ScottTykoski

ScottTykoski

Joined Last seen Member # 93
52 Posts 1,073 Replies 2,367 Reputation

Still embarissing on our end any time a hotfix is needed :( If you've heard stories about Q/A testers having to re-play through an entire game as the gold RC is tested, every time the littlest code-change is made, know that those stories are painfully, 100% true, as are stories of those of Q/A testers throwing controllers, consoles, chairs, etc out the window in frustrated rages.

6 Replies 2,244 Views

[quote]What? I thought this changes will come with the first exp. To see this in 1.1 would be fantastic. Is it really true?[/quote] Sigh...this way my miswriting during a meeting...this is indeed a 1.2 improvement. Sorry guys :(

56 Replies 149,474 Views

Yeah, this was discovered and fixed soon after the build went out...restaging as we speak. Needless to say, Q/A has a very deliberate, direct focus when testing a build (if we had them test EVERYTHING, we wouldn't be able to put out builds at the speed we do). Apparently 'Test Loading Modded Maps' should have been a RC test instead of a weekly test (was working fine Tuesday), so we appologize for the hiccup.

6 Replies 2,244 Views

[quote]When i heard about it, I didn't wanna buy a version, and then have another one come out that i would much rather have. [/quote] Yeah, when it's done the 64bit version won't have an upcharge. We're still hammering out basic performance and enjoyment issues, but once more players are happier with their purchase we'll officially tackle 64x Elemental.

40 Replies 16,107 Views

Hey Everyone, Tonight you’ll be able to update to v1.09E of Elemental. There are several bugfixes and tweaks in it, but the major change is the shift to a public Multiplayer build. If you’ve been playing the ‘release candidate’ MP builds, we suggest turning off ‘Show Pre-Release’ versions for anyone that has it selected that ONLY wants the official updates). After 1.09E we’ll be shifting all our energies onto v1.1, where you’ll s

56 Replies 149,474 Views

[quote] I am trying to use ingame textures as much as possible. [/quote] This just made our day :) Awesome stuff, 3dG, keep up the great work!

53 Replies 176,472 Views

Sorry guys, there was a performance fix for 1.09 where an event was borderline spamming the trigger system, but unfortunatly it broke this bit of the campaign. The fix has been made internally and will be released in the next patch (this Thursday, if things go well).

18 Replies 9,831 Views

Found it :( Looks like there was a redundant event call that got cleaned up, but in the clean up, certain situations would leave the 'AddResource' function without sending the event, which would leave the trigger un-triggerable . It's fixed internally, and I beleive an update is scheduled for this Thursday, so you have a few days to muster your forces for the later chapters :) Or play sandbox mode...which would probably be the more enjoyable of the options.

38 Replies 166,687 Views

[quote]*AI pioneers in tactical combat move to engage when they should run like hell and escape.[/quote] Brought this up to the team, and trained units can't actually escape from T.Battles, so, unfortunatly, they're screwed regardless...but very nice of you to worry about the AI like that :)

30 Replies 111,263 Views

[quote]I have a little work around for this. [/quote] Bless you for working around our ineptitude :) Getting the city vitals up when a city levels is one of our next tasks...but in the meantime, I think I'll steal your solution ;)

30 Replies 111,263 Views

I'm going to be in the #elemental IRC chat room all day...feel free to drop by to ask any questions...between CariElf an myself, I'd like to get everything mods-related sorted out to make sure the game properly supports what you guys are doing.

24 Replies 68,864 Views

[quote]that bug has been around for a while. Zooming in and then back out is the workaround, but it probably should be fixed.[/quote] Yeah, i think we're getting to the point where we can re-prioritize polish oddities like that. Zooming in/out certainly does the trick, but it's definately sloppy.

30 Replies 111,263 Views

[quote]For example, translate these lines to read from the mod folder instead of the install dir .... GFX/CPELF/CPELF_hair1.png[/quote] THe way the graphics resource manager works, those should work in a number of ways (but I'll verify when I get in the office)... MODS/GFX/CPELF/CPELF_hair1.png GFX/CPELF/CPELF_hair1.png CPELF_hair1.png</Textu

24 Replies 68,864 Views

Hey everyone, So v1.09 went live, and one of the big modding-side improvements is in the official addition of a 'my games/elemental/Mods' folder! The game will now properly read data from 'Mods/Data' and graphics and models from 'Mods/GFX'. For anyone using Mods that have required data or graphics to be placed in the core game directories, I highly suggest moving these out into this new folder, otherwise Elemental may attempt to rebuild the Data.zip file, resulting

24 Replies 68,864 Views

[quote]Nothing about specialists. Is the idea postponed/dropped?[/quote] No, that's one of the biggies for 1.1...there have been some re-evaluations on the topic, but I'll let Brad explain those when he wants that info released...I beleive it will be a solution many people approve of and many folks have even been asking for long before we hit v1.0.

86 Replies 183,993 Views