I had the same problem but with the city farther away so probably not related to that. I actually think this is because the resource tile is on the mountain range.
Myles
Here's a link to drop box with zip of debug and dump. At first it was a recruited hero teleporting across the map. It seemed like it happened only when moving onto goody huts, and started happening a few turns before the crash. My Sov also teleported right next to an enemy city after I defeated said civ's Sov in battle. I then invaded that city and had the crash.
I'm still getting the crash when invading enemy cities [e digicons]:'([/e]
I think the plan is that cities don't need roads to be connected to the global resource pool, they just vastly increase the efficiency of caravans. This makes sense anyways, people don't need roads to transport goods, roads just decrease the time it takes. Therefore, I think cities not connected to other cities have an increased time to get materials, and as such buildings and training take longer than a city with a road. A city producing resources locally should have less production time tha
Armies can get very large. One of the main points Brad(Frogboy) has made about war in Elemental is that in the early game a 'army' might consist of a handful peasants. However, late game armies can consist of thousands of units.
[quote who="Sethfc" reply="15" id="2589555"]Oh and i'm sorry for messing up the spelling of the title just was playing and only came out to say that lol. Oh and I still support local resources but...i guess they've made up their minds and ignored us. While i would get angry over it i understand their decision still make's me ticked off though first time stardock ever did this to us testers.[/quote] You're not the only opinion t
People are represented individually. The one person who starts in your town is really 1 person. The 5 person squad is called an 'army' by the game because it's the only title it can give when multiple units are put together. Turn length and such isn't concrete yet. They're focusing on making gameplay work well without worrying about 'realistic' timing and such and then they'll making the timing work.
[quote who="Rishkith" reply="7" id="2589443"]Dead horse? Wow, the beta hasn't even been out 24 hours and you're declaring it fate accompli. Are you in a rush to call it done because it really just isn't popular and you want it to stick? I hope Stardock hasn't made up their mind because the model just doesn't appear to be fun and right now appears to be taking a lot away from the game. They're usually very good listeners but it does seem they're intent to ram this one through in a h
I can confirm this happened to me as well.
There's been enough beating of the dead horse. I was originally in favor of a very complex economic model. Since then I have been convinced that it adds nothing that the simpler global economy cannot accomplish. However, at this point it really doesn't matter. Frogboy/Stardock have made up their minds that global resources are much more fun without detracting much from strategy. If you wish to continue beating this horse, don't get mad when no one listens.
I'd say that's good news since I made it nearly 250 turns before CTD with original 1Z.
Stuff to make cities unique is almost always good.
No problem. I do want that video though.
check the date on the posts before yours
lol i see zombies
[quote] Balance Changes TERRAN Thor Build time decreased from 75 seconds to 60 seconds. Siege Tank Build time decreased from 50 seconds to 45 seconds. Marauder Concussive Shells now require an upgrade. Barracks Tech Lab Concussive Shells upgrade added. Concussive Shells upgrade costs 100/100 and takes 80 seconds to complete. PROTOSS Void Ray Changed to only have 2 damage le
The in-game customizable random maps have always created very large phase lane length. I remember one of my first games in Sins I used it to make a multi-star map and it took near 30 minutes from go from star to star. I would recommend downloading the galaxy forge program. It gives you much greater ability to customize maps then the in-game editor.
I love the picture showing your capital blocking off any access to the valley to its east. It goes to show exactly how strategic city placement most certainly matters. With pioneers I think it increases this importance as you now must consider what resources are around locally plus how effective the city is at securing resources farther away.
Don't worry, that's what us grammar nazis are here for. [e digicons];)[/e]
[quote who="RisingLegend" reply="182" id="2585106"] but dammit, myles, i thought you were on my side [/quote] Sorry man, I've been swayed by the darkside [e digicons]}:)[/e] Really though, I've changed my mind to the opinion that nearly all the depth created by having a complex economic system can be accomplished using the system they've changed to. If not, I will be leading the charge to mod 'Elemental:WOM Complex'.
[quote who="RisingLegend" reply="18" id="2585094"] I thought we were talking about food being "stored locally".. Because, no I don't like the idea of a cit being self sustaining, I just don't want caravans to be meaningless. So your saying even though a resource is "global" caravans are still going to take food there? Or is it that if my city in the desert is starving and they didn't store any food, they have until my "global" stockpile of food runs out until they starve? Tha
I'm not in favor of absolutely no movement around enemy troops. Choices are always better, imo. I would like more if when moving past fortified enemy positions then the enemy ranged units get free attacks and the entire army has the possibility of some kind of ambush attack on the following turn. That way you can choose to take the chance to move past a fortification, but at the risk of taking damage and giving the enemy a large advantage.
[quote who="Raven X" reply="3" id="2585020"]You know what I see when I see or hear of "Cloud Gaming" ? Just another way for companies to "police" the internet. I hope people get tired of this fast and it dies. I SERIOUSLY hope this isn't the future of computer gaming. If it is I may end up going over to totally Indie games and underground software, not to mention console gaming. Next they'll be using this to I.D. people online. Then the forms of discrimination will come into play s
[quote who="Tormy-" reply="27" id="2584926"] Quoting Myles, reply 26 Complex choices doesn't require complex mechanics. This might be true with regard to chess, but it is not with regard to a fantasy TBS. Complexity can add a lot to the depth of the game[play], if the complex elements get implemented properly.[/quote] Like I said before, we'll have to disagree. You seem to think that TBS is some special case in strategy games where depth only comes from compl
[quote who="Tormy-" reply="25" id="2584914"] How can you compare chess or go to a turn based fantasy strategy game? Strategic thinking? Sure, I agree, but if you don't have the necessary talent, you won't be good in it ever. Besides, maybe chess has depth, but I find it utterly boring, while I love to play with a complex fantasy TBS.[/quote] The talent for chess is the same as the talent for a game such as Starcraft or a TBS. It is the ability to look forward into the f