(Cue the Bonnie Tyler music)
CariElf
Its all part of my evil plot. There are secret keys in the Prefs.ini file that will turn off the bugs a few at a time so that the day before we release the patch, I can be a hero. :)
Sorry about that. I noticed this a few days ago and I fixed it in such a way that it works for us internally, but I didn't fix it for external users. I'll have that fixed in the next update.
The dynasties are cleared out between games, so it's probably just a display issue.
[quote who="Werewindlefr" reply="52" id="2838867"] Quoting CariElf, reply 51 We suggested solutions to this problem, though. And there are others you might come up with, but the current system is quite bad in my opinion. [/quote] I saw one person make a suggestion in this thread: [quote who="Alstein" reply="48" id="2838775"] Case 2a) Player when they try to build on the tile, discovers the resource Case 2b) Player when they try
[quote who="Wintersong" reply="43" id="2838696"]Case 1: Tech spawns stuff that may or may not appear in your land. Case 2: Resources are hidden and need a tech to make them appear to your eyes... they may be in your territory or they may be not. Only difference, is that with Case 2, the enemies cannot see/use the resources until they get the techs. With Case 1, they can see/use them (depending on spawn) and plan accordiingly to the situation (and later add more resources
Most of the crashes are of the same type, and those are the crashes that a lot of people are getting. We're working on them. There's 3 new ones in that list, but one of those is an easy fix.
When you crash, you don't get properly logged out, so it can take a bit for your previous connection to expire so that you can login again. We're trying to track down the crash on end turn and the saving crash.
[quote who="James009D" reply="2" id="2836333"]I've noticed that the names of grouped characters is often messing up displaying things like "Champion" instead of the hero/adventurer's actual name. Also, portraits keep resetting after I "edit" them... irritating bugs.[/quote] I've fixed the bug with the grouped characters not having the right name. [quote who="Berserkben" reply="3" id="2837352"]I ended up recruiting 4 Vaenia's in my army in this particular game. &
Do you have a save game that shows this bug? If you do, please upload it with dropbox or a similar service and reply with the link.
Yes, we'll be hotfixing it today.
Werewindlefr, that's not a bug, that's a feature that hasn't been implemented yet. :) It's planned.
[quote who="Spitz" reply="107" id="2834288"]Is a fix for the zooming issue with some mice still planned eventually? If it's never going to be fixed, I'd love to know so I can go ahead and return the game since it's really difficult to play as long as this technical issue exists.[/quote] Spitz, I'll see if I can get it fixed today. I have to talk to the QA guys and see if we have a mouse here in the building that reproduces it. Update: QA did have a mouse that reproduced
[quote who="John_Hughes" reply="106" id="2834251"] Quoting CariElf, reply 105 Quoting John_Hughes, reply 89 Unless I missed it, quite possible, but how is a Minor Faction going to be able to offer "special items" from their Shops when I am within their area of Influence, I have read that some are supposed to be "unique" to them, if they have no ZOC left. I cannot physically enter their city at that point other than to conquer so no more "special items" from Minors??
[quote who="John_Hughes" reply="89" id="2834150"] Unless I missed it, quite possible, but how is a Minor Faction going to be able to offer "special items" from their Shops when I am within their area of Influence, I have read that some are supposed to be "unique" to them, if they have no ZOC left. I cannot physically enter their city at that point other than to conquer so no more "special items" from Minors???? Sorry but I am somewhat confused by this new po
[quote who="tanafres" reply="63" id="2833338"] 50. Doesn't this mean that you can gain influence all the way up to the NPC city hub? Seems to nerf NPC factions pretty significantly; maybe have a special type of influence that doesn't trigger a 'get out' response? Would require a way to intuitively notify the player of the difference, though. Alternately, a 2-radius hard limit might be workable, though still nerf-y. 51. + 52. This is a huge improvement, but... how
[quote who="Loren1350" reply="87" id="2820318"] Well what I meant (re: gameplay and building placement) was that if influence/territory is a well-defined quality, perhaps the map tiles could be assigned ownership not only to a player but to a specific city. I am assuming that the "at least two tiles away" rule is meant to simplify the management of improvements-to-cities situation. If each city has its own territory influence that competes against other cities (even in the same nation),
[quote who="Loren1350" reply="82" id="2820256"]Your language of "marking" everything in the bounding rect imply to me that you've bypassed the Euclidean calculations. I'd suggest that for the sake of adjacent borders, you're still going to need a proper "distance" calculation to get things to work right. Personally I'd rather have a game use Euclidean distance for idealistic reasons, but Elemental already isn't a Euclidean game for units (see: treatment of diagonals) so you should
[quote who="harpo99999" reply="79" id="2820238"]carielf, in several of my games I have had a situation where my influence completely surrounded another faction's city and had actually forced the other factions influence to within it's city, at that point I was more or less expecting the other faction's city to switch to my faction, is this sort of situation going to be added in in future? harpo [/quote] It's not currently planned, but I personally would like to see tha
[quote who="puntarenas" reply="53" id="2819965"]A screenshot comparsion showing the outcome of different player's influence abilities would be nice or is this still to be balanced first?[/quote] If I have time to play without cheating, I'll make some additional screenshots to show the borders, etc. The way that the player's influence abilities work is that for every 100%, the radius of all your improvements will increase by 1. So if you have 200%, your city hub will eventu
[quote who="Alstein" reply="39" id="2819866"]This is going to be a nice new feature, which everyone will like, but no one will really give notice to since it seems really minor at first glance. Still, it's a good change. The question- will the AI be able to make use of this, and could autoplacement of tiles be set to make use of this? For me, that's the key to how useful this feature will be- though that may take work from Brad as well. [/quote]</p
[quote who="Fearzone" reply="18" id="2819628"]I don't recall anyone complaining about influence calculations. Except for occasional funkiness where lines criss-cross, it seems okay to me as it stands, and I'm not sure what problem this solution is solving. The main issue would be the implementation of influence. It is part of the fluff and one of the more enjoyable graphical elements of the game. It offers some movement and combat bonuses to the "home" team,
[quote who="_PawelS_" reply="11" id="2819602"]I think calling a player's territory/area of influence "Zone of Control" is confusing, because this name is usually used for a completely different concept in gaming.[/quote] Interesting. We've been calling it ZOC at least since GalCiv2, possibly GalCiv1.
[quote who="Lantros" reply="6" id="2819591"]Last picture looks really good. My english isn´t good, so i have to ask to be sure i understand it right. ZOC grows in the direction i build my citys, right? [/quote] Yes, it will with this new code. In the build currently available on Impulse, it doesn't really do that. [quote who="Aloriel" reply="8" id="2819594"] CariElf, your development style sounds like mine. Change something - see what
I might still be able to finish it in time for the first beta, but I really didn't expect it to take me as long as it did to get to this point either. I figured that all I'd have to do is make sure that all improvements had a radius of at least 1 and a default power. If the adjacent zones just work, all I'll have to worry about is the line code, and I can always commit it with pointy lines at first.