Frogboy Frogboy

Elemental Beta 1-Z3 Changelog

Elemental Beta 1-Z3 Changelog

The third pass of the conclusion of Beta 1 is going up today.

Here’s what’s new from last Thursday:

* Item Swapping *

Overview: You can now swap items between units by opening the ITEMS tab for a selected unit and dragging/dropping the item icon to either a unit on the map, a medallion on the empire tree, or a medallion in the army/stationed units context list.

+ Added ability to drag (non-equipped) items out of a unit's item context list and drop them either on a unit on the map, on a unit entry in the main game wnd (the list that shows up to display subunits or stationed units), or on a unit entry in the empire tree
+ If you drag an entry for an item type that you have more than 1 of, it will just trade one of them for now, maybe it will ask how many to trade later if we make a message box for it
+ Fixed bug where you could unstation units using right-click on a tile inside of the city, causing them to either sit there stupidly or restation themselves
+ Fixed bug where, when ejecting multiple units from a city at once, they wouldn't join together into an army at their destination tile and would just stack
+ Made it so that unstationing units will select them again after they've been unstationed, so that you can control them without having to click them again
+ Added basic spellbook to the basic sovereign unit types, so custom sovereigns will start with the basic spellbook
+ Items that aren't available in the create sovereign screen aren't automatically restricted from the unit design screen anymore

* Data Loading from Saved Games *

Overview: All game data (stuff normally read in from XML) will now save out to the saved game file. This meens you can now reliably send saved games around without needing to send any custom units/factions/etc. It'll all save out then load back in right from the ELESAV file.

+ fixed a bug that was causing a byte offset.  In LoadPropModelTypes(), changed a pGameSave->AddElement() call to be a pGameSave->GetElement() call instead. In this case, it was messing with the ability to load a fullmode gamesave

+ removed the "if ( !IsBasicMode() )" calls so that a fullmode gamesave can be used in basicmode and vise versa

+ added member variable TString m_strNPCRecruitmentText, initialized in ctr, copied in copy ctr, cleared in Clear(), added to save/load code.
+ added member functions Get/SetNPCRecruitmentText()
+ updated AddStat() to call SetNPCRecruitmentText() when it finds tag <NPCRecruitmentText>

+ in StampTile struct, moved function bodies from .h to .cpp, since they have long bodies and I needed to add more functions with bodies too.
+ In StampTile struct, added function SetTileInfoParent() so I could call it from CMapStamp
+ In StampTile struct, added function SetStampTileInfoParent() so I could call it from CMapStamp
+ In CMapStamp::Load(), for each StampTile it loads, it now calls SetTileInfoParent(this) and SetStampTileInfoParent(this)

* Bug Fixes *

+ Fixed crash where pUnit was not being checked to see if it was valid (world.cpp)

+ Changed code that called m_PathTiles.clear(); to call ClearPath, to fix stuck turn bug

+ Fixed bug where mountain gfx would not always show up when moving around the map or loading a saved game

+ Fixed startup crash on computeres with NVidia 8800 running Windows 7 with multiple monitors

+ Fixed bug where mountain icons and gfx did not appear in exposed FOW areas after loading a saved game.

+ Fixed T-pose characters caused by changes to make animation multi-threaded

+ Fixed crash when creating a new faction and pressing the appearance tab caused by the new faction not having a valid sovereign unit type set yet, instead using a hardcoded unit type that doesn't exist anymore

+ Fixed city improvement stats disappearing after one click and the Demolish button becoming unusable after clicking on a non-buildable improvement.

+ Fixed bug where unit quality types (veteran, elite, etc.) would apply correctly in the train unit wnd but wouldn't make it to the actual created unit, making them use the normal quality
+ Fixed bug where unit battle rank calculation was getting the troop count from the wrong place, causing the battle rank to not be multiplied by the troop count

+ CalcBattleRank now calls GetTroopNum on unit passed in, instead of asking the unit formation for the troop num

+ Fixed extra release of guardian units when intersecting a goodie hut, would eventually delete them and cause a crash

+  Fixed two problems with the new citybuilding code - icons weren't getting shaded right because they were getting the wrong alpha set, and the player could build improvements they shouldn't have been able to because the improvement selection wasn't getting cleared when the improvement was no longer available.

+ In OnClickTab, fixed various city context cases to use the m_pContextSelection to get the city to display info for instead of GetFirstSelectedLocalPlayerCity, this makes it more consistent with how the rest of the screen behaves and also fixes a bug where city contexts sometimes wouldn't fill up even when selected

+ Fixed bug where selecting a city from the empire tree and clicking one of the other context tabs wouldn't bring up the context, because OnClickTab wasn't using the current context to fill the info but the first selected city, which hadn't been set yet

+ fixed bug where some auto-quotes were being set as the DisplayName of a unit type

+ City Balance Pass 1.0

·         Outposts (1)

o   Get 12 buildable tiles

o   Require 40 population to level up

o   No Defense bonus

o   Can only build 1 of a standard improvement

·         Villages (2)

o   Get 20 buildable tiles (+2 additional game tiles)

o   Requires 150 population to level up

o   50% HP bonus to defending units

o   Can build 2 of a standard improvement

o   Required for

§  Arcane Labratory

·         Town (3)

o   Get 28 buildable tiles (+2 additional game tiles)

o   Can build on tiles that are not adjacent to an improved tile

o   Requires 400 population to level up

o   100% HP bonus to defending units

o   Can build 3 of a standard improvement

o   Required for

§  Town Hall

§  Town Council

§  Theater

§  Library

§  Houses

·         City (4)

o   Get 36 buildable tiles (+2 additional game tiles)

o   Can build on tiles that are not adjacent to an improved tile

o   Requires 750 population to level up

o   150% HP bonus

o   Can build 4 of a standard improvement

o   Required for

§  Tower of Sorcery

§  Conclave

§  Arcane Academy

§  Academy

·         Metropolis (5)

o   Get 52 buildable tiles (+4 additional game tiles)

o   Can build on tiles that are not adjacent to an improved tile

o   200% HP bonus

o   Can build 4 of a standard Improvement

o   Can build 5 of a standard improvement

o   Required for

§  Universities (10 research per turn)

* Gameplay / Data *

+ Warehouses now provide 20% build time reduction
+ Town Halls now require the settlement to be at least a “town”
+ Town Council requires settlement to be at least a town
+ Tower of Sorcery provides a 25% boost to spell research in target town
+ Temple Added to initial start.
+ Library requires a town
+ Houses now require a town
+ Conclaves require a city and now provide a 50% boost to research
+ Arcane Labs require Villages and cost 100
+ Arcane Academies require Cities, provide 5 spell points.
+ Huts now hold 32 population (instead of 30)
+ Houses now hold 64 population (instead of 50)
+ Villas now hold 72 population (instead of 60)

+ Mana regen rate gets a bonus of Wisdom/10 per turn

+ Added Female Sovereign Idles
+ Female Sovereigns now use proper Idle
+ Renamed Gold to Gildar in various in game strings
+ Added/updated Animations/Meshes

+ New Medallion PNG's added to repository
+ New Hero, Champion, and Titan Technologies
+ Created New Improvements: Bazaar, Emporium, Magistrates Office
+ Quests also now refer to Gold is Gildars
+ Added MainIdle Variation 3 to the Sovereign Idle Animation pack so that it is the most likely to be randomly selected
+ New Main Ingame Idle Variation 2 and DefaultPose9

+ Created new Sovereign Equipment
+ Sovereign Equipment HKB files added to repository
+ New Sovereign Skins added to repository and XML file
+ New Sovereigns created
+ Trolls are now significantly less powerful

+ Wondering Heroes must be within a player borders before they can be recruited

+ Event List: Report Item when a unit levels up
+ Event List: Hide numbers when a category is rolled down 
+ Added a shading effect to the empire tree. Units that have no remaining moves, and cities that have something in their build queue, are shaded darker.
+ Fixed an issue with the show/hide buttons on the parent empire tree nodes.
+ Tweaked the hit detection on the show/hide buttons in the empire tree.

+ If a unit attacks an undefended city, it now stations itself in the city after the city ownership is transferred
- This is to be consistent with when you attack a city with units in it, you are stationed in the city after taking it

+ Completely removed city actions for road building.

* Engine Fixes/Tweaks *
+ Fixed bug where changing the "cloth map only" option did not update the unit graphics animation
+ Tweaked the height at which the unit shadows are rendered in standard mode
+ Fixed bug where transparent objects added to character's head did not render properly with the face
+ Fixed compile error where TacticalUnit did not compile under ElementalServer
+ Added in new cliff end piece models.

+ Cleaned up the terrain transitions between cliff and beach tiles.

+ CResourceTypes can now have a preferred terrain type assigned to them, just like CGoodieHutType. When resources are randomly placed on the map, it will look for a resource specifically made to work with that terrain type. If one cannot be found, it randomly selects one using the same algorithm as before.

+enabled the multi-threaded animation
+ Pewter pieces now always update their animation (so they don't get stuck in wierd poses or t-poses)
+ Portrait generator disables multi-threaded animation for the nodes it uses so they update at the correct time
+ Fixed bug where GetSuccessionOrderStringFromNumber returned 11st, 12nd, 13rd  instead of 11th, 12th, and 13th

+ Added support in GameLoop for processing jobs in the animation core

+ Rewrote code for moving within a tile to support new movement system
- Added new SetDestinationWithinTile and HasDestinationWithinTile functions to handle it
- Moving within a tile only rotates the main character now (the other characters no longer rotate to face you)
- The main character returns to his original position before moving on to the next tile
- Added code to allow moving within a tile when you have no moves left

+ Zoom to cursor no longer causes the distance fog to activate on units
+ Zoom to cursor now properly updates the LOD zoom levels for units

+ Fixed the inertial problems with zoom to cursor. It should now work as intended.

+ Fixed an issue with the cloth icons not updating properly after an alt-tab.

133,024 views 73 replies
Reply #26 Top

What does "(+4 additional game tiles)" mean?

Reply #27 Top

Oh damn, CTD after 5 mins of playing with .302 :S

Reply #28 Top

Quoting Sir_Linque, reply 24
I don't like the names 'Town' and 'Metropolis' for the settlement levels. Especially 'Metropolis' doesn't feel to fit the theme of Elemental.

Instead of


Outpost
Village
Town
City
Metropolis

I'd go with


Outpost
Village
Township
City
Grand City

I totally agree with this.

 

 

Reply #29 Top

I also want to note that the population level is very low. I don't think 1 population should represent 1 people but rather 1 hundred or 1 thousand people.

When I was playing Ramannce of the 3 kingdoms which took place in ancient china, a small province could have a few 80 000 people while a large one could have 200 000 people. If your map represents the whole world, and not a portion of a world, and if you want to make an epic game you really need more population.

 

Reply #30 Top

BETA 1z3, Turn 34 crashed when clicking the turn button  CORE DUO 2.5GHZ 2 GB RAM, 3870 ATI 512MB, VISTA !

Reply #31 Top

Quoting Frogboy, reply 15
We'll worry more about city populations a bit later.

I'm thinking this build is solid enough to proceed to beta 2.  Been playing it on my home machines and my work machines for hours without problem.  I experienced a considerable number of glitches and such (it IS a beta after all) but I think it's definitely solid enough to move forward to the next phase.

Well, reloading saved games is still problematic -> occasional lock-ups when trying to reload a saved game, but it's not a big problem for beta2, it can be fixed while we are in phase 2 or 3 as well.

However the CTDs must be fixed before we move on imo. I've reported 2 of these crashes. It looks like that these CTDs are caused by 1 specific "bug"...at least the debug looks like the same after the crashes. I might be wrong of course. I had no in-game lock-ups so far. Eh now that I think about it...it's weird. In the previous build [0.3] I had lot of lock-ups and zero CTDs. In the current build [0.302] I had no lock-ups, but a couple of CTDs. Hmm....maybe the lock-ups were related to the caravan system? Because it's been removed from 0.302 -> no lock-ups so far.

Reply #32 Top

If you DO have a crash or some other stability issue, make sure you do a full bug report (see the beta forum guidelines).

In particular, we need to know what you were doing at the time as it could be as simple as someone doing something that wasn't thought of.

Reply #33 Top

Quoting difool76, reply 30
BETA 1z3, Turn 34 crashed when clicking the turn button  CORE DUO 2.5GHZ 2 GB RAM, 3870 ATI 512MB, VISTA !

Need a full crash report. Please see the beta guidelines in the beta forum.

Reply #34 Top

I have gone from 50+ Turns to CTD with 1Z2 to 100+ (limited games thus far) with 1Z3 so things are definitely back on track.

As far as  the Saved Game issue. I try and save every 15 tuns even with Auto-Save on, as invariably, if the games crashes the Auto-Save are no good (set to 8 Turns) while I can often recover a specific save "T-78" say, that was/is created and then the game proceeds for some further # of turns before a Crash event.

I am home tonight, so the eye gouging, will continue then. Debug.err(s) to follow.

P.S. 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. Let us have our Allies... BOOO!

Reply #35 Top

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
Heroes are randomly patroling the map ATM. This will all make mroe sense when they're intelligentlly visiting your cities.

Reply #36 Top

Hmmm got my first CTD with this build, also elements on the map just out of the Fov appear blurred. Numerous other problems, will submit error when I have the time. It seems to me this, for me anyway, has created more problems than solved.

*Just a quick question. When creating a sovereign, are there still missing skin icons on the appearance tab?

**Also am I being stupid, where are the create roads (have I missed something?)

 

Reply #37 Top

It crashed after about 11 turns with my new system. X(

I had several issues with my old system (5 years old) playing BETA (graphic does not display characters and crashes about 8~15 turns... etc) I don't even bother to mention my old system in detail... celeron 3.2 GHZ + ASUS + 2.5 GB memory + Geforce 7600 GT + Windows XP sp2 (English)..

So, I recently built my computer hoping to play Elemental (60%) better and simply my old one is .. old (40%).

New System = AMD Phenom II X2 550 + ASUS M4A785TD-M EVO + 4GB DDR3 G.skill + Windows XP sp3 (Korean) + DirectX 9.0c (4.09.0000.0904)

I know you guys are working very hard and doing a great job upgrading BETA.  I can see the differences every time you release a new BETA.

I just want to point out that we are still having some... stability issues. That's all. Othrethan that you guys are fantastic !!!!!

Two thumbs up !!  :D

 

Reply #38 Top

Quoting Anomander, reply 36
Also am I being stupid, where are the create roads (have I missed something?)
THere are no roads. You can even research them (no icon for the tech, guys) but you won't be able to build any.

Reply #39 Top

Windows XP sp3
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 :)

Reply #40 Top

I'm not sure how much I like the limitations on the number of standard improvements. Especially if the number of possible such improvements doesn't go up massively by release.

I mean, let's consider a metropolis-sized city as an example. 52 mini-tiles max; let's  assume that 6 full tiles (24 mini tiles) are taken up by resources, shards, the keep, major projects, etc. That leaves 28 tiles to be divided up into other improvements; unless we need to spam housing, that leaves plenty of room to fit lots of many different kinds of improvements and doesn't really even allow specialization, let alone encourage it! 

Just as importantly, consider the frustration... What if I have a metropolis with 5 barracks, but for some reason I could really, really use one more. Maybe I'm in a dead-locked war and that one extra barracks would help my replenish my troops faster than my opponent to gain the advantage. But no, too bad - the barracks are grayed out, because I have reached some arbitrary number of them already! The Elemental gods forbid more than 5 barracks per metropolis.

I should be able to build as many of these improvements as I want, or as fits my strategy! If I want to fill a city full of one or two types of improvements, I should be able to, but like with everything else there is an opportunity cost. If I fill a city full of barracks, then I am paying high upkeep and not generating extra revenue from, say, economic improvements, and I'm not generating the research I'd be getting if I had build some universities, etc.

Make those opportunity costs meaningful, so that extreme specialization and a complete lack of specialization, as well as the middle-ground, all have their pros and cons, so that their strategic value is situational. Applying some random cap to these things would remove so much of the fun of deciding how to build my cities.

Reply #41 Top

Quoting pigeonpigeon, reply 40
I should be able to build as many of these improvements as I want, or as fits my strategy!
If you were to be able to build as many Workshops as you wanted, you would be recruiting units turns before you actually clicked the Train button for them.XD Unless they capped the % bonus to a maximum to apply.

Reply #42 Top

Basically agree with pigeonpigeon. Though I think it's good to limit max number of a building type in smaller cities to encourage growth, I think larger cities should definitely be able to build as much of whatever they want. There maybe some efficiency reduction or something for going beyond a certain number, but I do cringe at the situation where I can't build more banks or barracks despite really needing it simply because I'm at the max number for the city.

Reply #43 Top

Quoting BoogieBac, reply 39

Windows XP sp3This 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

Boogie, I have CTDs on Vista, but you probably read my reports already...as I see, more people are having the same CTD type: Hit the end turn button -> CTD.

Reply #44 Top

I would emphasize the importance of not changing game mechanics to resolve a balance issue.

The solution isn't to change the game mechanic but rather to provide more meaningful improvements higher up the chain.

Reply #45 Top

I would emphasize the importance of not changing game mechanics to resolve a balance issue.

The solution isn't to change the game mechanic but rather to provide more meaningful improvements higher up the chain.

I agree and disagree. This isn't purely a balance issue; an arbitrary maximum (a rather low one, at that) on the number of times you can build a given improvement per city completely eliminates many player options. The balance issue here is secondary, the primary issue is the fundamental limitation on the ability of players to develop their cities in whatever direction seems most appropriate (or even fun).

Sure, more meaningful improvements would help mitigate the problem, but it is still there, and people will still run into it plenty often, I bet. And if the variety in improvements is focused higher up in the chain, then small-medium settlements will still suffer this problem (for small cities that is probably fine, but not so much for the middle tiers).

In summary: if this were a balance issue, I would agree completely that changing the game mechanic would be unwarranted and maybe even a downright bad idea. But it isn't a balance issue, it is a gameplay issue. The balance issue will still be alive and kicking if you remove this cap, it will just take a slightly different form.

If I am ever playing Elemental and have a good reason to want to build a fifth barracks in one of my cities, I will be frustrated and annoyed if I can't do so just because 4 of my city's max of 36 tiles are already barracks. Every time that happens, I will think "ugh, why?" That is not a reaction to strive for. On the other hand, if I am allowed to build my 5th barracks at the cost of not building something else (with diminishing returns, reduced efficiency, etc) I will be content. Even if the penalties are high enough that I will usually decide against doing so, the option to do so in the unusual situation where it would still be beneficial seems like an incontrovertibly good thing - it'd alleviate annoyance, and make city building a little more strategic and fun.

I really can't see a downside, other than that balancing might be a little trickier.

Reply #46 Top

I agree and disagree. This isn't purely a balance issue; an arbitrary maximum (a rather low one, at that) on the number of times you can build a given improvement per city completely eliminates many player options

That never seemed to have been an issue in say Civilization where you can only build 1 of a given thing in a city.

The "limitations" are substitutes for abstracting other things (such as population of a city). In the real world, even in command economies, you can't simply conjure up specialists (merchants and educators and what not).  Rather than having users have to micro manage special classes of citizens, we instead simply provide limits on buildings that involve specialists based on the city level which is based on the population.

If I am ever playing Elemental and have a good reason to want to build a fifth barracks in one of my cities, I will be frustrated and annoyed if I can't do so just because 4 of my city's max of 36 tiles are already barracks.

Yes, and history is replete with dictators who were frustrated because their small nation couldn't simply conjure up the necessary resources or people to do what they want.

I really can't see a downside, other than that balancing might be a little trickier.

The downside is the trivialization of the skill and meaning of a robust society.  

If only the Germans had quick-built more tanks they could have defeated the Soviet Union in the East. No, wait, they couldn't really do that because they didn't have the logistical, resource, or manufacturing capability to do that.  But in countless strategy games, players are able to simply ignore these basic things.

Sure, it would be great to be able to will an outpost to have 10 schools. To heck with food or housing or population. Just create a research-centric Kingdom of dozens of outposts that are filled with schools or libraries or what have you.

But intuitively, that trivializes what having a kingdom means and the significance of building cities. Why have cities at all if we can simply conjure up whatever we want?

If you want to mod your own game to give you unlimited construction in a city or give yourself unlimited money or whatever, you can do that.

But that is not the direction I would like to see Elemental go.  I am not a stickler for realism by any means but there should be some sort of reasonable justification for a game mechanic.

+1 Loading…
Reply #47 Top

Quoting Frogboy, reply 46

That never seemed to have been an issue in say Civilization where you can only build 1 of a given thing in a city.

Although I'd consider that "/discussion" enough, I must say that I like the other arguments used. If this game couldn't be modded, Stardock would be under siege right now. XD

Reply #48 Top

Quoting Frogboy, reply 19
Well, stable for you anyway. It is a beta. The goal for beta 1 isn't perfect stability.

I have a pretty reasonable set of machines, our QA team of course has a much larger set.  The out of memory issue that some have reported seems to be a compatibility issue rather than some sort of memory leak issue that we'll have to address before release.

There are certainly edge cases as well such as queuing up lots of things to build and what not.  But we could literally spend months on that.  I'll put up a poll and see what people say.

 

 

Perhaps the out of memory error is a 64-bit issue or something? On 64-bit systems, the integers and pointers take up twice as much memory, etc.  Does that still apply if the game is built as a 32-bit binary and executed as a 32-bit binary? Because it seems I get the out of memory errors when Elemental is consuming somewhere over 2GB of memory. Don't recall the exact number. I'll try to reproduce it again. But I am Win7 Ultimate x64. Phenom x4 with 8 GB of memory.

 

I should also point out that I generaly have like 8 or so cities by the time I get the error and probably level 20+ in civics research and around 15+ in warfare research with most cities being level 4 or level 5 and tons of improvements in all of them and I am just starting to crank out a good number of well-equipped soldiers.

 

Reply #49 Top

I run mainly Win7 x64. 

Reply #50 Top

I proudly plaid through the beta 0.302. I won the game after 312 turns.. It's shaping up pretty well. I do think we are ready to proceed =) I'm voting YES we can move to beta 2  : )

Ps. I run Win7 x64 as well.