My guess is if your doing a mod, you'll be able to still choose a gigantic map size. And build it all by hand. But otherwise, I'm guessing they just gave us a hand built map for a general size large, but it's not the full parameters. Just a general size for the testing due to it being easier to just go with a generic side. As far as you getting that 64 bit support that you've been asking for, these last few months.. my guess.. not in the first 60 days. As there will be a lot m
Gorstagg
I tested it without shadows as suggested and it worked. It still chokes a bit while playing, but overall it's cool. Hope this helps them find out what's going on.
It was suggested I try turning off Shadows, so I'll give that a shot on my next tactical battle.
I still have this happen every so often, no warning, no indicator.. no visible trigger other than end of turn.
[quote who="Tormy-" reply="13" id="2688840"] Quoting DeadlyShoe, reply 8a good core game for august release is possible at the current pace but itll probably still need some patching. That is for sure, but which game isn't in need of patching after release? ..you lads should stop worrying. Even if we gonna have some bugs/glitches/etc in v1.0 the devs will fix it quickly.[/quote] Heck we'll not even be playing v1.0 in almost all cases, we'll be playing 1.01 (
I can attest to the issues associated with this AV crap. Where I work several of my coworkers independently got hit with this AV thing, and so did several of our computers. So what I had to do to solve the problem myself was do the safeboot and restore to an earlier day or week before the malware hit. Sad thing is.. I was surfing the web here at home, a few weeks ago, and was doing the usual Digg check pages for interesting information and send it to another tab to read in a t
[quote who="TKPNZ" reply="5" id="2688802"]Gorstagg: Have you tried running the tactical battles with shadows completely turned off, that seems to help them work correctly.[/quote] I do not think I have had shadows turned off. I'll try that next, to see if that helps! (Though I know I had one that worked recently but I didn't make any changes to the settings.) Thanks for the idea to check TKPNZ!
[quote quoting="post"] I know you have to hit the August retail spot, but we all know what code quality comes out of crunch-time. Why not just take a chill pill and delay until Feb? I just can't see how you're going to have a game fit for release in August. Am I missing something? [/quote] How long through the beta process have you been following? Have you watched my videos? If you have, you would s
Yes but it requires a level 5 city to be able to build it.
AMD 64 x2 Duo Core 5200+ (2.61ghz) 4 gigs of ram Nvidia 8800GTS I built it a few years ago, and it's lived up to my expectations since. Still using Windows XP at this time.
Well in a lot of cases the videos are done without a particular goal or significant note for viewing. Except when I do something specific, I try to make sure I note that in all the places that it can be seen, either via Youtube, or my website, and so on. Like video 5 of this series is related to creating an Archer, and going through that part. So I'll make quick notes of it. But one of the other things is if you watch from the beginning, you get to see as I explore what new th
Fires of PURE Arcane Energy Alright, with the new .92 version of 3C out, I've put up another 45 minutes of video footage. I can say without a doubt, once you get past the bugs like the text font dis
And here is a link to the video of this happening as it occurred while testing. Go to 4:45 in the testing and you can see at 4:48, when the game ends the turn, all the text is lost. Hopefully this will help them pinpoint the problem. http://www.youtube.com/watch?v=44TOlnx9N98
http://dl.dropbox.com/u/9236160/debug2.err In this situation, what happens is we lose all the text in the game. For ever field, in all windows, in every aspect. Just happens sometimes randomly after the end of a turn. The only exception to this is when you see the physical name of the city on the cloth map, as part of the map. All other spots, nothing remains, it just goes blank. But you can still interact with it. (Make
[quote who="DeadlyShoe" reply="1" id="2688518"]well, armor definitely needs to be rebalanced imo. Researching paper doll locations seems silly though. Research definitely ramps up too damn quick in terms of equipment...hehe. There's also a disparity in cost efficiency between different pieces of armor. This is fine, except that I end up using leather greaves as my basic cheapo spam armor in the early game rather than leather chest armor. Dunno, just struck me as of
[quote who="ddd888" reply="1" id="2688498"]you have to work with what you have around if you dont have gold mines focus on research adventure, etc[/quote] Yes but it's not always something people will associate with. We (beta testers) understand the ideas behind that (alternative methods of playing to win, Conquest, diplomacy, quests and so on). But the base mechanics, support building a community and going from there. If that initial commun
http://dl.dropbox.com/u/9236160/debug.err http://dl.dropbox.com/u/9236160/DxDiag.txt Alright, so since I hadn't seen anyone else talking about this, and it still is happening with .92, I've included my debug.err and DxDiag file. The problem is when I choose Battle on tactical battles, it goes into load a battle. Then the screen turns bright white, with a gre
I too wanted to come here and make sure that my heartfelt appreciation of the developers is heard. You have done an outstanding job. And you are still doing an outstanding job. I'm glad TCores got this up here, because to a lot of us out here, all of you are absolutely appreciated. And we don't even know all the names or even how many of you are on the job for Elemental. But what I do know. That words from strangers with heartfelt gratitude are often the
I would just point out that even games as far back as 1988's Nobunaga's Ambition, had unit placement at the start of the battle. The key thing to this is if, they hear some of our interests, so that way some of us could utilize terrain to our advantage, or find choke points in battle, we could then maneuver our units into position. Or move them up as we see the need. I don't understand the confusion to why this wouldn't change battles from lasting 2-3 minutes. Having to quickl
Well hello again dear friends, I've included over another hour's worth of oven fresh piping hot videos. 7 of them. Enjoy them, share them with your family, it's a meal that only costs you, time, and personal internet fees. But the awesomesauce is free. Okay anyhow, just wanted to let y'all know new videos... including a Sovereign creation video, and a tactical battle!
[quote quoting="post"] Below is the system we intend to implement and we look forward to your thoughts on this: When a unit attacks another unit, that units gets to retaliate (if it can) against the unit that attacked it. Action Points = 1 + Your Combat Speed. Moving a tile uses 2 action points. Attacking and casting a spell uses 1 action point. The placement of units on a map will be based on the the composition on the units going into the battle.<br
Try turning off anti-aliasing. And advanced lighting.
[quote who="igorCRO" reply="45" id="2685967"]what I would like to see is adjacent armies joining the battle like in AoW 2.[/quote] That sounds like a great ability, as a special ability that can be unlocked, and trained from the tech map... hmm...
[quote who="ddd888" reply="36" id="2685935"] Quoting Gorstagg, reply 35 The key thing is to differentiate Overland Movement on the big map. And Tactical Movement, on the battle map. And should also be indicated that way, on the character stats page. And then the heart of tactical combat comes into play. but there is no good reason to do that mounted units move fast on tactical map AND strategic map
The key thing is to differentiate Overland Movement on the big map. And Tactical Movement, on the battle map. And should also be indicated that way, on the character stats page. And then the heart of tactical combat comes into play. Let's assume that the action points go into place. That movement is separated out between movement actions, and all other types. Then we need some clarity on. Combat Movement. Combat Speed... too many w