The same thing happened to my toaster after installing Elemental v1.0. What version of Elemental are you running?
Trojasmic
Trying out the new .exe file and the first AI city I run into is doing nothing. What gives? This is turn 20. I have 2 cities, a sovereign with an oak spear and a cave bear (chose random guardian spawn when capital upgraded to Level 1). The AI needs to get better. <img class="embeddedObject" src="http://content.screencast.com/us
Merry freakin Christmas!
yeah i've reported this too. SD doesn't care to look into it. They want us to reproduce it and submit a saved game, but like you said, as soon as you save and reload the goodie huts appear.
tried to load a saved game while in a game. http://dl.dropbox.com/u/9317559/Elemental1_1-2010-12-18T21-06-46-34.zip http://dl.dropbox.com/u/9317559/QuickSave.EleSav
i tried elementerra for the first time today. i've noticed something strange when moving around the map. several times i have clicked on a square and my dude will run the opposite direction for as many movement points he has left. anybody seen this?
I've had only 1 "artifact" drop and that came as loot from a battle. I hit 3 weapon caches, but only got regular armlets, regular greaves, and a regular spear.
Nevermind...finally got one. Must be pretty rare stuff.
[quote who="Aeon221" reply="6" id="2849306"]Dude, Brad, you're bad at your own game! No offense, but OMG. I'm only going to do this because you are writing the AI, otherwise I would never be this critical of someone else's game. It's goddamn rude, I wouldn't like it and I don't like giving it. But feedback is what you need, and you made a lot of errors. Errors in the tactical battle: YOU MOVED FIRST. Don't. Reposition your troops so that the high de
So I have the expanded factions mod, ACP, and Artifact. Expanded factions and ACP are working just fine, but I'm not seeing any "Artifact" weapons in the weapon caches. Any ideas? <img class="embeddedObject" src="http://content.screencast.com/users/trojasmic/folders/Default/media/16e868d9-46db-49a2-b43f-a06e21d20426/mod_dir.png" border="0" alt="" w
In summary, buy it but don't play it.
[quote who="Gid73" reply="21" id="2850128"]Ok, the first version of the lootable artifacts mod is published. This mod will add the artifacts created by Heavenfall to the loot table of a couple of roaming monsters. The drop chance is 5%. Look into the xml file to get more infos, there is a list of the modified monsters. Version 1.0 is for Artifacts 1.0 and Elemental 1.1 You must have installed the artifacts mod to get this mod to work. Thanks to Heav
neither can Fallen races... fix it please!
I'm currently playing on a huge map, ridiculous level, all opponents. I had pretty much explored the entire right side of the map and found all of the opponents except one-- Altar. Where was Altar? When I finally found him, he had taken over the entire left side of the huge map and is faction power rating was hundreds of points higher than everybody else so I thought sweet! The AI is finally going to put up a challenge for me. Unfortunately, I quickly found out t
[quote who="Lord Xia" reply="7" id="2849111"] Quoting impinc, reply 4I think the reason some gear isn't allowed on some races is that the models are bigger. So when you equip the gear, it clips through and looks weird. They'd have to create new models for the Fallen race, and anything it looks weird on. I know, and they need to fix it. In fact, they need to give every single race it's own distinct look to their armor. When you create a faction, t
Why not give the Fallen weapons +1 to attack more than the Kingdom weapons. For example, Fang dagger = 6 attack instead of 5 Blood axe = 8 attack Boar spear = 10 attack The Kingdom players will say that's not fair so give each Kingdom faction a way to make +1 defensive items as follows. Each Kingdom faction will specialize in making 1 armor type giving it a +1 bonus to defense. For example, Altar specializes in helms so Altar padded he
I think I just did. I ran around the outside on all four sides, but my sovereign could not escape. <img class="embeddedObject" src="http://content.screencast.com/users/trojasmic/folders/Default/media/00691190-feed-4f5f-9eb6-5553944fb9e4/Tactical_map_has_no_escape_route.png" border="0" alt="" width="1
Dudes, give it up. We've asked for this so many friggin times and it just falls on deaf ears. They are never going to fix it. They probably don't want to waste the effort since they're going to revamp the tech trees in 1.2. https://forums.elementalgame.com/402255
[quote who="Delmoroth" reply="10" id="2848489"]Unless things have changed, your single units will have a 0% chance to damage a stack of units due to their high armor values. Though honestly end of semester tests, finals, life means i haven't played much in months so that may have been fixed eons ago.[/quote] Things have changed. I stack with 15 armor is not treated like a single unit with 15 armor. It's treated like 3 units with 5 armor.
[quote who="TheProgress" reply="18" id="2848549"]I'm having a really hard time with money, not food in the first 40 or 50 turns. My city will be producing a pitiful 0.3 gildar per turn restricting the rate at which my kingdom can grow. Any suggestions (other than finding a goldmine)?[/quote] research Level 3 goodie huts. they pop 50-400 gold.
Elemental: War of the Beta Testers... I like the sound of that. Where do I sign up?
To WhiteElk's point, there are probably some optimal build orders to help out. Here's what I'm currently using with Kingdom and I'm not stalling or waiting for turns. 1. Build hut 2. Build study 3. Build workshop 4. Build beacon of hope 5. Build hut and farm on fertile land At this point, my sovereign and Janusk have found some materials in goodie huts and I can start building troops/pioneers no
good luck dude! if you get a crash, post it here and Stardock will fix it.