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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 #51 Top

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

That is a largely meaningless comparison, though. City building is a completely different beast in Elemental. In Civ there is no such thing as running out of space to put another building; you can put down one of every building in every city and the entire process is abstracted away into oblivion (not to mention, there are 102 unique buildings in civ IV). To be able to build the same type of building more than once without screwing up the whole game the entire construction model would have to be completely overhauled.

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.

Derr... The Germans had a massive industrial complex going on there. Of course they couldn't just build and manufacture on endlessly without stop, but if Hitler ordered a weapons manufacturing plant to be built in a city and one of his generals or aids told him "I'm sorry sir, but there are already 4 of those in that city! We do have all the resources and logistical capability, but it is simply not allowed! Would you like to build a university instead? We're allowed two more of those!" well, said fool would be standing in front of a firing squad rather quickly.

I really don't see the problem with extreme specialization, if the player so chooses. If I have 3 major cities, is it really such a terror that someone might decide to gear one towards military, another towards science research, and the third to magic, and divide the rest (such as special buildings, economy buildings, etc) around relatively evenly?

Quite frankly, that is how much of the world works. All around the world you'll find some cities that revolve around manufacturing, sometimes even a specific kind of manufacturing (*cough* Detroit), as well as plenty of cities with ridiculous numbers of universities and other research institutions (Cambridge, MA...) and little else. Not to mention, this is a fantasy game, which makes it all the more justifiable to me. A remote city bordering hostile territory is not likely to diversify all that much; it is going to focus on protecting itself, not enlightening itself or making heaps of cash or what-have-you (unless it's using said heaps of cash to hire a mercenary defense force!).

Now, I'm not saying that this 4-improvement limit is the end of the world or that it'll ruin the game. I just think it's a rather silly feature that doesn't serve much of a purpose. If the balancing is done right, then diversification and specialization will take care of themselves on a contextual basis, without the need for draconian hard-caps.

Reply #52 Top

I had a download error but I got over that. This build is really stable. Though a few minor problems... But hey I can play in fullscreen now! Without crashing!

Reply #53 Top


+ City Balance Pass 1.0

Does this mean we should start making balance suggestions? :)

Reply #54 Top

Quoting pigeonpigeon, reply 51


Derr... The Germans had a massive industrial complex going on there. Of course they couldn't just build and manufacture on endlessly without stop, but if Hitler ordered a weapons manufacturing plant to be built in a city and one of his generals or aids told him "I'm sorry sir, but there are already 4 of those in that city! We do have all the resources and logistical capability, but it is simply not allowed! Would you like to build a university instead? We're allowed two more of those!" well, said fool would be standing in front of a firing squad rather quickly.

I really don't see the problem with extreme specialization, if the player so chooses. If I have 3 major cities, is it really such a terror that someone might decide to gear one towards military, another towards science research, and the third to magic, and divide the rest (such as special buildings, economy buildings, etc) around relatively evenly?

Quite frankly, that is how much of the world works. All around the world you'll find some cities that revolve around manufacturing, sometimes even a specific kind of manufacturing (*cough* Detroit), as well as plenty of cities with ridiculous numbers of universities and other research institutions (Cambridge, MA...) and little else. Not to mention, this is a fantasy game, which makes it all the more justifiable to me. A remote city bordering hostile territory is not likely to diversify all that much; it is going to focus on protecting itself, not enlightening itself or making heaps of cash or what-have-you (unless it's using said heaps of cash to hire a mercenary defense force!).

Now, I'm not saying that this 4-improvement limit is the end of the world or that it'll ruin the game. I just think it's a rather silly feature that doesn't serve much of a purpose. If the balancing is done right, then diversification and specialization will take care of themselves on a contextual basis, without the need for draconian hard-caps.

I believe it will be easier if you look at this form this point:

 a city have x amount of population (let think they already considered max amount per city size), from this amount you can support up to y amount of special people and by nature not all of them can become soldiers,merchants or scientists. the number of buildings is just what represents how many you can recruit from the that x amount of population.

  you gave the example of building another factory or university in a German town, there is no physical problem in building it it will just be empty since you don't have people to work there (even if you bring people from other towns you still have to build housing and get food for them.)     

 

Reply #55 Top

"I'm sorry sir, but there are already 4 of those in that city! We do have all the resources and logistical capability, but it is simply not allowed! Would you like to build a university instead? We're allowed two more of those!"

I think the idea here is supposed to be that the building limit represents the limit of your logistical capacity to support a structure of that type in that particular city.

Reply #56 Top

Just installed the new beta. The buttons are all very very slow to respond, when clicking 'new game' there is some prompt response, after that every button I click takes about five seconds to get a response, and when creating a world the music hangs at one point and then I see yet again a ctd without getting even one turn of game time in.

:(

Reply #57 Top

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 :)

Reply #58 Top

Hello Brad,

sorry to say this but stability is not yet ready for beta 2.

I have just tried 3 games and all crashed in various stages.

There are also some save games bug still there, once I loaded a game my first town showed only 20/20 People (before it were around 170) and did not update this. Even so there was housing for 360 people.

 

So for me it is one more beta 1Z before I would vote for beta 2.

 

Sincerely Sparhawk4242

 

P.S.: I posted two debug.err, I hope this will help you find the problems.

Reply #59 Top

First of all: Congrats to the new release. First one I could play to the end without a crash.

One quick thing: My temples didn't work, they did not add an extra +1 prestige. Anyone noticed this one, too?

Reply #61 Top

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.

Reply #62 Top

I also run mainly on Win7 64-bit, and in the last two builds (what limited time I have been testing) I haven't seen any crashes for my part.

Reply #63 Top

I also run mainly on Win7 64-bit, and in the last two builds (what limited time I have been testing) I haven't seen any crashes for my part.

Try casting a healing spell.  That reliably crashes for me, and I'm on Windows 7 64 bit.

Reply #64 Top

I had only one CTD, but after that, I played through an entire game and messing around, kept pressing the Turn button past turn 300. I think it's ready to proceed, y'all did much in this current build. Besides, implementing Multiplayer next would be useful in revealing more errors between several players...

Any chance of a new map though?

 

 

Reply #65 Top

I think the idea here is supposed to be that the building limit represents the limit of your logistical capacity to support a structure of that type in that particular city.

Ok, fine. That's a slightly better reason than I had thought of, but it's still pretty laughable IMO. I'll point to the real world again - there are plenty of cities, even plenty of regions/states/provinces/nations, that are extremely specialized. I am quite sure that Detroit didn't become the home of the big 3 because there happened to be an unusual number of people there who knew how to, or were capable of building cars. It happened over time. As Detroit's economy was shifting towards the automotive industry, the population shifted with it (through training, or maybe even 'migration').

a city have x amount of population (let think they already considered max amount per city size), from this amount you can support up to y amount of special people and by nature not all of them can become soldiers,merchants or scientists. the number of buildings is just what represents how many you can recruit from the that x amount of population.

  you gave the example of building another factory or university in a German town, there is no physical problem in building it it will just be empty since you don't have people to work there (even if you bring people from other towns you still have to build housing and get food for them.)

Oh, I never meant to suggest that we should have cities without farms or housing or anything; I always assumed that it was to be implied that housing, at the least, would have to be built in every city. You can't quite have a city if there is nowhere for people to live. And yes, not all your population of an entire city will be well-suited for the military, or for research, or whatever. Hence diminishing returns, reduced efficiency, etc. And population isn't fixed; people can move from one city to another, and so those with no suitable work to be found in one city would, over time, move somewhere where their skills can be used.

Saying that every city can have at most X people who can perform a particular task kinda stinks. Also, what if I spammed houses to reach an absurd population? Would that allow me to build more of a certain type of building? Presumably if a given % of my population is suitable for some task, then the higher my population, the higher the cap should be!

I still don't like it.

Reply #66 Top

Quoting pigeonpigeon, reply 65

I'll point to the real world again - there are plenty of cities, even plenty of regions/states/provinces/nations, that are extremely specialized. I am quite sure that Detroit didn't become the home of the big 3 because there happened to be an unusual number of people there who knew how to, or were capable of building cars.

 

We are talking here about a medieval/fantasy setting, so no fast trucks bringing in the food, no people gointg to work over 100 miles each day, no big infrastructure bringing all the needed stuff to the town...

 

The number of "specialized towns" in medieval times you can count on one hand I would say and most of those lay in quite tight settle areas with a large farming backbone, like north Italy, South England.

 

But in general the medieval rule was a city had to be self containing. Everything which was on day travel away on foot is no longer really counting for the supply of the city.

Reply #67 Top

I should probably submit several bug reports for this, but the new update appears to be missing a large deal of things that were in the previous updates, as well as in the change notes: including new sovereign parts, new sovereigns, and equipment.

In general, the sovereign creation is now extremely buggy with things like beards listed under equipment and clothing, some earlier options which were available before completely missing, and otherwise just a mess.

Reply #68 Top

Devs,

I noticed several bugs.

1) Library is showing 0/4 spaces and when built crashes.

2) After a save recovery mana refilled but a "not enough mana to cast that spell" error appeared and would not go away even if exiting and reloading the game.

3) There is still an issue with fog of war and mountains. Mountains on my 64 bit Win 7 machine still aren't displaying on occasion.

4) Veteran or tougher troops still don't seem to advance beyond the base 10 health.

Big and noticable improvement otherwise.

Darvroth

Reply #69 Top

With .302 I currently have a re-loaded Game active that has run to 365 Turns. Memory leaks way less. I vote Go! 

Reply #70 Top

Quoting Yaguer, reply 64

Any chance of a new map though?

 

 

 

This, God Yes Please!!!

Seriously though I haven't tested as much just because I am getting tired of the same old map (well that and just got the SC2 beta going also)

Reply #71 Top

Quoting pigeonpigeon, reply 65




Oh, I never meant to suggest that we should have cities without farms or housing or anything; I always assumed that it was to be implied that housing, at the least, would have to be built in every city. You can't quite have a city if there is nowhere for people to live. And yes, not all your population of an entire city will be well-suited for the military, or for research, or whatever. Hence diminishing returns, reduced efficiency, etc. And population isn't fixed; people can move from one city to another, and so those with no suitable work to be found in one city would, over time, move somewhere where their skills can be used.

Saying that every city can have at most X people who can perform a particular task kinda stinks. Also, what if I spammed houses to reach an absurd population? Would that allow me to build more of a certain type of building? Presumably if a given % of my population is suitable for some task, then the higher my population, the higher the cap should be!

I still don't like it.

You are forgetting that I already stated they considered the max amount per city size (it doesn't matter if u have 40 ppl or 149 ppl they still allow you 2 of each right?) so same goes for metropolis. another point you brought is migration of people, for example lets take scientists, if z amount of scientists migrate from town x to town y it means that now you are missing this z amount from town x. 

  look at it as if they already took your total population (your total towns max population potential) into factor and these many buildings represents how many scientists/soldiers/workers etc your population can have. anything else will make the game mechanics a bit more complex. 

  Personally I believe there should be a, lets call it, specialized building pool that you can choose the type that you want to build from that (in time of need,like war, you should be able to retrain). for example right now lvl 1 town can build 1 requiting post 1 science and 1 merchant so my pool is 3 and i can choose any configuration of these 3 building from that pool, but 2nd building of the same type (3rd if its lvl 2 town or 4th if its lvl 3 and so on) will be double in cost and building time to represent the time and money it cost to retrain/relocate people.

Reply #72 Top

Quoting John_Hughes, reply 69
With .302 I currently have a re-loaded Game active that has run to 365 Turns. Memory leaks way less. I vote Go! 

I am kinda cofused to be honest. In the first 4-5 games I was crashing occasionally, after that I started a new game with the exact same settings, I had no CTDs in that game. I abandoned that game after ~400 turns, and started a new one...again with the same settings. Guess what? CTD again. Weird.

John, you had no CTDs at all in your games with .302?

Reply #73 Top

Quoting Tormy-, reply 72

I am kinda cofused to be honest. In the first 4-5 games I was crashing occasionally, after that I started a new game with the exact same settings, I had no CTDs in that game. I abandoned that game after ~400 turns, and started a new one...again with the same settings. Guess what? CTD again. Weird.

John, you had no CTDs at all in your games with .302?

Yea I know what you mean. It's a bit sparatic for me too. Though I've never managed to make it to turn 400 let alone 400 turns in a row. I'm usually lucky to make it 100 turns in a row. Especially late game. The first 100-150 I can sometimes make but after that it seems like I end up loading a lot. 0.299 was decent for me while 0.300 seem to make things a lot worst but now 0.302 seems back up to where 0.299 was for me on stability.

I think some of my early turn problems might be caused by the fact I'm a city builder. In a recent bug report I posted a save and in it i'm only on turn 240 but I have like 13 cities a couple of which are level 4 and several level 3. While I see other screen shots of people on turn 300+ with a tiny fraction of what I have. So any type of bug, memory related or otherwise, is bound to be compounded. Like I noticed housing upgrade causes it to crash which I reported so now I don't R&D housing in my games. No point repeating a bug I know causes a crash. Especially since I posted several dumps and few save files. If I upgrade housing R&D tech early it doesn't seem to crash until much later in the game, and not just when the city upgrades to housing.

He's some Screens to show what I mean.

 

And then like 30 turns later you can see how much some of them have grown.

 

I took the screens for bug reports and those were the best two i could find to show off my cities. They only show about 1/2 of them and I'm on turn 184. So ya any upgrading building bugs I'm likely to trigger and possibly crash, but that's the point of beta testing. Weed out those bugs. :)

EDIT: Oh the Save file from several turns later in this game is here. In case you wanna mess around with a big empire and see if it crashes for you when you upgrade to housing tech.