Upon defeating a hero I leveled up and the game immediately gave me a blue screen and my computer restarted. Debug file Dump file
Darkodinplus
I had queued a Lumber yard, and 2 huts in my only city and upon placing the 2nd hut the game crashed to my desktop.The game does seem a lot more stable with 0.299 however I got to 51 turns. Debug file Dump file
I simply tried to open the detailed information on my custom channeler which caused the game to crash and my computer to restart. Debug file Dump file
So the stability update will actually go live this weekend and not next week? Awesome, the 10 or so turns I get to play before a fatal error, blue screen of death, and system reboot are pretty fun.
I pre-ordered about a month ago and I was able to download and install the beta.
Upon building a city and designing a unit I had 3 hard crashes (Blue screen and computer reboot) but I forgot to get the debug file. The most recent crash sent me back to the desktop for which I have the debug file. Debug Dump 1 <a
I'm about to fire up my first game now. Here's hoping.
So are there any difference between the Mancers and Ironeers besides for their names?
Sounds good, How about inviting some of the newer pre-orders to join the current beta? [e digicons]:pout:[/e]
I was thinking about something Brad recently said "For example, with this system we could have all kinds of rare and interesting things that can effectively only be built once." I love the general idea of this but in the example Brad gave he talked about getting plans for a Diamond Golem that can only be completed if you have a Star Diamond. I don't particularly
I've always been a fan of having a chance to hit / dodge, hope those two make the cut. I am also intrested in how exactly defense will work. Is defense going to be the enemies ability to hit a unit or a reduction to incoming damage. I'd personally like to see Defense = enemies ability to hit a unit and Armor = reduce incoming melee damage. With high armor meaning a unit has lower defense and high defense meaning a unit has less armor.
Elemental just keeps sounding better and better. Although I do wonder will it be possible to take a rare material like the star diamond you mentioned and use it to create something else besides the Diamond Golem?
Ambushers: "It's a trap!" Archers: "arrows don't kill people, I kill people" Axeman: "Let me Axe you something?" Swordsmen: "For great Justice!" Fencers: "En Guard!" Spearmen: "Once you get the point it'll be to late." Peasents: "I'm not getting paid enough to die." Guards: "Safe and secure." Knights: "You can't even touch me." Cleric: "This isn't war it's murder."
I'm partial to good old fashion gold personally. Gold is the standard by which all other currencies are measured.
Jlorn of the night wind: Little is known about this enigmatic wizard from the valley of the lost sun. A powerful elemtnalist Jlorn formed a mercenary group to help him defeat the elder beholder summoned by Drelin his half brother. Upon arriving in this dimension Leas'korm the elder beholder killed Drelin and the rest of Jlorn's family. Jlorn unaware of the tragedy that had befallen his family was focused on practicing his magical abilities deep within one of the valley's many caves..
Weapon smith- Bonus to weapon production Armor smith- Bonus to armor production Alchemist- Bonus to potion production Unemployed - Bonus to free time.
To briefly add on to my active and passive phase idea. Would it be possible to make tactical battles parallel and variable in turn length? Because if you could make tactical battles independent then players in the passive phase could conclude battles while the active player was doing whatever. The only problem with this is you could end up with a player being engaged in multiple battles. Since the player couldn't be in more than one location at a time the AI would have to take control of his
Well the way I see it multiplayer games will always have to have some type of time limit unless you were to make an option for real time. However there should also be times where players could take actions that wouldn't directly effect another players turn. For example if Player A is building a city on his turn perhaps allowing the other players to queue up build orders, movements, etc would help keep the game moving at a nice pace. So basically every player would have a passive and a
Talents Cold Hearted- Receives a 10% discount on casting water and ice spells. <
Here's hoping.
A very interesting post that brings up a question I've had for a long time but has yet to be answered. Is the only limit on what can be invested into troops a nation's infrastructure or will there be other considerations? So for example assuming I had the necessary infrastructure could I produce a single but immensely powerful soldier? A "super-soldier" if you will that any nation regardless of size could only handle producing 1 or 2.
I like the idea of governors however I dislike the idea of them being mandatory. An outpost for example I personally think wouldn't need a governor. [Quote] or, if these aren't available, the Succession system kicks in and the city is given to the a neighbor capable of handling the settlement[/quote] This statement concerns me to a degree. Do you mean that a city will be given to a neighboring governor or a neighboring country? The idea of having a 3 tier syst
I'm still curious about how sieges will work with larger cities. Will I be able to see my men run amuck in the enemy city?
Tons of spells separated into numerous books? What's not to love?