My first impression is to be impressed with how stable the game is. I don’t think I’ve had a single BSOD or CTD while except for when I’ve reloaded games or used the to restart a game. In one game, my capital city disappeared twice. But this is a known issue and I expect the next Beta release will fix it. There have been a few occasions where I could not get one of my armies to move. I&rsqu
Aerion Istari
[quote who="Frogboy" reply="11" id="3082326"]Yea, I am looking forard to looking at that code. I have had cases where ranged units are in front.[/quote] I would LOVE for each army to have a predetermined formation.
With any game of this nature that uses randomly generated maps, starting positions will vary considerably. This is the nature of the beast. If my starting position is too crappy, I just start a new game or accept it as an additional challenge. That having been said, having huge pieces of the map uninhabitable due to terrain then to have huge tracts of land occupied by a Deadly monster makes it that much harder to get a decent starting position. I like the current s
I had this happen to me too. It's very frustrating.
Twice in my game, my capital city just disappeared like the fall of Atlantis. The first time I thought perhaps I was too far away and just didn't see the roving monster conquer my city. I just happened to have a pioneer nearby so I sent it back to the original site and rebuilt the city. I made sure I stayed close by the city until after I had two spearmen built to garrison the city. Then I went off adventuring again. Then a few turns later, I looked over and
My thoughts on tactical combat is this... In the current implementation, ship design and combat are based upon a "rock, paper, scissors" concept. It is simple. Too simple in my book. To me, the fun of designing ships is to design them around a theme and a style of combat. Do I design missile wave type ships that fire a wave of missiles to soften up the opposing fleet then follow them in to finish off the wounded ships. Or do I build a few heavily ar
[quote who="CariElf" reply="24" id="2941348"]I also bake, which increases my cuteness score. Especially when I bring in my Irish Car Bomb cupcakes to the office.[/quote] Irish Car Bomb cupcakes! That makes her a 9.9 in my book. If she makes a velvety NY style cheesecake, that bumps her to a 12!! (Well played, Cari!)
In my opinion, the two most overused "cost multiplying features are ultra-high quality graphics and multiplayer. Nice graphics is nice but not essential. In some genres, multiplayer is actually harms rather than helps a game while simultaneously driving up the price to produce. I applauded the decision to keep GalCiv as a single player game.
The game is playable. Some of the mods make it better. But there is a small percentage of us that still can't play a complete game without CTD. This game has gotten the least play time out of any Stardock game I've ever owned.
As large as possible within reason, of course. Sucks royally that I'm generally limited to medium sized maps due to crashing problems.
Speaking for myself, Python sounds like a PITA with the white space issue. It also sounds like Lua has more industry support. Lua sounds like it's more of an object based language like Smalltalk. Smalltalk takes a different mindset but it's not a hard language to learn once you make the mental shift. As far as C++ goes, I don't think the idea was to replace Lua/Python with C++ but to augment it.
Actually, this is probably the most civil -public- game forum I've ever been to. Only one I still visit. And, Brad, your postings have a lot to do with that.
[quote who="Frogboy" reply="9" id="2878978"]Version v1.11 is the current released version of the game and is very stable.[/quote] Not in my experience. I just updated to Win7 a couple weeks ago with all the latest drivers and I STILL get crashes. I'm running 1.11.
[quote who="Heavenfall" reply="2" id="2878591"]The stickied mods are actively maintained. https://forums.elementalgame.com/399062 https://forums.elementalgame.com/402601 https://forums.elementalgame.com/400551 https://forums.elementalgame.com/400876 https://forums.elementalgame.com/395529 https://forums.elementalgame.com/399607 Elemental lacks any kind of scripting, which makes adding content to Elemental easy, but c
Thanks HF.
Lots of items appear in shops (leather armor, soldier's cloaks, etc) but have no tag. Does anyone know what the mechanism is that caused these to appear in the shops and how is the purchase price calculated?
[quote who="Tydorius" reply="8" id="2872677"] Quoting Frogboy, reply 7 Quoting Freebird1956, reply 4Thats all fine and dandy. But, it doesn`t change a thing. Brad, did you even play the game before it was release ? Freebird out. Every day for hours on end. I think that was part of the point behind this post - He helped build so many bits and pieces that it was hard for him to see
I finally got the chance to install this mod and play it. One heck of a job on this!!
[quote who="Heavenfall" reply="276" id="2871327"] Quoting Aerion Istari, reply 275 Quoting Heavenfall, reply 274There were massive changes to elf buildings in 8.3 because I needed the angels to stop using the raceclassification CPELF completely. This will allow me to create things for angels only, and not elves, and vice versa. Will those changes affect my HighElves? They use the Elf buildings and Elf techs. Yes.[/quote] O
[quote who="Heavenfall" reply="274" id="2871269"]There were massive changes to elf buildings in 8.3 because I needed the angels to stop using the raceclassification CPELF completely. This will allow me to create things for angels only, and not elves, and vice versa.[/quote] Will those changes affect my HighElves? They use the Elf buildings and Elf techs.
[quote who="Heavenfall" reply="5" id="2870501"]They will if you set them to yournewtechtree All that's needed.[/quote] That is easy. But being able to insert techs into a tech tree would be better. Less likely to be a conflict where multiple mods are concerned.
My use of the term, "Devs" includes designers, programmers, artists etc. Everyone directly related with the creation of the game.
Existing races/factions won't use the new tech tree
If I wanted to add techs to the vanilla tech trees, you're saying just overlay the vanilla tech trees with a new tech tree of the same name?
If you want a second set of eyes, post a link or something and I'll take a look at it.