Morlark

Morlark

Joined Member # 770987
18 Posts 54 Replies 174 Reputation

Not sure if this is a display bug only, or if the stats are actually affected. As you can see, my sovereign's base initiative is 12, but the game is applying the -2 initiative penalty from the battle axe that he is carrying but not wielding.

2 Replies 4,233 Views

One idea that I had on this matter was if a city's resources start off as non-global, until you connect up that city to your kingdom-wide trade network with a caravan. So long as the caravan continued to trade back and forth between the city and the rest of your kingdom, the resources would be globally available. But if the caravan gets destroyed by a monster, the city gets cut off again. This forces you to expand more wisely than the current game does, since you have to either found your cit

111 Replies 343,704 Views

[quote who="Raven X" reply="1" id="2758710"]This is probably the best UI Suggestion change I've seen posted so far. I like that look better than current honestly. It gets rid of all that side screen clutter.[/quote] Really? It's one of the more thorough and complete set of suggestions I've seen, but that doesn't mean it's good. Some of the suggestions here are objectively bad, like the way it goes to great pains to hide things from the user behind clicks and menus that should be avail

10 Replies 10,143 Views

Eh, I kinda agree and disagree. I agree in the sense that what you're saying is basically true. But I disagree in that literally every single one of those things you've listed is an implementation detail, and not a fundamental design flaw. I mean, take the complaint about essence. It's a very true complaint. But we've already been told how the implementation is going to be changed (in the next patch, I believe?) and it exactly addresses the problems that you mention. And the thing about monst

21 Replies 88,103 Views

Edit the XML directly. That's the only way I've found, although I admit I've not actually looked very hard, because working directly with the XML is just so much simpler. Only downside is that you can't see the visual effects of your changes without restarting the game for every change you make.

2 Replies 3,421 Views

[quote who="Tridus" reply="23" id="2757107"] It's hard to understand how nobody remembers a beta that ended less then a month ago. 1. Global resources wasn't a creation of this forum. By far, the most popular economic systems here were the more complex ones that featured local resources and caravans to move supplies around. There's both threads AND surveys to confirm that. 2. The races being "generic" is a function of the lore, and something testers frequently compl

55 Replies 145,093 Views

[quote who="semperincomitatus" reply="27" id="2751702"] None of these ideas are bad or new... its just how the game "handles" them that seems to be the problem.[/quote] Precisely. In Civ4, resources didn't just mysteriously appear at all. They were there the whole time, you just couldn't see them. Whereas in Elemental, resources literally just appear out of thin air. You only get one extra resource, and it always spawns right next to your city. How does that make even the slighte

63 Replies 202,904 Views

[quote who="p22" reply="24" id="2743606"]As suggestion to Stardock, to quick fix/remove worst instances of this "feature": Resources adjacency to city should not be absorbed/encased in walls, if they already violate "not up to 4 tiles from other city" rule. [/quote] Frankly, I think they should just do away with that building restriction entirely. It's frustrating and annoying to be told that you can't do something perfectly ordinary and expected in a game for no good

75 Replies 214,572 Views

[quote who="vxvoodoo" reply="10" id="2747623"] Seriously now, it's not rocket science, it's high school math: Adding the modifiers makes no sense at all and results in odd and unexpected behaviour. [/quote] Adding the modifiers makes more sense than multiplying them. The only "unexpected behaviour" here is that someone didn't rebalance the numbers after the change from multiplicative to additive bonuses. People don't want to have to do lots of cu

18 Replies 24,013 Views

[quote who="Gnilbert" reply="2" id="2745569"]Unfortunately, it seems like the final Shard resources are something like ShardResourceType while the rest were just ResourceType.[/quote] I totally didn't even spot that. That's what I get for not reading properly, I guess. I decided to try to see if it was possible to create a shard clone that is just the same as a normal shard, but is an ordinary ResourceType instead. It crashed Elemental on worldgen. [e digicons]:D[/e] <

4 Replies 3,789 Views

Hmm. That is a bit of a puzzler, to be sure. I'll have to have a further look at this later, if you haven't solved it by then. The only thing I can think of is that 1 might disable the shards from being used in a trait, although why that should be I don't know. Perhaps you could try creating a clone of the shards that is the same, but without that tag? e: Maybe not. Hmm. This is weird.

4 Replies 3,789 Views

[quote who="Lord_Asmodeous" reply="103" id="2743658"] You do note your comparison is between a game that came out a week ago versus a game that came out five (5) years ago and has had about a dozen patches and two (2) expansions, right? If you try comparing it to the steaming pile Civ4 was on release day, you have a fair comparison.[/quote] Ok, sure, lets do that. Now, bear in mind that the post you quoted was referring solely to the moddability of the games, not stability or bug

194 Replies 607,750 Views

Save games were already unplayable. The second 1.6 update just added a hard check so that you couldn't even attempt to load them. Rather than letting you try, and getting loads of glitches. You either get the fixes, or you keep your saves. You can't have it both ways, whether you install the update or not. That's just the nature of updates.

28 Replies 1,587 Views

This was one of the very few things that annoyed me in Civ4, and it's ten times worse in Elemental due to tactical battles. If I've given a unit its orders, don't make me wait for its animation to finish playing before letting me select the next unit. This is making tactical battles drag on for far longer than they need to.

17 Replies 12,302 Views

Cool. I'd been looking into making a name generator as well, but in the end I decided that the default one gives unpronounceable names so rarely that it wasn't really worth it. Especially since there doesn't seem to be any way to get different factions to use different name gen rules (at least not that I can find). I didn't fiddle about with it too much, but do you know how the generator decides what length to make a name?

5 Replies 10,411 Views

I had the sound cutting out on me as well. Didn't think to look at RAM usage, but I was able to carry on playing for a very long time before I quit, and it never went OOM or crashed or anything. I too had been playing for a great many hours when the sound problem appeared, and it got progressively worse exactly as the OP described. DxDiag

9 Replies 4,893 Views

On checking again, you can ignore that second problem. That was just me being a retard. I'd picked a different faction when I started the new game, and completely forgot, since I usually only play Pariden. Still, it'd be nice if generic designs like that aren't locked to a single faction.

3 Replies 3,286 Views

I've encountered a couple of inexplicable issues in my current save game . First is that I can't build anything in my second city that I conquered off the Magnar, despite having plenty of gold, materials, and building space. Five turns previously (the last time I tried to build anything there) I was able to build just fine. The only occurrence of note that happened since then is that my influence border in that city has expanded.

3 Replies 3,286 Views

[quote quoting="post"]It just saddens me that there are players out there with chips on their shoulders or vendettas. [/quote] And with that line, your post becomes even less accurate than the article you're complaining about. They may be overstating some of the problems this game faces, but at least they're not falsely ascribing malicious intent to it.

333 Replies 1,248,860 Views

Action points in tactical battles need a good deal more explaining within the UI, I think. First of all, where do they come from? Other than common sense, there's nothing to tell you that action points and combat speed are related. Especially since having two different values (1.0 starting combat speed vs. 2.0 starting AP, but they increase on a 1 to 1 basis after that) can only be confusing. Given that they're basically the same thing, why not just combine the two stats entirely? The

1 Replies 4,077 Views

Kinda weird though, I got into the tile editor instantly the first time I tried. Second time I tried though, I get the the black screen too. Map editor is still instant for me though. Edit: And of course the instant I post that, the tile editor goes back to working instantly for me again. *shrug*

79 Replies 159,169 Views