AlLanMandragoran

AlLanMandragoran

Joined Member # 4231613
1 Posts 394 Replies 22,236 Reputation

Hi Codecritter - to second what mywhiskey said. Completed tactical battle Units remain on strategic map but you can't click on them, mouse cursor doesn't change, it shows the units but it acts like they don't exist. The problem in showing the problem is that ending the turn or reloading a save clears the issue. The only thing I think I could show is a printscreen with my mouse hovering over the "ghost stack" indicating they don't exist.

19 Replies 15,380 Views

I remember Derek posting that the design intent was to require the players to civilize the land thereby protecting the caravans. What was aggravating was having monsters running around, in your ZOC, without some kind of warning that they were there. The "exclamation point alert for monsters within your ZOC" resolved that issue. As someone who's played my fair share of games since Sep '10 I find the alert resolved my caravan safety maintenance concerns. If I'm going to build

6 Replies 4,264 Views

My thoughts: Aesthetics Critters or people running around would help - depends on what the engine can tolerate given memory constraints. If in a jungle, show some leopards or monkeys or whatever lore creatures exist. If a savannah, lions and elephants or w/e. Basically, show the wildlife. Vary the amount of tile types and versions of each type to broaden the look Have the land become more alive as ZOC's expand - not just turn green, but show

40 Replies 176,262 Views

[quote who="gbob2317" reply="71" id="2895996"]Like you, I was put off by early reviews. I'm an older gamer, having spent more time then I care to think about hoping someone would take on Masters of Magic. After about a week of gameplay, I can say that this is the best fun I've had in a long time. In many ways I've found it a more satisfying game than Civ V. I'm only regretting not buying it sooner.[/quote] Be sure to check out the mods! The community of modders

73 Replies 231,222 Views

Another 1.19d oom ctd. Trying to manually save. Just finished a tactical combat, moved a unit or two on strategic map prior to save. Season 188. Debug - http://pastebin.com/RD4kacwH Successful manual save from turn 187 - http://dl.dropbox.com/u/19969679/Elemental/119d/187.EleSav Successful autosave between 187 and 188 - <a href="http://dl.dropb

45 Replies 39,931 Views

This is a 1.19d oom ctd - my first since 1.19b. Occurred trying to manually save on season 158. Debug - http://pastebin.com/nU3PjE0x Succesful manual save from turn 157 - http://dl.dropbox.com/u/19969679/Elemental/119d/157.EleSav Successful autosave between 157 and 158 - <a href="http://dl.dropbox.com/u/19969679/Elemental/11

45 Replies 39,931 Views

Yeah, not sure if this is a bug or functioning as designed. It is weird, however, to tell you that it's the last caravan when there more queue'd up behind it. It should be changed at some point. If you single queue the caravans, it won't tell you until the third one I think.

2 Replies 1,415 Views

1.19d game. I have two Nabaja characters, one renamed. Both now show black icons. Here is the season 147 save and below are the printscreens. http://dl.dropbox.com/u/19969679/Elemental/119d/147.EleSav <img src="http://dl.dropbox.com/u/19969679/Elemental/119d/Elemental_1298786

0 Replies 1,525 Views

So playing a real 1.19d game to keep on testing the ridiculous AI. Changed some names around for the fun of it as I'm sure the crew opens my saves at some point. I saw this and lol'd. I decided to not take the troll bait, sit on the sidelines, eat some popcorn, and just auto-resolve this sucka. Who w

2 Replies 1,896 Views

[quote who="BoogieBac" reply="86" id="2895628"]GW: He's more of a mini-boss type character than a 'lord' level creature, so I doubt he'll be wrapping himself around any castle walls GOnna talk with Derek about writing a journal about the stuff we're working on (creatures, in particular)...lots of cool things coming out of the bullpen nowadays. [/quote] The mystery is gonna kill Xia.

142 Replies 463,297 Views

[quote who="GW Swicord" reply="68" id="2895619"] Quoting AlLanMandragoran, reply 67 ... I like the smell of my own farts. The sulphur content is just right. I haven't read the last book yet, so as far as I know, Moiraine is still dead. Dead or alive, I'm sure she'd look down her nose at that sort of remark. What Nynaeve might say or do in response, I shudder to think... [/quote] [e digicons]:rofl:[/e] Nynaeve just

73 Replies 231,222 Views

[quote who="GW Swicord" reply="66" id="2895607"] Mind you, I think better of a fart in the wind than I do of the game-biz-buzz sites, so maybe there's some Important News out there that I've some how missed while poking around here. [/quote] I like the smell of my own farts. The sulphur content is just right. [e digicons]x_x[/e]

73 Replies 231,222 Views

Derek - upon killing units they are sometimes not clearing from the strategic map upon death. This also occured when I took an enemy faction capital - the units I killed in the city popped up outside. You cannot click on them or anything. End turn clears as well as a reload.

19 Replies 15,380 Views

Brad - Season 45 of a real 1.19d game. Capitar FP is 5 and 1 city. Something is definitely broke with this faction as they were killed by monsters in my test analysis. Good news: Pariden is currently highest in the game with 3 cities and 42 FP so whatever caused them to act silly (i.e. pop lock) in the test analysis obviously didn't recur here. http://dl.dropbox.com/u/19969679/Elemental/119d/45.EleSav <p

80 Replies 281,887 Views

I understand what you are saying. Come join us here and help prove to Brad what needs to improve: https://forums.elementalgame.com/404541 . That stickied thread was a direct response to Brad asking the community to step up regarding AI complaints. Instead of making generalizations such as "the AI sucks", Brad asked we provide concrete examples. I can tell you that the SD crew has met us halfway - our efforts are bearing fruit in the

3 Replies 3,658 Views

[quote who="impinc" reply="51" id="2894970"]Curious for some feedback here. Do you think the Sovereigns should start with the unique armor and weapons, or should you have to research through the tree to get them? If so, should they just be in the normal warfare tech tree, or do we dip into other tech trees? [/quote] Is there a way to force cross-tree requirements (i.e. need level 5 in civ and level 2 in warfare)? Just curious. Warning: the AI

60 Replies 190,039 Views

Posted 1.19d Strategic AI analysis here: https://forums.elementalgame.com/405730 In short, good progress from patch to patch but hero love is lacking. Although the AI is doing a pretty good job of normal unit design and creation, it's not functioning anywhere near to a player regarding heroes. A player would, at a macro level, rock out their sovereign, spouse, and champions and let normal units be a lower build priority, primarily

19 Replies 17,508 Views

[quote who="Lord Xia" reply="25" id="2894744"]I use to be on the NWN2 forums and was banned. I had that game from day one, and after losing 3 30+ hour games to bugs and having to start over for a fourth time, I flipped out there and made a dozen or so crazy rants... [/quote] You must be bi-polar! I've never seen that side of you here. [e digicons]:digichet:[/e]

30 Replies 26,383 Views

1.19d Strategic AI analysis here: https://forums.elementalgame.com/405730 Summary of Observations: URGENT PROBLEM: Capitar was dead by season 24 due to monsters and ruffians. Stupid ninny must have tripped, hit his head, and then got eaten by a bear. Pariden was acting completely retarded in two ways: spouse was sitting on a city but not in a city until season 48 and they looked completely pop loc

80 Replies 281,887 Views

Prior 1.19c analysis here: https://forums.elementalgame.com/405436 Purpose: Analyze strategic AI behavior to help identify issues and hopefully help improve the game. Scope: Basic block and tackle strategic actions such as exploration, expansion, city improvements, etc. Scenario: Large custom map built from "Ovia" - created an island so I can cycle turns, reduced starting positions to 1

0 Replies 7,445 Views