Truly bizarre. I notified the team, so hopefully we can figure this one out. THanks guys!
ScottTykoski
It's actually Mason Fisher. Mason, Brad, and myself have been working on the Elemental soundtrack for around 2.5 years now, so that side of the project has gotten ALOT of attention...polishing the various themes to make some very memorable music. We'll be putting out more videos of the game soon, and will try to stick some of the better peices in to give a sample of the soundtrack.
michael: From what I understand behind the code, the firsst temple wouldn't seem to work, but the next ones would show an active effect. THis is because there was a Presitige 'min value' of 1. So even though the city was technically producing 0, it'd get bumped to 1. THe temple would simply be bumping it to a legitimate 1, instead of a freebee 1....if that makes any sense ;) But yeah, easy fix that will be in for the next build.
Data wise, the system has all the makings of a 'paper-doll' system. You can equip different things do diferent slots (helms, breastplates, cloaks, etd. ), though ATM accessories are limitless (if you find 100+ rings, I beleive you cna equip them all). In the polish phase I can see getting an improved Unit Details window in that has the slots you're all looking for :)
Shurdus: Can we get a debug.err? You just keep having problems, and I think it's time to make a similar machine on our end to text the config proper :)
Interesting...did it crash after researching a tech (if you remember)? I could see it crashing on auto-upgrade/autosave and getting confused on reload. Otherwise that's quite the head-scratcher :\ THanks for the save file, I'll give it a look!
[quote]-if we have the build menu open in one city, it would be nice to be able to click on another city and have that second cities' build menu open. The same for recruiting troops menu, etc.[/quote] I actually thought this was implemented, but we should definatly do it if it's not :)
I'm guessing this is on the first run, opposed to starting a game-from-within- a-game?
Are these on a fresh run of the game, or when trying to start a new game from within a game?
Yup, all ending on "DebugMessage: Updating ZOC." Can i get one of those saved games to test against? Thanks!
That turn issue is an odd one. I'll pass it on to the team. As for the crashing, we seem to be having issues with XP users lately. The animation system was upgraded to Havok 7 reciently, so that could be having unforseen consequences that need addressed. THe good news is that we have some PC's in the office reproducing the behavior, so hopefully a fix is forthcoming :) Thanks for the bug report!
We had originally planned on just 1x1, 1x2, and 2x2 (to keep things simple) but even 1x2's proved too flakey and we had to ditch 'em :( Very frustrating to THINK you're doing something straightforward and simple and have it turn into a complex timesink.
There was a issue in the Empire Tree that would crash if you either tried to retake your starting city, or if you take a city before planting your own first. These have both been fixed internally :)
Odd...don't know how that change squeeked into the build. We'll get the 'right click to cancel destination' fature back in for the next build. Thanks for the find!!
Sorry, was refering to Davabled's... >>Debug Message: - Ending Turn 960 - >>Debug Message: Current Memory Usage: 1745453 KB We definatly have some fixes that will help those 1,000 turn games ;) Winni: Did you say you were on an XP box? If so, we're looking into some early-game crashes when playing on XP that may make you happy!
Jesse (codecritter..our lead Engine guy) was showing me a game today, after his object mangement tweaks, and at 100+ turns he was at a consistent 600-ish mbs of memory usage. It actually DROPPED in memory use a few times, so I think we've nipped this out-of-control memory usage in the butt/bud. :)
Yikes....we've had enough trouble trying to overlay a 2x2 subtile system over an engine ment for single tiles...3x3 would be HELLISH to implement. Perhaps for Elemental 2 we ditch the traditional large tile system in favor of a higher resolution in tiles, but for it's first outting, 1x1 and 2x2 are as varied as Elemental's gonna get ;) edit: Sorry, Pyro, if that came off as angry. Its a great idea, and I'd LOVE to have a tetris-style city system where things interconnect in inter
[quote]Windows XP sp3[/quote] This seems to be the most common thread amongst users with the most common crashing. QA has it reproducing, so now it's just a matter of debugging the issue and getting it fixed :)
We actually got an XP machine up and running (and crashing) already. Hopefully a fix is soon to follow!!!
No, that's a friendly message...just verifying the players wishes! [e digicons]O:)[/e]
[quote]Don't like the "Recruitment Only in My Territory" idea at all. That way I have to hope one wonders in and then that I have enough CHR. to capture[/quote] Heroes are randomly patroling the map ATM. This will all make mroe sense when they're intelligentlly visiting your cities.
Hmmm...this is actually by design, but I wonder what the best in-game way to explain it is. Basically, trained units cannot be equiped like Champions (if you have a legion of footsoldiers, who actually gets the spear?). They have that they've been trained with, and that's it. I guess just a popup would do for now, but yeah, this as designed.
I beleive all the DXDiag info can also be found at the top of your DEBUG.ERR files. Thanks for starting this thread, TCores :) Good idea! A few thoughts... - We don't do much XP testing...i'll be curious how many people are running that OS. - We only have a handfull of AMD machines...will have ot test more on there. - 3DNow...is that an intergrated video card that is being ignored in favor of the ATI card? I'll have the team keep an eye on this threa
Some of these items are actually using your custom colors, so we probably shouldn't use such terms with colors that we have no control over :) We can change them to the more informative "Noble Cloak (Primary)" and "Noble Cloak (Trim)".
kevin: Yeah, caravans and road are getting overhauls as we speak, so we just took them out for the time being (they were the suspected cause of some lockups, anyways).