Another update before I crash. I only researched my 'Notable Locations' up to level 2, due to needing a LOT of other techs and the fact that tech advancement seems much slower now. That being said, the gildar rewards seemed reasonable, seeing that the 'gildar' multiplier structures aren't applying bonuses (Derek has posted this in the changelog). My empire has been floating around -2 to 2 gildar per turn production, even with around 18 caravans doing their thing, so the go
tjashen
Just tried Page Up/Page Down. It appears to be broken. It alternates between two or three cities, ignoring the rest of them. I have about a dozen cities on the map at this point. Apparently, Home and End are supposed to cycle through your units, but that is also apparently broken (only goes to one of my units, then stops cycling through them). If Page Up/Page down is fixed (i.e. this is what it is supposed to do, cycle through cities), that'll be very helpful
I had a section of the map that I found, which had a LOT of notable locations, some stacked two or three deep. I'd guess I 'harvested' about 30-50 of them in short order, and left the higher level ones behind for later. About every 2nd or 3rd square in a 15x10 section of the map. This is around Fall 175 or so. Magnar had a whole bunch of these next to his capital, which he wasn't bothering to harvest. Porcipinee was also right next to this 'trove' of goodie h
Any chance Mobility spells may be to blame? I've discovered that they stack, and the spell maintenance costs for Mobility/Greater Mobility are 'broken' currently.
Lovin' the new spells! Yep, like the thread title says, when you cast Mobility and/or Greater Mobility, it doesn't show up in your Enchant list (so you can't dispel it later), but since the 1 Upkeep cost for the spell isn't being deducted, it doesn't matter currently. Also, not sure if this is intended or not, but multiple Mobility spells will stack. I've added +5 to my Sovereign's movement speed (1 Lesser, 2 Greater spells), which wouldn't be so bad if I was paying upke
Wandering Monsters - I like that they group, but two things really stand out to me. First it seems like it happens immediately starting turn one, and that makes it REALLY difficult to stabilize your lands if enough spawn and group before you can deal with them. Second, it is just odd that you will wander into a group of two bandits, a bear, seven spiders, and an ogre. Is there a way to set a grouping preference so that monsters only gather with certain oth
[quote who="WhiteElk" reply="53" id="2835842"] quoting post6. Wolves won't talk to you anymore (I might actually miss this bug). Me too! I thought he was a feature not a bug ;~p [/quote] I'm gonna miss Wolf talking to me...</p
This is why I KEEP posting about changing the 'Find Next Idle City' (Shift-C) button on the bottom to tab through your cities with either the build or train cue open, and implementing a 'Tab Through All Cities' option (Alt-C), so you don't have to scroll around the map to select your cities. Being able to tab through ALL of your units (whether they have moved or not, including the ones in cities) would also be nice (perhaps Alt-TAB?) I've seen some aberrant beha
Caravans are so cheap that I haven't been sweating the monsters killing them too much. I've come to think of them as my Monster Early Warning System (M.E.W.S.)... Of course, you do tie up your training cue for three turns replacing them, but that hasn't been too big of a problem for me, as I usually don't have enough resources to crank out some other units as fast as I'd like. It'd be nice if a 'assign escort' feature was added to Caravans, though! <p
Here's a couple of stabs in the dark - maybe they will help, maybe not: Cruxador, are you using any 'old' units at the moment? I purged almost my entire Mygames/Elemental/Units folder trying to get 1.09o to work early yesterday, before I downloaded the new patch (1.09p). In my debug.err file, I saw some 'broken' calls for models and such, which older unit files would be doing. Derek said that you'd have to start a new game with 1.09p to avoid having
R.E. 1.09p BETA I've been playing for about three hours straight without a crash. 'Nuff said! No complaints so far with the new build. I'm sure there's some game mechanics stuff I'll find issue with eventually, but I've been too focused on playing to give it much mind! One thing. If you have a Sovereign you built under 1.09o, the 'Attunement' ability will not work with 1.09p. The easy fix is to open up your Sovereig
Int does increase some spell effects. The one that comes to mind is the Dodge spell, which adds to your (now working) dodge ability by some fraction of the Caster's INT. There seem to be a LOT more spells now, too.
Hey, Stardock guys! Would it be possible to keep the 'old' Mana system intact in some fashion, code wise, so those of us that like the old system have it available for Modding purposes? I.E., if someone wanted to create a campaign where the spellcasters/heroes maintained their own mana pools (1.09e style), they could implement it using a mod. IMHO, the new system feels too wargamey to me. Everyone drawing from the same pool is NOT generally how it's done in most fa
Ignore my previous comments about lack of Materials. I just had 'bad luck' at the goodie huts. In my third game (game 2 got stuck by the level 3 thing again), I found 10 materials, then 5 materials, and another 5 materials in three nearby goodie huts. That being said, it might not be a bad idea to start the Sovereign out with 3 materials, so you can build a peasant escort immediately, or use it for buildings. I'd say not much more than that, due to the special abilit
A quick update. I started a new game, since I had to 'fix' my custom faction (Master Archer trait is not working, so I went with the Seasoned Warriors trait or whatever it's called, the one that makes experienced units available). I'm keeping my cities at level 2 or less for now, so I can play with the other features in the game. Bows have been broken down into three separate techs now (Crude, Short, Long). Still need an archery range for units though.&n
This IS a PreRelease version, after all. I for one am happy that Stardock is letting those of us with the patience/fortitude to deal with the issues playtest for the upcoming 1.1 release to our heart's content, without going all cloak and dagger on us! If crashes, bugs, etc. are frustrating you, it might be time to put Elemental on the backburner for a few weeks, and then come back to it once the Stardock team, based on our feedback, has chased down/fixed some more i
Hey y'all! For those of us that are 'stuck' because of the level 3 city crash issue (which I'm sure will be addressed shortly), I'd like to share my experience with the early game stuff. I generally play kingdom in my games. Under the new beta build, 1.09o, I have noticed these things: 1) Dodge now works. In a big honkin' font no less! Now you know when a weapon is blocked, dodged, or how much damage you just caused. Other than the HUGE font (it
I've requested this before. The Shift-C/Find Next Idle Settlement button at the bottom of the screen really should tab to settlements with EITHER the Build or Train cue open, not just completely idle cities. Actually, I wouldn't mind if the button cued through ALL of your cities (perhaps Alt-C could do this), so you can quickly tab through your cities and see what they are building/training/outputting, how many units are in said cities, and also if any potentially hostile crea
Same here: I'm probably about 2 hours into the game, two cities built. Keeps crashing when I try to access the build menu for my capital city. I've tried the 'train' button after selecting the city and have also tried opening up the city description window (clicking on the round picture at the bottom center) and clicking the button there. Both result in a crash. Clicking 'train units' at my level 1 city still works fine. It's my level 3 city that automati
[quote who="kenata" reply="9" id="2832875"] Quote: TJAshen My only complaint is that this is an 'invisible' mod (the mods interface doesn't see it). It took a few tries & some folder experimentation to get it to work for me (user accounts issue), but once I finally saw the revised stats ingame, I was golden. I am not sure exactly what you mean by an invisible mod. As far as I know, only custom maps are shown in the mods interface in game. Howe
Why thank you! I wasn't expecting Slags THIS soon! You work fast!!!
Wow, that list has grown a LOT since I last read it. The last two days must have been rather busy at Stardock! Two quick, minor requests when posting these upcoming changelogs. One, that the thread title indicates that the changelog is for an upcoming patch, not the current one. That way, people don't get too excited prematurely. Two, that as new items are added to the changelog, a date header is added before the list of new changes. Ex
I've played a few more turns, and Gildar generation was stable/reasonable. So I'm guessing that, as mentioned before, the Gildar glitch comes into play as loot from battles every now and then. As quickly as the totals jump, and the fact that I'm usually battling monsters a LOT when this happens, it makes sense. I've been watching for specific instances after my last post, but haven't seen any recently. I'll post them up as they occur.
One of the things I really enjoyed about pre-1.09n Elemental was the plethora of summoning spells for the various elemental schools (Fire, Earth, etc.) that were available. For the most part, I'm not seeing these in 1.09n. If you learn School of Summoning, yes Demonic Ally, etc. become available, but these aren't the same as Fire Elementals and Fire Giants, etc.. I'd argue that under the new Mana Generation system, the cost of Summoning creatures is now more significant
This is why a few of us have suggested journal entries for quests stating where the quest originated, which hero/sovereign initiated the quest, a general description of where to look for the next destination of your quest, etc. this is obviously not a priority, but it is a needed feature that should be implemented as soon as it becomes practical (workload-wise).