quote]"link population growth with unemployment on top of prestige. If the city offer too little work, no matter how much local prestige it has, pop growth slows.[/quote] Why not link Productivity directly to the number of people who currently reside in Slums in your City. The current Slums provide cheaper housing at the cost of Prestige, so if we add a Production P
It is my fervent hope that "tomorrow" the next 1Z3 build will put us back on track + what 1Z2 should have provided (and in my case did not). 1Z1 had me at 200+ turns per game regularly and I could stretch that, with some care taken not to advance turns to quickly, or get map trapped, until the memory threshold was reached/max'd. Reloads were iffy. With the
The game (Beta) is currently in the "Mechanics" testing phase. You can expand on the Quests available via Research but there is a minimum # available to allow immediate testing of said Mechanics. Same for Recruiting, but they also come with certain levels of Charisma needed for some recruits, and seems to be affected by how long in game time (guessing) it is before you meet the Hero in question. They seem to recru
[quote who="GW Swicord" reply="22" id="2592717"] A possible reason it seems less immersive is that after equipping the Uber stuff, we get to go back to a guy standing on a floating pedestal in a night gown. How immersive can that ever be. Plenty for those of us who still have a box of devotedly-if-not-well-painted D&D figs around the house somewhere... [/quote] (smiles) Yes indeed. The truly rough part of that is once you get m
[quote]"There is a considerable camp for doing a 4-bit (16 color) style intro with SID chip (C-64) style music. There's also a camp for doing a proper impressive intro as well."[/quote] I would vote for a short 4-bit (old school) snippet that quickly morphs into a Proper (in-Game representation) Intro. Once the game hits a HDD, then it matters way less, but one has to assume that the Opening Scene will at s
I regards to the City size and related Bonuses it would probably be a good thing that various combination of City sizes equate to the same bonus level as their equivalent single units. An example might be: A Level 2 + a Level 3 = a Level 5 A Level 2 + a Lev
[quote]"Last time I checked there was a technology that allowed you to "Imbue your Soverign with Essence". However, currently the tech doesn't work, other than allow you to research it.....[/quote] The "Imbuing Essence" is to your Hero's from the Sovereign. Another reason why Essence will be a (the) critical resource as the game proceeds forwards. How much to start with and how much can be replenished is a
In the picture of the editor, pasted for ease of explanation, from a way back I know, looks great even then. Add in Brad's post and things become very encouraging indeed, for us non-coders, who still have a love for Modding. Certainly folks will combine various talent pools within projects What I am most curious about, or would like to see, is the balance(rest of), the probably incomplete, as of that snapsho
Just as a side note. Unless it has changed, it is quite possible to Build new cities without the consumption of Essence. As for the Caravan entry in Brad's post. I like it but if the dead-head idea sticks, will it be possible to create 2 "routes" both to and from 2 cities such that my Stone producing City B will deliver stone to city A, while at the same time, City A, my Food producer, sends Food to City B. <
If for any reason Painting can't be achieved, how about the creation of Banners for your various Legions, Company etc. Nothing like a cool Banner at the head of an Army to truly make it your own.. LOL [e digicons]:w00t:[/e]
Or an argument to allow a "Spaghetti City" to be attacked on a Tile by Tile basis, Any resource/building that is 3-4 tiles away from the City Center, but linked back to it via a single tile path could be assaulted, without having to engage the whole City as a single entity. <span style
[quote who="Frogboy" reply="16" id="2597631"]Well personally, I would like to see us get to beta 3. I'm anxious to start the actual game stuff.[/quote] Well I believe you have 25+ confirmed Beta MP testers who would certainly assist the Dev Team vigorously Test the Beta 2 MP functionality, even while Beta 3 is on going... hint hint... Of course that would only be possible after 1Z3 corrects those nig
Update to the Turn Button going Grey. Last game, I played until the first instance of the "Grey Plague" hit. I was Zoomed into the Map roughly 3/4. I zoomed out to perhaps 1/4 and noticed peripheral movement, the AI's turn, and then the the "Grey Plague" ended. Upon Zooming back in, in roughly 5-7 more Turns, the "Grey Plague" returned. "AHAA! I have you now "Grey Pla
[quote who="Tormy-" reply="71" id="2597586"] Quoting John_Hughes, reply 69 Quoting Tormy-, reply 68 Quoting Shurdus, reply 66 Good that there will be a beta 1z3 since I have yet to play one single turn in beta 1z because of the ctd when the world generates... Weird stuff. I used to have lot of CTDs in 1z1 and 1z2, but I had no CTDs in 1z3, "only" lock-ups + reloading saved game problems. Developing a game must be really annoying in t
[quote who="BoogieBac" reply="53" id="2593683"] A lot of time sieges are lost because the army is starving so they have to leave. This is actually an idea that would be easily represented in the current economic model...when you "Lay Siege", the units park down and consume X amount of YOUR food production. Un-siege and that food is freed up. Anyways, just thinking out l
[quote who="Mandelik" reply="8" id="2595204"] Quoting 2big2fail, reply 2No doubt all the testers want the game to go into multiplayer... No. I can't care less about multiplayer, probably will never play MP with Elemental. I wonder how many % of testers feel the same.[/quote] Please Vote at the link below. Ya or Nay. It is inpromptu but a collection none the less. <span
Bandits stole it last week... :)
[quote who="Peace Phoenix" reply="65" id="2597416"] The intro is like a slideshow and the graphics is in the game is broken, so I cannot use the clothmap (Nvidia Geforce 7800 GTX). Have you tried to play in windowed mode with all video option set to minimum (no GFX, no anti aliasing ...) ? I am able to run elemental with a D
[quote who="Tormy-" reply="68" id="2597460"] Quoting Shurdus, reply 66 Good that there will be a beta 1z3 since I have yet to play one single turn in beta 1z because of the ctd when the world generates... Weird stuff. I used to have lot of CTDs in 1z1 and 1z2, but I had no CTDs in 1z3, "only" lock-ups + reloading saved g
A very persistant error. A "Showstopper" I believe it is called. 3 debugs included. http://pastebin.com/raw.php?i=W6ed3WUf http://pastebin.com/raw.php?i=HsxeZVkj another <span style="font-size: smal
The Debug.err ends with 300+ of these and then ends. Had to end task is all I know. :) DebugMessage: ValidateDevice::Reset (over and over) and "Game Over"
Posted a debug.err as well. Same Grey out Turn problem. Only had 1 City and was dealing with 1 SOV ans 1 stack that had not moved in 4-5 turns, they were waiting for the SOV to join them. Restart and reload worked then it CDT'd around 30 turns in.