Yeah, I just ended up turning off the camera-bound code...I'm currently working on the ability for players to switch between cities by clicking on them (while in construction mode). None of this will be in 1.09, but it'll be in the patch after that :)
ScottTykoski
You may have had an old fallen faction that lacked it's techtree. It won't be a problem for additional fallen factions that are designed.
I'm on this bug right now...the Camera logic keeping the constructing city on the screen is being a bit too overzealous with it's bounds, a problem that I could see being worse on the large resolutions of gameplay.
[quote]I am awed and humbled by the manners and helpfulness here as opposed to so many other forums[/quote] Agreed, we have some great folks around here! I added a [Fixed] at the top for our own sanity. We're still trying to get this reproducing on ATI's end for a seamless fix, but in the meantime, disabling the CCC seems to do the job.
Hmm, can't get this to repro over here...anyone else see this happen?
Well, I made a changelog for 1.09, so we damn-well better put something out, or all that effort was for nothing [e digicons] ;)
[quote]I hope the devs are patrolling this post...[/quote] :) We're listening, don't worry.
[quote]It's been a week so I'm bumping this. Sorry if that's a breach of forum etiquette[/quote] Don't appologize...we're sorry it hasn't been working for you :( Question: do you have your regional setting as "German", as the OP does? We've had odd bugs in previous titles were the region settings were a key clue. Thanks guys...we're on it!
Yeah, if anything ever changes (data-wise) in the core Elemental directory, it'll trigger the rebuilding of Data.zip. What were you trying to mod in where you had to throw it into the Data/English folder? We've made some significant Mod-Loading progress for v1.09, but i want to make sure we've covered our bases. Thanks Robert!
Getting the final green star in SMG2!!!! ...oh, and MAKING v1.1 ;)
[quote]It made me guard the other shard better[/quote] haha I can imagine ;)
[quote]Shopping anywhere is a nice to have . . but the fact that I can find a merchant anywhere in my territory breaks immersion for me. [/quote] We went back and forth on that one (I fought for the 'have to be in a city' system), but at the end of the day it was considerably less 'fun' to slog your way back to a city to have to visit the merchant. Perhaps I can slide a option in for players like us ;) More RPG-y
There was a bug and is fixed (internally) for 1.09 where lone shrines (shrines built on shards not directly attached to a city) would have those shards destroyed if the improvement was attacked. Dunno what is up with the 'city hub on a shrine' issue though...I'll keep a look-out!
Amazing, amazing stuff, guys! It's very exciting to see the edtiors being put to use in such a cool way :) Let us know as you hit modding snags (or simply have code-side requests)!
Yeah, we're trying to get the battles to look like that again. That shot was from a battle engine test that, while it 'ran', caused some pretty unplayable framerates. When we made Tactical Battles into actual turn-based affairs, we lost what (IMHO) made that shot look 'cool' (namely: simutanious animations and movement). There are plans on the table that will bring us closer to what you see there, but 'all guys running at the same time' may be lost forever :( sorry
[quote]the game mechanics are far more important at this point than tutorials and graphics.[/quote] Agreed, and like I said, I wish I had more gameplay meat to talk about, but these are simply the areas that I've been touching base with. You'll find Frogboy to have the gameplay journals, I have more graphics/misc journals, and Cari & the rest will have MP and technical journals. So beleive me, lots of other things are going on, these are just some of the areas I've been taske
[quote]One thought- if you have some ideas you're tossing around, throw them out to the community.[/quote] For sure...we're going to start getting more dev journals up, leading the way for more two-way communications, mostly as big changes are discussed. We've been crunching for so long that it'll feel good to take time to interface with you guys more often :) I think we've learned that it can be a GOOD THING to get your head out of the code from time-to-time, and writing journals is a
[quote]Always glad to see updates from the team,[/quote] Yeah, wish I had more juicy bits to talk about. It's still taking me a bit to get oriented...so many things that we CAN be working on. Just need to focus and make sure what we do is.... 1. The proper solution to the problem, 2. Polished 3. Stable!!!!!!!!!!!!!! I dont think I could put enough exclamation points on that last one :) Good to be back though! Thanks guys!
[quote]some good heavy duty Tool Tip Pop-Ups may help [/quote] For sure...was watching some Civ5 gameplay and was in awe of their slick tooltips. Definatly something worth steal...er....borrowing ;)
Greetings! For those who didn’t know (and I don’t know if anyone cares) I’ve actually been out for the last two weeks, ‘expanding my dynasty’, so to speak (baby #2). It was a nice dose of reality coming off a pretty rough month - but you guys have been around the forums, so I wont churn that bucket of woes. Instead, I’d like to take a fresh look at where we stand right now. While my time away didn’t provide the rest I would have liked,
[quote] Am I missing something that I shouldn't be? Or perhaps it's because I have the multiplayer-enabled version?[/quote] Yeah, unfortunatly we couldn't get the MP patch up tonight, so if you have pre-release versions checked, you'll have ot reinstall to get tonights hotfix :( Monday we'll be able to get the fixes into the MP beta as well (bows not 'always missing', crashes when using certain abilities, cur-mana not properly saved out of battles).
Thanks, enjoy!
Yeah, sorry about the re-installation thing for beta-users...we'll have a new Multiplayer beta up on monday (with these fixes) if you want to wait.
shark: New game, or saved game? Saved games would still have the old data embedded in them. Also, if you've updated to the beta MP build, you'll have to turn off pre-release versions and reinstall to get this update (we'll be releasing the MP hotfix on Monday).
If you have the MP beta build installed you'll have to reinstall to get this one (the MP hotfix will be coming Monday).