Brad Wardell's site for talking about the customization of Windows.
Published on October 1, 2009 By Frogboy In Elemental Dev Journals

image Beta 1A of Elemental has arrived (or will in a few minutes).  It’s still incredibly primitive but a lot has gone on under the covers thanks to feedback from the beta testers from the initial beta.

First, a lot of bugs got fixed. There’s still a lot more to go at least but the CPU frying issue, the hard disk corruption issue, and of course the video card overheating problems have been mostly taken care of so we are pretty sure that the odds of the game physically damaging your computer are way down now (probably less than 1 out of 3).

Secondly, most of the profanity has been removed except from the technology descriptions and tool tips where we are still working to reduce that to a level where at least the expletives form a grammatically correct sentence.

Third, the root kit and spyware that beta 1 had in it has been mostly taken out. While the game loading will still make a complete file list of what is on your drive, it no longer uploads .xls and .doc files to our spam affiliate servers in Asia.  I know several people had mentioned or were concerned with seeing their personal photo albums and home budgets ending up on the net.  We are still looking into the issue of it submitting Quicken and MS Money data files to third-parties but we are hoping by Beta 2 that will be mostly resolved.

Details

Now for the actual, for-real details:

Beta 1 was basically about compatibility.  With Beta 1A we have started to insert actual “game” stuff along with bug fixes. Below are some of the details:

+ Saved Games Working!!!

- Issue fixed where loading a game would bypass some of the core cloth map initialization code

+ Caravans now show up on the map when a road is completed

- Caravans will travel back and forth on a completed road between any connected roads

- If a road is connected via a proxy city, new caravans will be created to traveled between the newly connected cities

- Caravans will deposit 10% of the home cities stored resources upon reaching the destination city

- If a caravan is killed, it will not respawn for 5 turns

+ 'Advanced' versions of the Race Setup and Opponent Selection Screens made to display more than 6 factions at a time (for when custom races are added)

+ Kingdom data and Charts show up on the Main UI when nothing is selected

- left side shows basic kingdom data, such as settlement count and income

- right side shows chart with the treasury, population, and overall might of the races you know about

+ Decresed startup time

- game only updates sectors that have been exposed by FOW

- core XML and game XML separated to load in a thread

- various functions optimized for efficiency

- /fastload param added to allow even quicker loading performance for those whose systems are already working perfectly with the game.

+ Fixed Family Tree Wnd to keep users from having to manually delete it

+ Action Icon for Auto-Explore now updates immediately when toggled

+ On Foreign Relations Wnd, dead races be indicated as such

+ Dynamic Map textures (blend maps, etc) now regenerate on Alt-Tab

+ Double Clicking an improvement icon (in City Construction mode) Auto-Places it

+ City Details screen shows a rundown of basic Info related to that city

- Shows time to next level, road connections, etc.

+ Goodie Huts that display unknown/hidden cities and sovereign units

+ Game Skeleton internally implemented, with key AI functions added and various event handlers hooked up

- AI functions include logic for Rally points, Waypoints, battle Strength Comparison, finding resources on the map, etc.

+ Various Spelling and Grammar fixes made

+ Formatted Text bugs fixed

+ Added code to propertybucket and xmlutil to handle 64 bit integers (if you're interested)

+ Factions chosen in the opponent setup wnd are now properly placed into the game

+ Fixed some bugs when saving selected factions out to prefs.ini

+ Font handling code updated so everyone should get the proper fonts when playing

+ Technology status bar on Main UI colorizing based on the Tech being researched

Next Week:

Economic system and base tech tree get in.

 

BETA Schedule

BETA 1

  1. Initial Build: Basic Compatibility
  2. Beta 1A: Initial Gameplay Skeleton
  3. Beta 1B: Initial Economic system Implemented
  4. Beta 1C: Initial AI system Implemented
  5. Beta 1D: Initial Diplomacy system Implemented
  6. Beta 1E: Initial Dynasty system implemented
  7. Beta 1F: Initial Magic system implemented
  8. Beta 1G: Initial Quest system implemented

BETA 2

  1. Initial build provides basic multiplayer (player hosted – client/server)
  2. Beta 2A: Persistent stat tracking
  3. Beta 2B: Stardock hosted option.
  4. Beta 2C: Stardock hosted persistent games
  5. Beta 2D: Stardock hosted persistent universe game (persistent dynasties)

BETA 3

  1. Initial Kumquat3D engine build of Elemental.
  2. Beta 3A: Introduction to Dungeons
  3. Beta 3B: Introduction to Magical Spells

BETA 4

  1. Introduction to tactical battles
  2. Beta 4A: New multiplayer mode: Arena
  3. Beta 4B: Customized tactical battle options
  4. Beta 4C: Super-Duper AI Update to tactical battles
  5. Beta 4D: Polish Beta (extensive and ongoing)

BETA 5

  1. Introduction to integrated modding
  2. Beta 5A: Persistent universe mods
  3. Beta 5B: Third-party Maya/3D Studio importing beta
  4. Beta 5C: Modding group testing

Comments (Page 2)
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on Oct 01, 2009

Tridus
Anybody notice the digicons aren't working in this thread?
Very much so I'm noticing this.

on Oct 01, 2009

Too funny.  Better be careful with those notes, Brad, you never know who's gonna be lurking around, take it completely out of context, blow it out of proportion, and post it all over the interwebs

That would only happen if I posted it on my Facebook account.

on Oct 01, 2009

I am going to take your word that saved games work.   I gave up after 10 minutes of loading.

on Oct 01, 2009

Frogboy

Too funny.  Better be careful with those notes, Brad, you never know who's gonna be lurking around, take it completely out of context, blow it out of proportion, and post it all over the interwebs


That would only happen if I posted it on my Facebook account.

What are you waiting for???

on Oct 01, 2009

I am going to take your word that saved games work. I gave up after 10 minutes of loading.

Make sure you're loading a game saved from 0.24...if it's still giving you issues, please send the save file to [email protected] and [email protected].  Thanks! 

on Oct 01, 2009

BoogieBac

I am going to take your word that saved games work. I gave up after 10 minutes of loading.


Make sure you're loading a game saved from 0.24...if it's still giving you issues, please send the save file to [email protected] and [email protected].  Thanks! 

 

I would love to send the save game file... along with another issue I discovered "Enemy units sharing a Town"...  unfortunately when I try to save my current game the save button is greyed out.  Only Cancel and Delete are available.

 

Save Game Option working in the second game I started...  I did leave the first game running unattended for several hours which might be related to the issue.  Also I believe leaving a game unattended for several hours is related to the AI opponents alzheimers issue.

on Oct 01, 2009

So far, so good. I just got an email from P'ing T'tung, Taiwan asking for a copy of my car's registration...do I send it c.o.d.?

on Oct 01, 2009

BoogieBac

I am going to take your word that saved games work. I gave up after 10 minutes of loading.


Make sure you're loading a game saved from 0.24...if it's still giving you issues, please send the save file to [email protected] and [email protected].  Thanks! 

I tried it again, and the issue is not the saved game, but trying to load a saved game when there is already a world in play.  My saved game loads in about 5 seconds from the original startup.  Perfectly and no issues.  I was testing it by starting a new game, saving it, and trying to load it immediately.  This leads to at the very least a 10 minute load, if in fact it does end.  Do you still need any information?  I made a thread with my debug.err and dxdiag files from the problem.  It wasn't an old save, though I did save over an old save when I made the thread.  I made a new save slot and it does the same thing when a world is in play.  Thank you.

on Oct 01, 2009

ROTFL Brad!  Great post!  I'll forward the info to my bank's fraud department if my PC doesn't blow up.



+ Added code to propertybucket and xmlutil to handle 64 bit integers (if you're interested)

So, there is a 64-bit version of Elemental?

on Oct 02, 2009

Excelent news. Nice work.

on Oct 02, 2009

This is the problem with sleeping before going to work at night...sigh.

on Oct 02, 2009

Hmm.... The update has not showed up on my account. 

 

Still running 0.23

 

 

on Oct 02, 2009

Because there are plenty of people experiencing crashes on loadup in the beta forum which would contradict with basic compatibility, can I ask what or how the procedure for moving into the next beta phase occurs?

on Oct 02, 2009

Vaul_Darkhour
Because there are plenty of people experiencing crashes on loadup in the beta forum which would contradict with basic compatibility, can I ask what or how the procedure for moving into the next beta phase occurs?

There are probably many parallell processes in Stardock right now and the dont stop the beta releases until everything is fixed with the current version. Remember that there are different ppl working on different parts of the game. I am sure there are someone working hard on CTD problems while others are working on the economy model. The train is moving and stardock is fixing both the train and the railrod as we travel

on Oct 02, 2009

Thanks for keeping the builds coming, Brad, we'll try to keep the complaints coming

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