Mekkora pályát lehet csinálni vele?
Működőképes multiplayer a crackelt 1.40-el lehetséges e?
valakinek van véleménye Total Conversions modokról?
felraktam a javításokat és nagyon szemezek az indítóikonnal, de kicsit olvasva elég nagy ívű modok készültek/készülnek (MoM pl).
szal van még valaki? (Troy )
Asszem igen, de az miért probléma?
Ha digitális letöltéssel vásárolom meg, akkor csak az Impulse-on kersztül, on-line lehet installálni a programot?
Skidrow-nak hála kipróbálható mindenkinek, sokkal jobb lett, letisztultabb, játszhatóbb.
Szerencsére még sokat fog változni a játék, érdemes rajtani tartani a szemünk.
Jó lett, kijavították a rengeteg hibát és sokkal ésszerűbb az egész játék. De a tactical battle még mindig körökre osztott és nem az egység kezdeményezője számít :(
Ha valaki kiprobálja irjon valami véleményt :), meg esetleg a fö váloztatásokrol néhány szot :D, se az angol nem megy jol, se a sok oldal olvasása :D
Az 1.1-es patch még ma megjelenik a changelog-ot nem másolom be mert több oldal, de itt a link
v 1.1 changelog
Én mindenképp adok neki még egy esélyt!
Csak győzzük kivárni...
kidobhatnák már az 1.1-es bétát
meg azt, hogy mi lesz a két első kiegben
aki okt 31-ig megveszi a gamet, annak ingyen lesz
egyébként az elején bántam, hogy megvettem, annyira gáz volt, de úgy érzem be fog ez érni
Hmmmmm, nyammi! Ez izgalmasan hangzik!
A CiV 4 modder producer lett
igen, úgy tűnik ez sem egy gyorsan beérős darab sajna
eszembe is jutott pár napja róla a gothic 3 a kezdetek kezdetén, azt akkor be is fejeztem
most van hozzá 1.74 community patch, ami majd egy giga, de jó lett tőle a játék
végre végigtolom :)
Elakadtam lol.. mit kell csinálni a kristályos település megalapítása után? Egy ponton megáll a hős és visszafordul valami felszerelésért vagy miért, nem tudok tovább menni.
Miért ne adna ki?
Csak az a gaz, hogy annyira bugos volt a legelejen es adtak ki egymre mastra a patcheket, hogy a release team mar nem ad az ujakhoz ki doxokat.
Az 1.09-es pedig meg mindig OOM hibaval elszall a forum szerint.
Igy pedig a vasarlo, nem ad ki penzt egy felkesz termekre es mivel nincs crack sem mar az uj patchekhez, nem is tudja kiprobalni.
Szep meg jo jatek lenne az Elemental, na de egy vicc annyi hiba es valtoztatas van az eltero verzio szamu kiadasok kozott.
Raadasul meg mindig rengeteg hiba van az utolso kiadott patchban is.
Az 1.1-ben már minden egységnek külön kezdeményezője lesz, így az határozza meg, hogy melyik egység következik a tactical battleban. Kb. olyan lesz mint a Heroes, vagy a King's Bounty csata. Állítólag teljesen megújul a mági, na arra ráfér. Túl sok a jellegtelen spell. Meg remélem az AI nem lesz teljesen hülye.
mit vártok 1.1 töl ?
Én már megvárom az 1.1-et, addig szerintem nem játszok. De ezzel a patchel kiléptek végre a beta fázisból.
Latom sok memoria bug javitva lett, mar csak az a kerdes, hogy az OOM crash hibat is javitottak e. :D
Kijött az 1.09-es patch!
----------- Elemental v1.09 Change Log -----------
* Gameplay / Balance *
+ AI sovereigns take more care about where they are doing their attacking
+ Added code so that AIBasic is smarter about attacking units in cities
+ ‘Equipment Cache’ goodie hut now hands out cloth armor, instead of the patchwork armor that should not be in the game anymore
+ You can no longer train *groups* of Dragons, Catapults, or Giant Demons
+ New option: Players can choose not to have monsters spawn
+ New option: Players can disable minor factions
+ Loot given by monsters increased
+ Fixed bug where some AI-controlled caravans that had already established trade routes would wander off those routes while delivering their stuff at a city
+ Fixed a bug where caravan pathfinding through territory owned by anyone other than their owner would still have a penalty, even through caravans can always move freely through any territory
+ Changed dynasty kids to determine their essence based on the BASE essence of their parents (ignoring equipment, player ability bonuses, etc.) This should keep kids from double-dipping from things like player-wide essence bonuses and keep their max mana at more reasonable levels
+ fixed several armor and special ability xml issues (that were either pointed out on the forums or that I discovered while fixing others)
* Battles *
+ The starting side in a tactical battle is now chosen randomly. The attacker and the defender have an equal chance to go first. This is a short-term change. In the longer term, we are moving to an initiative system (individual units moving based on their combat speed rather than each side taking a turn together).
+ Added shorter animations for bow attacks and spell attacks
+ Fixed a divide by zero error in spell damage.
+ Fixed some logic to determine whether or not a tactical unit was moving.
+ Added code to make sure a unit cancels its destination when it skips a turn.
+ Added some additional checks to skip turn logic in tacatical battles to stop a turn from being skipped in the middle of other actions.
+ Fix to be sure ranged attacks don't always do max damage in tactical battles.
+ Fix to experience display for battles, and fixed a bug where auto resolve was only rewarding experience for killing the leader unit.
+ The AI does not take its first turn immediately after the window loads. This will prevent cases where the AI takes its turn before the window finishes rendering.
+ Fixed a spell type tag for Quicken (now shows up in Tactical Battles)
+ Fixed an issue where a single unit might lose its mana after attacking and killing a defending team.
+ Added the UsableInBattle tag for item types, will help to determine if an item should be displayed during a tactical battle. This defaults to FALSE.
+ Items in a tactical battle will now properly stack in the UI.
* UI *
+ NEW! City List window which can be brought up via a tab on the kingdom screen
- this will list all your current cities, along with vital information about resource, training, and building being done there (ie: it's a city spreadsheet)
+ New icons hooked up for sovereign talents
+ Got rid of trailing decimal zeros for the global resource pool tooltips, to clean up the display of resources that are always integers
+ Fixed bug where the global resources for a player didn't refresh when a city was lost through razing until the next turn
+ Tweaked the spell info card to get the stats to show up in the grey bar at the bottom of the info card, and to support multiple text entries of varying sizes
+ Item Shop now shows change in Combat Speed, Defense, and Attack for the highlighted item
+ Message Box input field now limited to 20 chars
+ Made auto-select next moveable unit code not select caravans
+ Fixed City HUDs clipping at the end (now they all get rounded edges)
* Performance / Stability *
+ Moved clean up code around so that game within a game cleans up better
+ Fixed mem leak in Trigger Manager, city wall nodes, destination and selection cursors for destroyed objects
+ Removed code in CTreeGraphic that was causing a leak on Win7-64.
+ Fixed big leak in DecalGraphicGraphicManager where every decal in the game was leaking on Win7-64bit when starting a new game within a game
+ Fixed leak in CUnitSceneViewWindow (which is used on lots of screens)
+ Fixed random crash in kingdom screen with the filling of the Lore Book
+ Tile Designs now flush out the graphics for their "base graphic" (the one that the graphic instances use to render) once the instances for that base graphic are released
+ Fixed crash if a spellcaster ever had to cancel more than one enchantment at a time from losing 2 or more available enchantment slots
+ Fixed memory leak in UnitAnimationHelper that caused unit gfx to leak after the unit was destroyed
+ Fixed memory leak in TreeGraphic that caused tree batches to leak on game within a game or destruction of the forest object
* Bug Fixes *
+ Fixed bug where mini map would sometimes not update itself after starting a new game from within a game
+ Hooked up renaming cities and units to use events (for MP)
+ Fixed cheat flag bug where you could go into the enchants tab for any unit and cancel their enchantments, whether that unit belonged to you or not even when cheat flag was not used.
+ Fixed bug where destination cursor would disappear if the unit it belonged to was off-screen
+ Added support for Resource modifier types in unit ability bonus options to be taken into account in what resources a unit always provides, without needing to be stationed in a city
+ Fixed Bug When reload a game with Wild Shard Improvements, the game now properly relinks them to their resource hoards (fixed issue where destroyed shrines would not regenerate shard resource)
+ Fixed particle effect render order on main map screen for better visuals
+ Fixed graphical bug where mounted units in an army did not scale properly
+ CalculateAbilities now uses champions for ability modifiers (this fixes NPCs that should give bonuses but didn’t, such as ‘Royalty’)
+ Fixed bug where the NPC AI player would spawn new NPCs based off of the unit types of dynasty kids. This would cause champions wandering around with the same name, and with baby portraits if they hadn't grown up yet.
+ Attacking cities or lone improvements while in attack cursor mode now works properly in all cases
- hooked up the cursor to change to the crossed swords at the right time for cities/improvements when one of your units is selected
+ Fixed comment in CityLevelUpBonuses.xml that caused malformed xml
+ Fixed merge error in QuestUnits.xml for Talax
+ Fixed end tags in CoreCityWalls
+ Fixed game modifiers and ending tag after Magnar_Staff in CoreSpecialWeapons.xml
+ Fixed end tag for Thumb in SpecialUnitProps.xml
+ Fixed comments in UnitSoundPacks.xml
+ note: thanks to ‘kenata’ and ‘heavenfall’ for helping us hunt down those above XML issues down and pointing us to some cool data checking tools
* Modding *
+ Tile Editor: Fixed bug where large silhouette figure would render in the middle of a tile design when placing pedestrians
+ Map Editor: when using the creature placement tool, defaults to giving the creature a random wander radius, which can be changed with the tool's third spinner in the bottom left corner
- Also changed the wander radius 0 item to say "Don't Wander" instead, does what the default used to do, cause the unit to not even go into auto-patrol mode
+ Added new data def type, CSpellResourceCost, which can be used in spell def xml to specify resource costs on casting a spell, as well as any persistent maintenance costs if this spell is an enchantment
- <PerTurn> tag used in the SpellResourceCost xml object to say whether the cost is deducted at time of casting (Per-Turn is 0), or if it is a continued maintenance cost that exists as long as the spell is in effect through an enchantment (Per-Turn is non-zero)
- Note: maintenance resource costs can only be per-turn if the spell is an enchantment; there's no one-time cut to per-turn resource production from an instant, non-enchantment spell
- Here's an example of some xml to put in a spell def, making this spell cost 5 metal immediately when cast, and having a maintenance cost of 1 material per turn until the enchantment is cancelled:
+ MODs folders now creatured for the user in their My Games/Elemental folder
+ Fixed Bug: Quests read in from XML (after loading the Data.zip) no longer override QuestDefIDs
+ Images and models now read in from the Mods/GFX folder properly
+ Mods are now enabled by default in Prefs.ini
+ Overlay: Implement tile upload/download
* Multiplayer *
+ Added code to prefer a random map that supports the max players
+ Cloud saving/loading enabled
+ AI opponents enabled
+ Added handling for if firewall is turned off
+ Added check for if player is disconnected before starting turn timer when the end turn is requested
+ Added check to prevent player from going to multiplayer menu if it's still checking for an update
Van egy olyan spell, h átadsz neki az eszenciádból.
Meg tudom tanítani valahogy a többi hősömnek a mágia használatot?
Jó lett az új rendszer. Kicsit ugyan visszafogtam magam az elején, nem terjeszkedtem, mint az őrült. Hagytam néhány nagyon jó területet a szomszédos AInek, hogy tudjon nőni. Mindenesetre van olyan birodalom, aki egész jól terjeszkedik. Még olyan is, aki techben vagy hadseregben kb. ott jár mint én. Szóval nőtt a kihívás, de még így sem az igazi.
De legalább nem kell 40-50 kör előnyt adni a többieknek, hogy legyen valami kihívás.
De néha még mindig kifagy, igaz, ez gépfüggő.
Kemény, az új gildar maintain (study / archivist), a merchant / money changer food követelmény, a kevesebb resource, és a monsterekből eső gildar csökkentése miatt a kezdőhelyszín mindennél fontosabb lesz. Ha nincs food és gold a közelben, akkor keresni kell, ez viszont időveszteség a többi frakcióval szemben.
Akkor megint lehet tovabb varni, mert az OOM hiba nmeg mindig nem lett orvosolva.
Megérkezett az v1.08-as patch!
Here’s a change log over v1.07:
+ LOD optimizations across improvements and tile designs
+ Continued memory optimization
+ AI handles its sovereign more intelligently
+ AI more effective at going after targets of opportunity
+ AI sovereign is more careful about going into enemy territory
+ AI has new APIs for determining whether there are targets of opportunity in the area
+ Balance pass on resource distribution
+ Base tech cost changed from 4 to 5
+ Merchants/Money Changers now require 1 food to construct
+ Study/Archivist now require 1 gildar per turn to maintain
+ Gildar deposit now seeded near starting location
+ Tracker talent cost changed from 15 to 10
+ Organized talent cost changed from 10 to 20
+ Combat Rating calculation altered in an attempt to be a more accurate gauge of lethalness
+ Fewer resources spawned per 1000 tiles.
+ Fewer minor factions spawned.
+ Added scalars to attack and defence for units who are in home territory or foreign territory, modifiable in ElementalDefs.xml
+ Territory scalars now work as Empire v Fallen (e.g. Kingdom guy on Fallen territory gets penalty, etc).
+ Updated formula for gildar given when killing a given unit
+ Child essence is no longer modified by spawn rating, but is instead a value between 50% and 100% of the more powerful parent's essence.
+ Updated TerrainTypes.xml to make Forests and Swamps take 2 moves
+ Changing the “IncreaseMorale” modifier attribute to “AdjustMorale. It’s more clear for the modders.
-Revamp of the way offensive spells hit/miss and deal their damage
+HIT/MISS is deteremined by an attacker roll (minDamage – maxDamage) and by the defender roll (0-DEF)
+Values can now be specified as a MinValue and a MaxValue rather than just a Value (support for constant value spells is still supported)
+If a MinValue and a MaxValue is specified, the Value is defined by a rand roll between the two numbers based on the modifiers internal rand roll.
+Updated descriptions for all core spellbook spells to show bonus damage from INT and bonus damage from shards in the spell description.
+The SpellbookWnd has been updated to properly display the damage range if there is one, and the constant damage if there isn’t one.
+All core spells that were using stats to calculate the value but didn’t have a ValueOwner specified have been fixed.
+The elemental shards unit stats now default to 0 instead of 1. The calculations in the existing spells have been redone to reflect this.
+ Fixed BURNING BLADE spell to appropriately increase attack.
+ Fixed SHIELD OF FIRE spell to appropriately increase defense.
+ Fixed CRUSH SPIRIT spell to appropriately decrease morale.
+ Fixed BRAVERY spell to appropriately increase morale.
+ Fixed DRAIN LIFE spell to appropriately transfer HP from target to caster.
+ Changed the display code for the main UI bar to round attack and defense rather than truncate.
+ Hooked up the CTRL+ARROW and SHIFT-ARROW camera rotation and movement hotkeys to tactical.
+ Added save game descriptions
+ Fixed bug where dialogs from triggers in the campaign (like moving beyond where you should build a city) would pop up many times when a unit moved into that tile.
+ Fixed AI bug where it was doing deficit spending and creating units still
+ Removed the max spell points entry from the affected stats in the level up wnd, since it isn't affected by any unit stats anymore
+ Fixed bug where non-aggression pact wasn't being checked for when left-clicking on a unit in attack mode
+ Fixed modifier in Refined_Economics_Amarian_MP to modify A_Gold player ability instead of A_Wealth (which doesn't exist)
+ Fixed golem animation pack (commented out an animation that was missing and causing t-poses)
+ Fixed crash when making a mountain in map editor
+ Fixed trading your spouse (if she was a recruited NPC) in the regular unit trade
+ Perceived value stuff gets hidden when arranging marriages, instead of showing whatever was selected last
+ Entries for kids when arranging marriages now use a male and female icon to denote boy and girl, instead of the words in parentheses after the name
+ Fixed "..." from string overflowing for the divider title when trading or arranging a marriage
+ Fixed the divider title not ever changing from "And" once the arrange marriage screen was shown
+ Fixed display of tooltip text and color text on Customize Faction window
+ Tweaked SetToolTip to calculate the necessary size of the window more accurately, to fix bug where tooltips were sometimes being truncated
+ Fixed bug where clicking a new destination while the unit was moving would cause the unit to get a free move
+ You can no longer set a units destination while it is moving
+ Fixed Refined Housing and Refined Economics techs (and their fallen equivalents) so that they correctly provide the bonus they say they do
+ When a unit inside a city or an army is selected and asked to cast a spell, that is the unit that is used for spellcasting now, instead of having it just fail (in a city) or try to cast the spell from the leader of the army
+ Fixed bug where summoning a unit while in a city would cause that unit to be summoned in an army with you within that city (causing weird behavior), now just stations the unit in the city with you
+ Fixed bug where raise land spell would not work on all land category terrain types, like swamp or rugged terrain. Now, if a land tile is not hills, it raises that land to hills, instead of checking for only some terrain types
+ Fixed a bug where, in the faction editor, you could select ability bonus options for free by selecting and deselecting them, and then spinning the race spinner, caused by deselection not updating the faction config correctly
+ Fixed units that finished training on the same turn as an autosave not being there when the autosave was loaded
+ Fixed players not being able to select their city level up bonuses or tech breakthroughs on loading an autosave if they were earned that turn, by having the local player mark themselves as needing to get user input for these things instead of unhiding the windows to allow the choice right away during CWorld::EndTurn, and not letting the user choose until after the next turn starts and the autosave has been made. If one of thses autosaves is loaded, the local player will be allowed to choose their tech breakthroughs and city bonuses once the map is unhidden. This keeps us from having to delay an autosave and the start of the next turn by waiting for the user to choose their bonuses, instead making that choice part of the start turn logic after the autosave has been made and saving the mark saying the player will get to choose at the start of the next turn.
+ Fixed treaty turn counts not matching if an autosave was loaded
+ Based on confusion in the forums, removed ability to automatically unlock a spell in the learning queue if it makes it to the front of the queue when the player has enough research to buy it, so that users rearranging their spell learning queue don't have their spell points silently taken away while shuffling spells around, if they didn't intend to learn that spell next
+ Now it always takes at least one turn to learn any spell
+ Fixed bug where tile highlights in tactical battle would disappear after an ALT+TAB
+ Fixed bug where trees would not look correct in all cases after loading a gamesave.
+ Fixed an issue that was allowing counter attacks against units with abilities of type DoesNotProvokeCounterattacks.
+Fixed an issue that was causing modifiers applied in tactical battles to persist after the battle.
- This fixes the bug that causes XP and Gildar rewards after battles to be negatively skewed if the enemy unit combat rating was lowered due to debuffs.
+Fixed an issue with skipping turns in tactical battles that would cause a stuck turn if done when the unit being skipped was in motion. - Pressing spacebar now sets a tactical units moves to zero AND cancels their destination.
For those who want to play v1.08 in multiplayer mode, you will need to set Impulse to show Pre-release versions:
We designated multiplayer as “beta” because we disabled playing against AI until next week. I had written a lot of AI code this week that is in the single player version but had not been adequately tested for MP. We didn’t want to give players the impression that was considered the feature set in multiplayer as being all that’s coming.
Next week we anticipate releasing v1.09 which will continue to address issues that were not found in the initial release, improve computer AI further and provide it and other new MP features. After that, we will begin focusing on v1.1 which will be the first post-release update that is designed specifically to extending game play.
Anyone who has performance or technical (stability) problems with this build please make sure you you let us know. At this stage, the technical issues that were present at launch should be fully addressed. If this isn’t the case for you, let us know as much as you can about your system as we will personalize our efforts as much as possible.
We are anxious to move forward to begin our traditional policy of extending the game to suit the desires of the gaming community.
1. We have implemented an option for quick moves in tactical battles but it was not checked-in in time for this build.
2. We intend to provide an option for the amount of gildar that will be present in the world (both in terms of loot and the amount of gold that gold deposits provide). We dramatically reduced the amount of loot that monsters provide because it was not intended for players to run their economy "harvesting" wolves and other creatures but rather supplement. We recognize that others enjoy this and will address this as an option in future versions.
Version 1.08 is now available
1. If you are loading a saved game created with a previous version, there may be some anomalous behaviors in tactical battles with direct damage magical spells (we may release an update to address this).
2. Some outlaw adventurers are appearing as if they are recruitable, this is a UI issue that will be addresed in the next update.
Ha valaki esetleg tudja hogy azt a random map generátor progit, amit fanok készítettek, hol lehet letölteni, megoszthatná!
1.08-at eltoltakkedder a szokasos blabla kifogasokkal.
Az a random generátor az jónak tűnik :D Kíváncsi lennék, a készítők miért nem gondoltak egy ilyesmi részletes generátorra?
Sajnos nincs időm befejezni a Nordic citysetet, de azért így is új stylet ad. 16 új épület és fenyőfákkal körülvett falak.
Minden heten lesz elvileg. Az 1.3-nal meg a kieg.
Na, az a City Manager már nagyon hiányzik (remélem, lesz olyan okos és áttekinthető, mint a GC2-ben volt). 10-12 város után a fene tudja, hogy a random nevűek közül mi mire van specializálva, és ha éppen szintet lép, akkor vajon milyen bónuszt válasszak neki, vagy hogy milyen egységek vannak benne, vagy mi épül éppen. Mondjuk mostanában a településeket "City 01", "City 02", stb. nevekkel szoktam elnevezni (plusz a végén egy betűjelzés, hogy hány "T"ech, "A"rcane, "G"ilden bónusz van rajtuk), így nagyjából fejben tudom tartani, melyik melyik és a sorrend is egyből tiszta. :)
A hét végén jön az 1.08-as patch elvileg!
Amongst the highlights:
* Multiplayer turned on
* Weapons balance pass
* More performance optimizations
* Bug fixes
* City Manager screen (maybe in for v1.08)
* AI updates
Nem csak az AI-cheat, hanem a rengeteg balansz-probléma is ott volt még, meg technikailag voltak bug-jai rendesen. :)
'Elemental' random map generator released by fans