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pantasd

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  1. tesko da ce biti ispod 4500 din mozda ako nabavim ponovo po nekoj malo boljoj ceni sto se tice sajta ako sve bude kako treba sutra bi trebao prvi put da ide live ali tipa kao neki beta test jer ima jos nedelju 2 posla na sajtu bice jedan fin topic uskoro :D
  2. hvala ljudi za pohvale cena je 4500 din ako se uzme vise od 4 komada malo je jeftinije evo moj mob 065 26 26 021 ako treba neki info tekuci racun itd sto se tice gamersloota kod njih je cena oko 5000 din kada se izracuna
  3. --------------------------------------------------- ----------- Elemental v1.07 Change Log ----------- --------------------------------------------------- *************** * Performance * + Major improvement to rendering system, especially when over cities. + Condensed scene rendering process from 3 passes through scene into a single pass + Bunch of fixes to the issues behind "DX Error: Invalid Call", particularly when Alt-Tab'ing. This will continue to be worked on. + Added new framerate limiter ( limits framerate to refresh rate of device ) - Removed throttle framerates option (this is always on now) + Particle Effects no longer render if the "Disable Particle Effects" option is on + Outlines now LOD-out as you zoom out + Added option "Disable Outlines" to the options screen to turn off rendering outlines (Might help lower-end machines, and some people prefer no outlines) + Commented out unnecessary debug messages ************* * Bug Fixes * + Fixed Various Memory Leaks + Fixed the issue that was causing the unimproved tile designs for elemental shards to stick around after a shard-harvesting improvement was built on top of them. + fixed a bug where if you have the option on where when entering/leaving city build mode, the camera switches between overhead and default view, you could get stuck in overhead view (and forced to manually move the camera back) if you pressed the city build mode button, while already in city build mode + fixed bug where AI demands a tribute of 0 gildar + fixed display issue where improvement cost entries overfilled the improvement build list + fixed display issue where units with long names overfilled the name area on the level up wnd. + fixed display issue on battle init wnd, if defense or attack was negative then it showed up as a huge number. Beserker ring gives a -3 to defense, which could give you negative overall defense. Same might be true of attack if in the future we have some strange item that decreases your attack. + Fixed bug where units in tile designs (like horses, wargs, etc) would not fade out when the tile is under fog of war + Fixed "jumping units" when starting new game from within a game (or loading a game within a game) + Other fixes regarding battle initition window, creating mountains in map editor, first contact status not being set to relation unknown + Fixed a bug where improvements that were flagged as once-per-city were able to be placed twice. ********************** * Gameplay / Balance * + Fixed bug where economic treaty gold bonuses weren't getting added to the global resource pool + Changed how creatures and NPCs increase their stats when they level up to nerf incredibly powerful high-level monsters running around + Stacking of items fixed (can now only wear 1 per type per champion) + Pioneers in a boat can no longer build a Settlement at sea + Wild improvements will now be able to be taken into account in a city's resource usage correctly, if any of them ever have negative resource production + Refugee camps (and other wild improvements that provide population storage bonuses) improvements + Fixed Miner sovereign profession bonus + Fixed Great Warriors faction bonus + Removed really high starting mana regen ability from Umber's faction config + Fixed Advanced Tracking techs (in both tech trees) to change the player ability that is hooked up to affect movement + Fixed broken productionreq tag on vengeance coating + References to Ice shards changed to Water for consistency + Sprint duration adjusted to 2 + Lowered HP for fallen peasant + Fixed up resource hoard description text + Various food resources now provide different amounts as indicated by old description text + Improved output of Temple of Essence + Improved output of Tower of Titans, Tower of Souls + Fixed construction resource cost for curgen's exchange + Resource hoard costs now mirror kingdoms resource costs + Fixed up description text for construction yard + Great Theatre no longer provides +100% Gildar, only +100% Prestige + AI: Added code to send sovereign back to his capital city if he has no destination after the early phase of the game + Fixes for various terrain types not responding to RaiseLand spell + Resource hoards no longer deduct from the buildable tiles of a city (the 'bananna cities' from the forums) *********** * Battles * + Changed the calculation for battle damage to take multiple troops into better account (with each unit getting an individual attack roll). + Every time panic is caused, the combat text for the panic will be shown. + Fixed a problem where misses and non-damage spells would cause an on hit animation to be played in tactical battles. + Fixed a possible bug where units would no longer update their troop counts after reaching a single troop left. + When selecting the spell book in tactical battles the cursor should now reset to the arrow. + When clicking on a unit's hiergemenon entry in tactical battles the cursor should now reset to the arrow. + Turned on bounding box picking for tactical battles to improve the feel of unit selection. + Selecting units should now be turned back on while other units are animating in tactical battles. + Fixed a bug where unit tooltips in tactical battles would draw over tooltips for items and spells. + Added some checks to the battle init window to stop the window from showing when defenders or attackers were null. Also added logic to clear waiting flags in this case. ****** * UI * + Adopted the unit vitals context for a Details tab to show when a wild improvement is selected on the main map, to give more meaningful and easier to read information - If the improvement is under construction, it says so and uses the level slider to show the progress towards completion and the turns left - If the improvement is done, it shows what that improvement is producing and has an entry to get further information about the improvement by opening up the lorebook - Also, it shows which city an improvement is linked to, or "Not linked" if it isn't. If it is linked, the tooltip explains that this city is contributing production bonuses to the resource production of that improvement. If the improvement is not linked, the tooltip says how many tiles the nearest city needs to be closer to link with that city, explaining that it will be able to get city production bonuses if it does link + New Tactical Icons hooked up for Smelter, Trade Center, Construction Yard, Merchant Guild + New Tile Designs for Ventri Iron Mine, Stone Quarry, Clay Quarry, Marble Quarry, Drath Village, Shrill Hive, Spider Nest + Fixed bug where double-clicking on a spell you couldn't cast from the spellbook popup would queue a bunch of "Can't cast tactical spell" message boxes to appear over and over, now just plays a little failure sound if something that can't be cast is double-clicked + Fixed a typo in a campaign dialog + When you build an improvement on a resource, the map notifier for it is removed + Fixed typo "completly restored" to "completely restored" + Fixed some places where the display of per-turn gold production lagged behind changes to it, gets rid of some income discrepancies between some screens when loading a game, adding/cancelling a treaty, etc. **************** * Known Issues * + Tactical Battles: Stuck turn if you use space bar or click "Pass Turn" button while selected unit is moving. Clicking auto-resolve will end the battle if the turn is stuck. + Occasional instances of damage indicators not appearing over units.
  4. izasao novih patch 1.07 dosta bolje radi na slabijem masinama
  5. Nova Cena Golda 1000g je 250din 10000g je 2000din Za 3500 din mozete dobiti 2 seatet rocket X-53 vise infomracija preko msn ili pm Cena Golda 1g=0.25din na sledecim serverima : Frostmain Auchindon Ravencrest Azuremist Azjol`nerub Darksorow Sylvanas Executus eonar Moze isto na bilo kom serveru onda je minimalna porudzbina : 10000g=5500din 20000g=8000din Prodaja GameCarda i WOTLK : GameCard = 2200din WOTLK = 2200din Ceo komplet wow + tbc + wotlk =4800din za vise informacija na pm 0652626021 msn :gwpanta@gmail.com
  6. isto 4500 :D cekam samo da bude dovoljan broj ljudi pre nego sto porucim ponovo
  7. btw pplz napravio sam neki veci post na elemental forumu ako vam smeta nesto u igri a nije bug ili performance issue napisite ovde da ubacim tamo :D
  8. stvano me unistava igra levelujem ko konj zenu i sebe i na kraju dobijem dete koje je slabije od seljaka :S i da powergaming tip stackuju se ringovi i amuleti tako da moze da es kupi 10x amulet od 100g sto daje 2dmg :D i onda se postaje imba
  9. gde je to 400g na sat :D ja cu kupiti :P
  10. izasao jos jedan patch ali nista bitno nije promenio problem sa perfomancama prosto igra ne moze da se igra na large protiv nekoliko kompa
  11. meni se danas javio neki bug sa dinstastijom da ne mogu da vidim decu
  12. da budem iskren jos nisam ni probao kampanju i mislim da necu :D posle 4h igranja izbagira mi se dynastija i ne mogu da vidim koliko dece imam etc stvarno fail :S tip for free pre nego sto uzmete zenu uzmite par lvl sa njom jer ce deca biti jaca :D
  13. drugaciji je princip igranja u kampanji i u sandbox modu :D
  14. ma kao sve u igri nije dovrseno i bice nekada :D planiraju da izbacuju posle 2 knjigu pa 3 itd
  15. misli mda moze tako i da nece biti problema :D napravis jedan acc i odradis raf na njegov mail on iskoristi code koje dobio da napravi acc i to je to
  16. questove lako nalazis unzumiras i vidis zute kucice :D
  17. izala verzija 1.05 i hotfix za tu verziju :D kod mene sada radi ok jedino kada load/save odradim onda malo secka
  18. pricali su posle par patcha da igra moze da radi na netbooku ako ti bas lose radi ukljuci clothmap
  19. moj savet je bolje sacekaj dok krakuju ovaj novi patch koj treba da izadje onda skini igru
  20. novi patch izasao pre nekih 10h :D Elemental - War of Magic ------------------------ Welcome to the world of Elemental! Elemental 1.01 ------------------------ * Lots of new seed maps (particularly for medium and large) * Enemy Unit caching modified so that they are released from the game after death (this should address the “game gets slower over time” issue some have reported) * In tactical battles, the camera will only move IF the unit is off screen * Fixed a crash related to city tiles on DirectX 11 based setups with a game within a game * Removed non-terrain based tactical battle bonus modifiers (an interesting idea but unintuitive) * There are technologies that will spawn more shards on the map. * Fixed tactical heal spell to ensure that it doesn’t do any 0 point healing. * Fixed issue that caused failed spells to say “miss” * Disabled the use of the L8 texture format to use the A8R8G8B8 format as it was incompatible with certain video cards and causing the game to crash (fog of war issue) * Worldly knowledge renamed to “Tech Knowledge” to be consistent with the manual. * Fixed a crash related to children being born during a reloaded saved game that could cause a crash on 64-bit machines * Fixed a crash related to reference counting on the Dynasty screen that happens on 32-bit Windows XP machines * Tactical Battles now support edge scroll * Fixed a buffer overrun issue that caused random crashing on SSD SATA drives while saving a game. * Cosmetic fix to the object tool in th map editor * Fixed a bug that would cause the goodie hut graphics not to be removed when they were no longer relevant. * Fixed minimap bug where unhiding and dragging the minimap without first resizing it would cause the map part to get offset from the rest of the minimap window, leaving it blank * Fixed bug on loading a game or starting a new game within a game where clicking on a city would leave its resource tab blank until it was clicked on again * Improved performance of units joining into an army * Hooked up the draggable window showing the list of players who have requested a new turn or not in multiplayer, automatically shows up in multiplayer but does not get filled or ever unhide in single player [NOTE: Multiplayer servers will NOT be enabled until AFTER day 0] * Fixed crash related to very very fast machines loading up data.zip before initialization causing data to not be fully enabled which would result in a crash when the object in question was accessed. * Ice Bolt spell removed * New spell: Stab of Ice, short range spell, causes enemy to lose turn in addition to damage. * Sion Unit given special abilities and rebalanced i bice jos jedan veci patch u toku dana :D
  21. mda mozda bolje kasnije da skinete jer izlazi patch danas koj ispravlja dosta stvari :D
  22. izgleda da ima da se skine domaca verzija igre :D
  23. igra je super ali ne vredi jos 50usd :D da mogu sada da biram dao bi max 20usd :D
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