As it currently stands it doesn't really seem like a good investment of a talent point to put something in "Path of the Governor" for one of the initial perks of your Sovereign. Every other perk you get to choose from the initial "Path's" has a tooltip line informing the player that choosing that particular perk will open up additional perks further down the road for the player within that discipline. Would it be possible to add in unlockable perks from choosing "Path of t
Bylak2
I seem to be getting a mini-dump evry time I try to enable the "Dynamic Combat" mini-mod that is included with the 0.99B2 release. I've posted the dump file in my drop box . . . hopefully it' just me doing something wrong! http://dl.dropbox.com/u/8042126/Sins-Diplomacy%20v1.2-2011-03-26-08-38-09-5856-4772.dmp I was doing it wrong, copying the contents of the Dynamic mod into the DS
Thank you very much for the tip! I get a mini-dump every time I try to use it though =\ I'll post the log in the DS thread, lol.
Bump for dynamic awesomeness =) Would love to see an updated version if at all possible!
There was no option for me to buy any upgrades for the bases when I had them selected. I researched the upgrades (didn't lose any research bases either) but my starbases only had three icons showing in the UI panel (attack, the default level of fighters available in a starbase and the gravity well option).
Hey all, I was playing a SP game of Diplomacy as the Advent and found myself unable to upgrade my Starbases after researching upgrades in the defense tree. Has the upgrade process changed since Entrenchment, or did I miss something?
Started a new game and went to zoom out to the cloth map to see the resources near me. Was greeted by a white screen with a green line on the left side and a red on the right. Zoomed back in and the game worked fine. After a few turns zoomed back out to take a screenshot of what the mess looked like and the game crashed. debug.err - http://dl.dropbox.com/u/8042126/debug.err
Have you tried selecting "Skip Intro Cutscene"? That seems to be working for others. https://forums.elementalgame.com/388113
I turned off auto-save and that actually allowed me to get further into the game than the crash logs I posted above. The game still did eventually crash though (I was either going from cloth to map or moving a character). I'm going to try disabling as many of the "auto features" as I can to see how far I get.
I actually logged on this morning to post something similar What I was thinking though is something like you have a flat 10% chance every turn of researching something in each tree. Whenever you build a building or recruit a unit that gives research points, you can invest those points into "actively researching" one of the tech trees. As an example, say you have three research points and put them all into Warfare. That could increas
Hey all, Booted up the new patch this morning, tried to play a few times and ended up crashing to desktop after only a handful of turns every time. The first two times I was at the cloth map when it happened, the ones after I was at he 3D map. I have four crash logs here, going to post them all =) http://dl.dropbox.com/u/8042126/Elemental0_90-2010-07-
I'm wondering if we're going to be able to push forward walls in the final version like in this screenshot here: http://news.bigdownload.com/photos/elemental-war-of-magic-1/#2258681
I have been unable to play the new version of the game at all so far. The first two attempts I tried playing with dynamic lighting on and I crashed to desktop. The third game I turned off dynamic lighting and was able to get in-game. I built a settlement and the game crashed right to a blue screen of death and my computer restarted. DxDiag: http://dl.dropbox.com/u/8042126/DxDiag.txt It doesn't look like a dump file or anyth
I'm going to throw my support for how city building is right now. I have a feeling that when we get furthr on into the beta we're not going to really have too many cities, even in the larger games. At the very least cities give you something more to do every turn. I like being able to decide how my city is built and to expand it in a strategic manner (towards a resource, cutting off a choke point), but I do see the sense in trying to put in some kind of "mayor" AI t
[quote who="strager" reply="108" id="2651394"]Oh yeah - the game start as it is right now your too advanced- try to add a few levels of earlier technology. Wooden and bone weapons and stuff - than move on to basic metals, and than more advanced metals (so wood/bone than bronze, than peg iron, than iron, than steel, than some mithiril-equivilent, etc.) - This will give you a lot more resource types too which can be required for other things.[/quote] A cool way to expand on this for lat
Do you have a screenshot of the city that's close to the beach?
In regards to update #1 (and understanding full well that we're still pretty early on with little of the combat system in place =)), is there going to be a point to using shields for units? As it stands right now it seems like the only benefit for using a shield is a reduced cost for producing the unit. Will we see things like this expanded a little? Will different armour types and accessories (like shields) give us benefits to different kind of damage types?
A computer player had just declared war on me, then the quest for finding the wizard's potion popped up. I clicked to accept it and then crashed to desktop. dxdiag: http://dl.dropbox.com/u/8042126/DxDiag.txt DMP file: http://dl.dropbox.com/u/8042126/Elemental0_802-2010-06-13T13-34-22-91.dmp
This happened to me in the last game I played as well. Eventually I lost the ability to build groups of six as well. The option was still there, but it would only allow me to create three units max.
I was focused on my second city late game, had destroyed a house to bring me under the cap I needed for my current city level, started constructing two more, hit "end turn" and got an out-of-memory error. I'm hoping that this is the right log that you guys need!
[quote]#1 City Improvements These are trivial for us to add. And we’ve only started touching the capabilities here. We can have improvements that require adjacency. That is, we can have a farm and require a second improvement be adjacent to a farm tile. We can have improvements in which you can build as many as you want per city, only 1 per faction, or one per city level. Improvements ca
[quote who="Nick-Danger" reply="38" id="2649713"] And I'm not saying don't give opinions -- that's what beta is for and they want our opinions. I am saying give it a chance before saying you don't like it (then say you don't like it )[/quote] I've prolly been in the beta just as long as you, so I guess I qualify as one of those people who can say "I don't like it!" =) The base idea of what the devs are doing right now is a good idea. The way it
[quote who="Zubaz" reply="32" id="2649616"] For example, under Civilization you may have the subcategories of farming, production, economics, and housing. You, as the Sovereign, decide that your people need to strengthen their ability to feed themselves. You tell your minions to go focus their research efforts on "Civilization-> Farming". They come back with one of the green, yellow, or red techs that would have been available for you to choose, but you never see the options. They
Hooray for 0.25!! Debug Message: Map Random Seed: 1256340184 Below is the map I started on . . . [IMG]http://i485.photobucket.com/albums/rr216/duddler/Elemental_1256340293.jpg[/IMG] Here is my start location . . . [IMG]http://i485.photobucket.com/albums/rr216/duddler/Elemental_1256340360.jpg[/IMG] And the other island, and the amount of doo-dads! [IMG]http://i485.photobucket.com/albums
I see! Well then, the last map I was playing on had faaaar too many resources