[quote]Bought the game yesterday and before i even played i updated to 1.09 right out of the box[/quote] Yeah, ironically 1.09 is a considerably better experience besides whatever messed this trigger up :( Thanks for all the saved games guys, I'll keep you posted as we get the issue sorted out!
ScottTykoski
[quote]Oh, I thought this represented the 'escaped' young heir of the faction I just conquered seeking the possibility of a return to power.[/quote] That would be cool, but it was actually/accidentally factoring in 'children' unit types into the possible 'monster' units to spawn :) Fixed for the next patch.
Yeah, you shouldn't need a caravan or anything...once you reach 25 crystal it should trigger the next phase. You you wouldn't mind, could you guys send your last campaign save to [email protected] ? We'll get this sorted out asap. Thanks!
Indeed, great rundown...thanks flymar!
beerdeed/oinedark: Did you actually build a crystal harvesting mine? A crystal resource should have appeared after defeating he ogre. lord xia: One of the 'heroes', as in Janusk or Miramous? Disappearing is certainly...odd.
[quote]*AI pioneers in tactical combat move to engage when they should run like hell and escape.[/quote] Brought this up to the team, and trained units can't actually escape from T.Battles, so, unfortunatly, they're screwed regardless...but very nice of you to worry about the AI like that :)
[quote]I have a little work around for this. [/quote] Bless you for working around our ineptitude :) Getting the city vitals up when a city levels is one of our next tasks...but in the meantime, I think I'll steal your solution ;)
Is this from a 1.08 saved-game? This shouldn't be possible in 1.09, but if it happened in a previos play-through you could still see it. If it IS a new game, then we'll probably need the save file. Thanks!
[quote]TBH I still have no idea what "Adaptive Anti-Aliasing" gives you in on the ATI cards.[/quote] Apparently something that dosen't play nice with Elemental :) I'll ask our engine guy if we've heard from ATI on the problem.
I'm going to be in the #elemental IRC chat room all day...feel free to drop by to ask any questions...between CariElf an myself, I'd like to get everything mods-related sorted out to make sure the game properly supports what you guys are doing.
[quote]that bug has been around for a while. Zooming in and then back out is the workaround, but it probably should be fixed.[/quote] Yeah, i think we're getting to the point where we can re-prioritize polish oddities like that. Zooming in/out certainly does the trick, but it's definately sloppy.
[quote]For example, translate these lines to read from the mod folder instead of the install dir .... GFX/CPELF/CPELF_hair1.png[/quote] THe way the graphics resource manager works, those should work in a number of ways (but I'll verify when I get in the office)... MODS/GFX/CPELF/CPELF_hair1.png GFX/CPELF/CPELF_hair1.png CPELF_hair1.png</Textu
Hey everyone, So v1.09 went live, and one of the big modding-side improvements is in the official addition of a 'my games/elemental/Mods' folder! The game will now properly read data from 'Mods/Data' and graphics and models from 'Mods/GFX'. For anyone using Mods that have required data or graphics to be placed in the core game directories, I highly suggest moving these out into this new folder, otherwise Elemental may attempt to rebuild the Data.zip file, resulting
[quote]Nothing about specialists. Is the idea postponed/dropped?[/quote] No, that's one of the biggies for 1.1...there have been some re-evaluations on the topic, but I'll let Brad explain those when he wants that info released...I beleive it will be a solution many people approve of and many folks have even been asking for long before we hit v1.0.
Yeah, I just ended up turning off the camera-bound code...I'm currently working on the ability for players to switch between cities by clicking on them (while in construction mode). None of this will be in 1.09, but it'll be in the patch after that :)
You may have had an old fallen faction that lacked it's techtree. It won't be a problem for additional fallen factions that are designed.
I'm on this bug right now...the Camera logic keeping the constructing city on the screen is being a bit too overzealous with it's bounds, a problem that I could see being worse on the large resolutions of gameplay.
[quote]I am awed and humbled by the manners and helpfulness here as opposed to so many other forums[/quote] Agreed, we have some great folks around here! I added a [Fixed] at the top for our own sanity. We're still trying to get this reproducing on ATI's end for a seamless fix, but in the meantime, disabling the CCC seems to do the job.
Hmm, can't get this to repro over here...anyone else see this happen?
Well, I made a changelog for 1.09, so we damn-well better put something out, or all that effort was for nothing [e digicons] ;)
[quote]I hope the devs are patrolling this post...[/quote] :) We're listening, don't worry.
[quote]It's been a week so I'm bumping this. Sorry if that's a breach of forum etiquette[/quote] Don't appologize...we're sorry it hasn't been working for you :( Question: do you have your regional setting as "German", as the OP does? We've had odd bugs in previous titles were the region settings were a key clue. Thanks guys...we're on it!
Yeah, if anything ever changes (data-wise) in the core Elemental directory, it'll trigger the rebuilding of Data.zip. What were you trying to mod in where you had to throw it into the Data/English folder? We've made some significant Mod-Loading progress for v1.09, but i want to make sure we've covered our bases. Thanks Robert!
Getting the final green star in SMG2!!!! ...oh, and MAKING v1.1 ;)
[quote]It made me guard the other shard better[/quote] haha I can imagine ;)