The problem persists in 0.299. Sigh.
Philocthetes
[quote]We're hoping our writing team can come up with a great word that stands for 'Turn' but doesnt conform to any preconceived notion of 'time' (Cycle, Phase, Rotation...something list that, only good).[/quote] If someone does that (made-up words excluded), he or she deserves a sturdy bonus.
Last night's mini-update did not change my situation. I tried manually copying the files from the Fonts folder under the game's Program Files tree to my system Fonts folder, and that didn't help either.
Trust the internet to ruin a perfectly useful difference in spelling. Sad, given the likelihood that the venerable garden tool is even older than the oldest profession. Mainly, though, I hate you for having a working installation when I managed to make mine largely unreadable... [e classic];)[/e]
I had an updated installation running briefly, but I think I broke it by switching windows during initial map loading/generation. Fonts looked normal in the game start sequence, but I didn't get to the main map. I tried uninstalling and re-installing from Impulse and re-installing. The game sort of started working again, but fonts for most button labels and some text in the game start sequence are not displaying. I tried an uninstall from Control Panel and manual followup deleting old
Show some respect. Hoes are farm & garden tools. Hos are working women, many of whom need knife skills as a matter of workplace safety. And Procipenee's just 29.8 percent of the way to RTM. The behaviour sounds like a [Gameplay] bug to me, regardless of which sovereign might do it. Unless the 'insane' trait remains and is in play, and in that case I'd still like to see the diplo dialog remind players that they are hearing from a crazy person.
[quote who="Tormy-" reply="1" id="2588496"]You should upload the dump file as well.. [/quote] Doesn't pastebin have a 1 meg limit? (RIP Fogbugz for beta folks. Very sad that some rotter ruined that for us.)
[quote who="stevelamperti" reply="14" id="2588239"]A paper doll system is really something that should be added. Right now items don't really feel very valuable, equiping them on your units will make them feel more special, and give the player a much more immersive feel. It will make the player feel more in control of, and attached to their units.[/quote] The immersiveness claim works for me, but I don't much like the idea of adding yet another drag-and-drop task that coul
Lord Gouda has no chance against the redolent Lady Stilton. Yay for update in progress!
[quote]As long as the Schematics are Very Rare in their finding, and which in turn makes them even more rare in their use, you would think that would make the Maps where you find or use them Very Unique and Memorable. Right?[/quote] Not for me. They'd by their nature make the new map somehow connected to the old map and the game currently has no mechanics or storyline to support the idea of a reincarnated/resurrected sovereign who retains possessions from a past life. 'Treasures' from
[quote]Oddly enough though I could get to the other sections by going through the "My Replies" links at the top of the page.[/quote] That sounds very odd to me, at least from updated FireFox. As of now, I still don't see any Off-topic threads in My Replies at elementalgame.com, but they are visible if I'm browsing galciv2.com. It's been that way for me since the end of March. I never doubt the potential power of gremlins, but the consistency there makes me think that they are not acti
[quote]I am wondering how many resources we can expect in the canon game, or is that yet TBD?[/quote] I'm hoping for the TBD and still hope there will be some way to reclaim non-magical resources (loot) after a battle. In the longest games on the largest maps, it seems plausible that yesterday's terrible host of warriors might be tomorrow's supply of something or other. Whether you're stripping fresh corpses or skeletons, the battlegrounds should provide a good source of already-refin
[quote]I see your point there, but, you have to remember in proper implementation of this, you won't be getting these "staggeringly rare" items every game. You might find 1 in every 10 or 20 games you play. [/quote] 1 in 10 or 20 games doesn't seem staggeringly rare to me, just rare; but that's a quibble. It isn't the frequency that's a problem for me, it's that I think it better to have the game treat each map as a unique story/instance. Objects that get ported from one saved game to
[quote who="MagicwillNZ" reply="7" id="2587153"]... Boom! Mind blown.[/quote] And how. Hadn't even remotely considered the notion that one forum ID might be two humans... No disrespect intended, female half of aurore.
[quote]Personally, I would rather have all posts and replies use the same font, color, size, etc. to keep the forums consistent.[/quote] Color consistency, definitely, and I also have no use for arty fonts when I'm trying to read quickly (Arial is hard to beat for online readability). Body text of a consistent size is also a good idea, as long as it wouldn't exclude the ability to do some multi-level headings for really rich OPs like Wintersong's Elemental for Dummies. <p
[quote who="Sethfc" reply="22" id="2587096"]... *I want there to be things that supprise me even if i read the whole thing*[/quote] This sounds like possible heresy for the balance/multiplayer crowd, but I actually share the sentiment even though I have an above-average love of good docs. I want to have strong explanations for general design principles, basic functionality, and common units. But I definitely don't want to read a detailed breakdown of something like a GalCiv2 Mega-even
[quote who="kochujang" reply="4" id="2587004"]Interestingly enough is aurore a 45 old male.[/quote] That's only if you believe the profile and/or assume that aurore has kept the same gender since 2003. For newer folks interested in the general topic, there have been several threads in the past and ikros' Female friendly features thread has been getting occasional activity for almost six months.
I still don't know if this might be the first game where I try multiplayer seriously, but the idea seems bad for solo games. The whole point of something being staggeringly rare is that it will help make a given map truly memorable when you actually find/acquire it. Being able to retain something very special for every single game after I got it would make it seem less impressive with each following game.
[quote]If there's a real concern about that, a format like a wiki could be used only where edits have to be approved before going up.[/quote] Put that together with some UI that makes it look pretty in-game, and I'm sold. Maybe even enough to get off my lazy but and contribute...
[quote]...(And in the case of a wiki, the users could add new information directly.)[/quote] Yea, well, that's actually what I don't want for an in-game help system. A publicly edited game wiki is a great supplement, but it is also a great way to spread misinformation, at least for short spans that could mean a very frustrating decision in a given game.
The random generator idea sounds similar to an attempted Feature That Must Not Be Named for GalCiv2. I suspect that we're still a long way from seeing that sort of thing able to produce 'quest packages' that both read decently and present interesting game challenges. I'd be turned off more quickly by Frankenstein-prose than I would be by getting the same quest a few times. We know that Brad is working with a big publishing house on the book, but I haven't caught any hint of an editori
[quote]... Still, in the wilds, there are lonely manors, estates, fortresses and even petty kingdoms that have laid claim to the patches of land where life was not extinguished utterly.[/quote] Ten thousand huzzahs! Geoff the Slug can have a place, at least in a mod...
I'd just like to thank Island Dog for the shudder quotes on 'cloud' in his OP. That is one of the worst IT jargon-farts in the last decade, and IT-land is very gassy when it comes to neologisms.
[quote who="Tridus" reply="15" id="2585810"]Perhaps the Elemental Wiki should be accessable from within the game, similar to how Lord of the Rings Online lets you access the lorebook while playing. (Really it's just a web browser control inside a game window, which isn't that hard to do in Windows).[/quote] That could be an adequate compromise, but a 'proper' in-game Elementalopedia (hay! spell-check flags are working for me at the moment! Go Bara!) would have two things that an in-ga
[quote who="strager" reply="13" id="2584599"]Is building your city in the middle of a forest really a good idea? As an evil player, I hope I have the ability to burn down said forest destroying your city without losing a man- or at least causing signifigant damage, allowing my troops to roll in once the fire dies down and roll over it without much trouble......[/quote] You don't need a forest to burn down a city, and a healthy forest might well be harder to burn down than a town with