Yeah, a fix or this is in the works for next week....it's a tad more complex than it would first appear :(
ScottTykoski
[quote] vs a Pioneer who captures a Shard but does not get the Bonus added unless a city IS attached...[/quote] I'll look into this...sounds like a bug. Good catch! :)
The temp solution is turning off advanced lighting. The perm solution is on our end, but we probably wont get to it for a few weeks :(
On the internal build we're plannin on staging I was able to get up to 7 cities built (cheating to level up, but still). Let us know if the problems persist in v0.299
[quote]Next week?[/quote] No, now :) But yeah, we'll have an update to 1Z next week that fixes all these little issues that slipped through.
[quote] Watchtowers taking 47 turns....[/quote] Watchtowers now take 1 turn. Hows that for tweaking pacing ;)
Yeah, definatly tomorrow :( trying to polish the hell outta this one for you guys. We think the wait will be worth it ;)
*sigh* Wouldn't it be nice if this was actually an April fools joke. :( On the bright side, the cleaned up mechanics make for a CONSIDERABLY more rewarding and thoughtful experience...can't wait to get it out to you guys!
Played the 360 demo several times over this weekend...tons of fun.
Tasunke: Absolutly...just a little 2mp cost that probably wont even hurt. It'd simply be a way to aleviate(sp) the tedium of requiring unit's to be near each other to swap items (which is still a feature we need, but we have it on the list).
I bet the 'Wage' value of non-champion units is applied to both trained units and summoned/charmed creatures. We'll look into this!
[quote]Use the system of Tasunke but make it require mana or essence to transfer items to champions calculated on their distance make it a magical spell of transmission available to all sovs. *its done through equipment screen but handled like a spell*.[/quote] I was totally thinking the same thing...we'll see if the rest of the team is in agreement. We're implementing the 'Store' stuff in one of the upcoming betas...youre heroes will have lost of equipment options then :)
https://www.elementalgame.com/images/Screenshots/Elemental_City_Seaside.png Funny...I was just commenting how much better this shot would look a Kraken or Leviathon in the distance. But yes, I agree.
[quote]Edit: Sorry, didn't see that other thread reporting the same problem, and giving a workaround[/quote] NP...it's a big one, so having multiple reports isn't so bad :)
Thanks for the heads up! We have it on the list :)
[quote]One concept that I've been toying with for a while would be a research system that truly embraces the cliche, "necessity is the mother of invention." As situations cropped up, the vast majority of research would be taking place automatically.[/quote] It's funny you mentoned this...we're actually working on several quests that embrase this idea. Something happens, and you don't have the necessary tools to deal with it, so one step towards quest completion is the research of a new techno
GDC is going on right now, so no build this week. Perhaps next...we'll let you know!
I (accidentally) made some progress on this one last night. Hopefully a fix can be implemented before the next update.
Joshm: Also, if you post your debug.err file here we may be able to better debug your issue :) Thanks!
That's just silly. :)
pdifolco: Great find! Thanks or working through that one...we'll look on our end now and see how we can fix the problem without the player messing with the ATI control panel.
Can you post your Debug.err file? That would give us more info on how the system is handling the duel-screen setup.
That's his ghost's age.
I know it SHOULD play at that high of a resolution, but can you bring dow your res and see if that pops the map through? Thanks!
pdifolco: Can you try what Killz suggests and turn off 'Advanced Lighting' and let us know if that fixes it. Thanks!