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Elemental: War of Magic


pantasd

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cekaj u kampanji nema ni istrazivanja, nisam stigao ni konje da upotrebim, ma nista... wtf :) kakvo je bre ovo njesra, kao da sam lepo poceo predigru da se lozim da secerim i konacno poceo da prcam i onda skochio u bazen sa hladnom vodom od 4 stepena

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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

Edited by pantasd

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... preporucujem svima da sacekaju jos nekoliko zakrpa da bi se spasli frustracija. Samo na najmanjim mapama sa najmanje protivnika nisam imao nikakvih problema, kako povecavam stvari tako sve manje vremena do sledeceg "Out of Memory" ili sto je jos gore, krene da ucitava sledeci krug sve duze i duze pre toga. Tuga.

Ljudi se dele na optimiste i one koji znaju bolje.

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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

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---------------------------------------------------

----------- 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.

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  • 1 month later...

Sacekaj 1.1, menja se mehanika iz korena (za neke stvari), plus zaposlili su Kael-a (Derek Paxton) aka covek koji je napravio najbolji mod za civ 4 fall from heaven i to kao vodju tima za razvoj. Covek pocinje od prvog novembra sa radom tako da ce sigurno za par meseci upeglati igru za medalju :)

Edited by Rejz
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bolje sacekaj jos 2 nedelje pa ce izaci 1.1

u tom patchu ce srediti magije i vise nece svaka jedinica imati manu nego ce biti global mana pool , mana se regenerise od zavisnosti koliko shardova imas

i onda svaki enchatment kosta 1 mr svaki sumon 1 mr da nema vise onih spamova sa sumoning jedinicama

i jos jedna novina u patchu populacija ce biti kao resors , svaka gradjevina zahteva populaciju

sto se tice 1.09 igra je dosta stabilnija ali i dalje nije to to :D

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