I was able now to finish this turn without crashing by just clicking through the "Empire Tree" on the left side, so all of my cities were displayed for at least a few seconds. Hope that helps.
puntarenas
http://dl.dropbox.com/u/17263932/Elemental%201.1%20CTD/4444.EleSav http://dl.dropbox.com/u/17263932/Elemental%201.1%20CTD/Elemental1_1-2010-12-22T13-55-01-342.zip Just hit the turn button and the game crashes. I am playing plain Elemental 1.1 installed via Impulse without any modifications.
choose or create a souvereign with the "Attunement" trait for +2mana/turn take over even more shrines research "Shard Mastery"" under "Magic -> Shard Harvesting" for the "Temple of Essence", which will increase the Mana produced by a settlement connected to a shard by 3
1.09e to 1.1 just should be exactly 47,55mb! However there is a bug in Impulse and they are currently looking for user feedback to hunt it down: Will Stardock get the 1.9 gig update bug fixed?
You can imagine lot's of things within Elemental 1.1, but that also wasn't a problem when I played PacMan as a RPG out of imagination back in the 80s. Saying "the game supports tons of strategies" to me means corresponding game mechanics are there and balanced (on a grand scale, I am not talking about fine tuning and tweaking here) and I cannot see that. Stardock devs want to have fun in creating their own game (mechanics). I understand and respect that and that may be why they don't
Just for information tho i was reading the info from the PDF manual which states that its for version 1.1 I consider this a bug. By the way I think the Hiergamenon should also state which version of the game it actually reflects. At least if the statement was correct. [e digicons]:P[/e] https://www.elementalgame.com/hiergamenon/techtrees
No, i think the real issue is content. I don't think so. Creating content for the current game mechanics wouldn't add any spice at all. I ask myself how tactical battles could ever become fun without some rock-paper-scissors mechanics? Same goes for every other game aspect, things need to fit together and what gives you benefits here should come with weakness on the other hand. Rock-paper-scissor, well balanced out and we had a turn based st
Unfortunately I cannot reproduce the 2,25gb download glitch anymore, this time it showed me the expected download size of 45mb right after restoring 1.09e. Sorry for the "spam". I hope you get some more helpful feedback soon and thanks for looking into that bug. As it hit me before with real 2gb downloads I would love to see it beeing hunt down forever.
Unfortunately I didn't try updating when it showed 2,25gb (screen #1) before I restarted Impulse. I will reinstall again and report back later if it was just a display error or if it actually pulls 2,25gb. What I can say is that during 1.09 Beta phase I had the issue several times and at least two times Impulse actually started >2gb downloads. After that I never hit the update button again before I got Impulse to show an update size of <50mb (the well known Uncheck-Shift-RightCl
Here is what I did: 1) I uninstalled Elemental 1.1 2) I restored Elemental 1.09e from an archive under Windows 7 x64 Home Edition (German) [img]http://www.abload.de/img/capture_17122010_20381je3j.png[/img] 3) Impulse reported a download size of 2,25gb for the update to 1.1 [img]http://www.abload.de/img/capture_17122010_20523uiax.png[/img] 4) I had a look at the registry, nothing in there. [img]http://www.abload.de/img/capture_17122010_20
Please do not put too much effort into teaching the A.I. making better use of the current game mechanics. Elemental - as for now - is way too exploitable and while 1.1 was a good step into the right direction, there is a lot of work to do. Examples: https://forums.elementalgame.com/402485 https://forums.elementalgame.com/402416 As it is now I fear there is no way
Impulse Win7-x64 drives me nuts. Again I wasn't able to get the small 40MB patch from 1.09u to 1.09w no matter what. After several Shift-RightClick-Verify attempts Impulse at least was able to downgrade to 1.09e with a small 40mb download, but for installation of 1.09w Impulse insisted on a 2gb file transfer. I was thinking of uninstalling and restoring from an archive (which works for me now after I did a "download and archive" instead of "Install" and afterwards "Archi
I did a fresh install of 1.09e via Impulse on Win 7-x64 lately, which I archived after installation. Checking "Show pre-release versions" showed an availiable update to 1.09t Beta with a download size of ~2gb, but the "unchecking and verifying trick" reduced it to ~40mb. For the next minor update to 1.09u Beta Impulse again wanted me to download >2gb and unfortunately the "unchecking and verifying trick" also indicated a 2gb download for the step back from 1.09t Beta to 1.09e.
A screenshot comparsion showing the outcome of different player's influence abilities would be nice or is this still to be balanced first?
That is something I found weak about Impulse too. I was asking myself the same question about Elemental and some other games, while e.g. Steam always shows you the availiable languages, Impulse unfortunately does not. I have no idea if GalCiv2 Ultimate ist availiable in german. When Kalypso's Galciv2 Endless Universe came out, german language files were only availiable when installed from CD. I could register EU in Impulse, but installing via Impulse meant to get the english version.
I like the idea of custom currencies, especially if there would be a special ability like "money changer" in the game. You can always capture foreign currencies by conquering cities or defeating armies, but you cannot spend them unless changed to your local currency. Well, during times of peace one could use foreign money on treaties with that fraction and get some pretty fair exchange rate, but if at war this money would be useless unless exchanged through some black m
I would like to see "ship design licenses" as some special kind of trade good. Those would allow to build exactly that design, but would not include the technology or the ships itself.
Unfortunately you didn't mention the fleets so the only thing that comes to my mind is a fleet of Thalan ships atacking one of your ships. Another idea would be a first strike module and if they had enough attack, none of your ships would survive the first strike and fire back.
I can't tell, but it always hits me if a ship autolaunched from a starport reaches it's fleet rally point and joining the fleet would surpass my logistics. I got used to it and take it as a reminder when a new fleet is filled up.
[quote]I understand this isn't the question of the post, but you seem to have a misconception here about your economic capital which is pretty common. [/quote] Absolutely possible. [quote]The planet you have your economic capital on certainly doesn't have to have a starport, but to say "of course it lacks one" makes me wonder what you think about the planet this is on.[/quote] Sorry for that, "of course" only within my prefered game style. I am by far no power pl
[quote](2) sometimes the survey ships seem to get stuck making a routing decision and they sit there and toggle back and forth with a clicking sound. When this happens, the "Turn" button is disabled and it never gets reenabled. End up having to end the game in task manager and start over from last save.[/quote] You can work around this by clicking the "Next" button to auto-select the next ship with move points left. It seems the game sometimes gets stuck there and cannot skip those
Okay, thanks. Doesn't make any sense to me, IMHO Freighters should just use the last planet they were launched from orbit as their home. Two more questions btw: 1) How can I estimate the sweat spot between longer distance and higher planetary income whe deciding between planets for trade routes, is ther some formula around for trade? 2) Does it matter if I place a trading post starbase at the beginning or at the end of a traderoute?
Sorry for being too lazy to try this out myself. Freighters establish a trade route between their home planet and the destination planet. Is there any possibility to have trade routes established without having a starport on a paticular planet to build the freighter there? I wonder if it is possible to build a freighter at my manufacturing capital and then send it to my economic capital first (which of course lacks a starport) to have it establish a trade route from there afterwards.<
I think it should just be taken into account how far millitary in a particular game has progeseed when throwing precoursor ships in, no need to move it to the mega events. Feels like it was designed for games with tech trading on and normal research rate. As precursor ships don't show up early in the beginning, in those games the players should be able to handle the new threat, in games with tech trade off they sometimes can't and it breaks the game.
The problem is the missing balancing. Playing without tech trade and normal research makes these beasts nearly unbeatable until late game. Although there is an option to disable the "real" mega events, fighting an enemy with one of those precursor ships is no fun at all, no matter which side owns it and so in fact it is another mega event that you just cannot disable.