I agree this is an issue that needs to be addressed you need to be able to target a specific unit in a stack easily.
econundrum1
I've not had this issue I don't choose green thumb and am able to found my initial settlement in every game I start. Are you by any chance using a custom soverign saved from an old pre 1.09n patch?
I have the same OS as you Can't say I've had a speed problem it seems just as quick or faster to me. Have seen a lot more crashes many of which seem DX related though..
On my PC it's considerably less stable now, most crashes seem to be linked to the rendering system, which I understand has undergone some changes in the area of shadow generation. However despite a few other minor bugs I too am loving the changes to the game mechanics, think there is still some balancing to do as well as fixing stability issues until the patch is released though. And to the OP frankly you new this time you where down loading a beta, you can't complain about th
I normaly buy a war staffwhich has become even more unbalanced in 1.09n, now it costs 8 creation points same as a normal staff. But a normal staff gives 3 attack, while a war staff now gives 15 attack....be a while before you can get a weapon like that in game.
Pleased to here you weren't underwhelmed after all [e digicons]:D[/e]
As The Beta at least for me seems to be suffering a lot of crashes I thought it would be good to have athread for people to post only information about crashes and links to the associated debug.err file. So let me start this crash occured when my soverign entered a new town I'd just founded. http://dl.dropbox.com/u/8889140/debug%20%282%29.err I'm guessing a lot of these are down to more multithread
[quote who="Javaslinger" reply="22" id="2827306"]Are you supposed to be able to build multiple workshops in one city now? [/quote] Yes they tie up 5 people each though.
maybe your connection dropped out for a few minutes is it doing it consistantly?
[quote who="landisaurus" reply="1" id="2827062"]Is there not another condition to the blink spell? (I forget if that is a combat spell or a strategic spell) [/quote] It's tactical and I was in tactical battle and it said I had not enough mana to cast it which from the description wasn't true at all.
here is the link http://dl.dropbox.com/u/8889140/debug.err
Not sure where best to report bugs for the beta patch. the Blink spell is unavailable in battle it's greyed out with not enough mana shown. But the reported cost is 16 mana and I have 137. I've also had too crashes one after 5 turns so seems less stable than before I'll get the crash files and post the link to dropbox shortly. Generally though I like the changes it's a lot more fun.
[quote who="JeffSteel" reply="202" id="2826899"]I would agree, no more managing lots of different mana pools of varying amounts, the new system is far more streamlined and easy to manage from the sound of it. I just hope children in the dynasty don't have mana upkeep, lol. [/quote] They don't that's already confirmed, that's one of the things that makes them special.
[quote]Also, I seem to remember that balance was not considered a beta tester priority by Stardock and that this was seen as a last minute item. I hope this thinking has changed in the interim but it would be good to get a perspective on this as well please.[/quote] I agree, balance should be something they are very much interested in hearing about during the beta. But I'm pretty sure they've learnt that lesson.
I consider the change to make essence an invisible boolean to be a good one personally.
[quote]But we're committed to it. We, like you guys, love this genre. We're in it for the long haul.[/quote] As a customer I would say the same to Stardock about elemental. New PC titles are few and far between especially TBS games, I love the game , (even though it's not what it could be yet), I love fantasy games and TBS games, and I love your comitment to the game and the community, so I too am in it for the long haul and can forgive the stumble with the release of Elemental.
PC Gaming will never die, but it's certainly a shrinking market, well other than World of warcraft of course. It is a pity since PC gaming drives inovation.
[quote]I don't understand why anyone would even want to play the game right now. It's in a bad shape and it won't play even close to the same as what the final product will be.[/quote] Because I enjoy seeing how the game is shaping up and maybe contributing a little to it's future direction by giving feedback. That's why I signed up for the origional beta, why I've continued to play the game since launch and why I'm happy to beta 1.1. I find the journey as much fun as the destination.
About 11pm UK time then or at least not earlier
[quote]That's usually not how the mana mechanic functions, at least I can't think of any game that handles it that way. Generally, mana is capped, so you'll have a maximum amount available at any given time. This cap can be raised throughout the course of the game, but you can't collect more than the maximum. The stats affecting mana "income" dictate how quickly your mana replenishes once it drops below the maximum, but once you hit the cap, you effectively stop "collecting" mana. That's why
[quote who="Mtn_Man" reply="132" id="2826163"] Quoting econundrum1, reply 96 Quoting Mtn_Man, reply 92 Quoting econundrum1, reply 83 + Imbue Champion now immediately available, takes 1 mana per turn While I agree with this generally I think unless there is a high casting cost, you could exploit this by casting the imbue Champion spell on champions before important battles, then canceling it to save upkeep and recasting i
[quote who="BoogieBac" reply="77" id="2826128"] The question I have for them is how will special abilities work in 1.1?All abilities now have cooldown times instead of mana costs (I never liked the fact that spiders had to have 'Essence' to use their spiderweb). [/quote] Great that's what I was hoping for wasn't sure it would mak it into 1.1 but great that it has. Thanks.
[quote]Players shouldn't mod until the game is finished. But, if you simply have to have mods you should be bright enough to make TWO different folders for the game. One always remains the vanilla version and the other the modded version. I've done this with all the Total War games so I always have a perfect unmodded uncorrupted game installed to fall back on when things fk up as they will with version 1.1 and mods for this game.[/quote] The good thing about impulse is if I corrupt th
[quote who="SmilingSpectre" reply="74" id="2826047"] quoting post 2. No two spells should feel the same: Spellbooks in v1.0 through v1.09 were filled with tons of spells that all felt the same: Lightning, Fireball, Hurl Boulder, etc. They were various tweaks on the formula, but the end result was a magic system that lacked interesting (and cool) choices. Our motto going into 1.1 was that each and every spell (and each spellbook, for that mat
[quote who="Raledon" reply="66" id="2825990"]I do hope that Stardock haven't stripped the game of the unit based mana system, since (some) modders will still want to use that system with or instead of the new system. I support the new system though, cheers! [/quote] I think you will find they have. Although I believe post 1.1 they are going to be looking at changing special abilities so they have a cooldown timer instead of workin on mana so you should be able to use s