წელი: 2010
ჟანრი: Strategy (Turn-based / Grand strategy) / Isometric
მწარმოებელი: Stardock Entertainment
პლატფორმა: PC
გამომცემლობა: Stardock Entertainment
გამომცემლობა რუსეთში: 1С-СофтКлаб/Snowball Studios
გამოსვლის თარიღი: 24 აგვისტო 2010 წ.
გამოცემის ტიპი: ლიცენზია
R.G.: SKIDROW
ინტერფეისი: ინგლისური
მოცულობა: 1.93 GB
ოფ. საიტი: http://www.elementalgame.com/
რუს. საიტი: http://games.1c.ru/elemental_wom/
სრული ინფო: http://www.ag.ru/screenshots/elemental_war_of_magic
ანოტაცია: ერთ დროს, ერთ ფენტეზი სამყაროში დამანგრეველი მაგიური კატაკლიზმი მოხდა, რომელმაც თითქმის ყველაფერი გაანადგურა. წარმოუდგენელია, მაგრამ ამის შემდეგაც არ შემწყდარა სისხლისმღვრელი ომები. ახალ მმართველთა და სამხედრო ბელადების სურვილისამებრ, ნაცარტუტიდან აღდგა ადამიანთა სახელმწიფოებით. დაცემულთა მთელი ურდოები ერთიანდებიან ჯადოქრებისა და შავი ლორდების ბაირაღებქვეშ. საუკუნოვანი ძილისგან ფხიზლდებიან უძველესი ქმნილებები, რათა მოკვდავთა მიწებზე ზარი დასცენ და ნგრევა დათესონ...
თამაშის თავისებურებანი: - კლასიკური ბიჯური სტრატეგია ინოვაციური როლური ელემენტებით.
- უზარმაზარი სათამაშო სამყარო
- შესანიშნავი სიჟეტი
- სანახობრივი მაგიური ორთაბრძოლები და სისხლისმღვრელი სამხედრო კამპანიები კოოპერატივში
- მოდინგის არნახული საშუალებები
სისტემური მოთხოვნები: • ოპ. სისტემა: Windows XP (SP2 ან ახალი) / Windows Vista / Windows 7;
• პროცი: Intel Pentium - 3 გჰც
• ოპერატიული: 1.5 გბ;
• ვიდეო: nVidia GeForce
• თავისუფალი ადგილი: 8 გბ;
ინსტალაციის ინსტრუქცია:
1) დაქაჩეთ
2) დაამაუნტეთ იმიჯი Daemon Tools-ში
3) დააინსტალირეთ თამაში, დამაუნტებული იმიჯის SKIDROW პაპკიდან ფაილები გადაწერეთ დაინსტალირებული თამაშის პაპკაში
4) ითამაშეთ
sr-ewom.iso (allshares.ge)
sr-ewom.iso (boom.ge)
ცვლილებები:- 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
ინსტალაციის ინსტრუქცია:
1) დაქაჩეთ
2) ამოაარქივეთ
3) გაუშვით Elemental.War.of.Magic.v1.01.Update.exe და დააინსტალირეთ
4) დააკოპირეთ დაკრაკული ფაილები SKIDROW პაპკიდან დაინსტალირებული თამაშის პაპკაში
4) ითამაშეთ
sr-ewom1.rar (allshares.ge)
sr-ewom1.rar (myftp.ge)
ცვლილებები:Gameplay / Balance- Several new spells added
- Boats will no longer disband due to desertion
- Absolute elimination of duplicate NPCs
- Vigilant Demon now has mana
- Combat Speed can only be increased 0.25 per level
- Shop values for weapons lowered
- Elementium description added
- Outposts and such now provide +HP to units stationed
- Fewer resources are spawned at the start of the game
- Summoning spellbook no longer available at start
- Tech trees can now reach level 5 notable locations and quest locations
- Fixed issue that would prevent people from completing the Old Enchanter quest (a.k.a. the midnight stone quest); it wasn't checking the items of the unit that reached the quest destination, rather those of the unit that started the quest, which could be a different unit.
- Random quest locations should no longer spawn on hills.
- Snathi now has a new, non-Drake leader
AI- AI manages ships better
- AI Sovereign s spouse will seek the safety of a friendly settlement rather than travel with their spouse
- AI more effective in establishing strong armies prior to going on the offensive
- AI better at determining whether it is in their best interests to declare war
- AI will notify player of tiles they should be using and how to use them.
- Janusk provides a lot more useful information
- AI difficulty levels tweaked for more challenge at higher levels
- AI tweaks to XML
Battles- Added \\\"Auto-Move Camera in Tactical\\\" which is OFF by default
- Clarified some language for the hurl boulder spells (that it does non-defendable damage).
- Auto resolve draws will now favor the defender.
- Added message boxes to tactical battles when action points are too low to do some action.
- Added the ability to bring message boxes up as forced popups (always on top).
- Added checks in auto resolve to be sure a unit can counter attack and its target can be counter attacked.
- Added more robust checks to see if tactical actions can be done.
- The tactical action check will now return a string if the action cannot be done.
- Casting a spell will now properly check action points for special abilities and ranged attacks.
- Moved the logic to refresh troop numbers to happen when a unit's health changes.
- Updating troop numbers should now be a bit more logical.
- A unit's max health is now properly based on the maximum amount of troops they have (not their current troop number).
- In tactical battles units that have no spell can no longer open the spellbook.
- Fixed a few temporary cursors in tactical battles.
- Added sound effects to all the spells that were using FlameBurst1 (which doesn't exist)
- Added the IsSpecialAbility tag to SpellDefs. Enabling this makes the spell cost 1 ap instead of 2 ap to use
- Updated all the core ability spell defs with the IsSpecialAbility tag.
- Casting spells in tactical battles costs 2 action points now
- Using special abilities in tactical battles costs 1 action point now.
- Shooting a ranged weapon in tactical battles cost 2 action points now.
- The tooltip for a unit's hit points in the tactical battle window will now show any bonuses applied to the health.
UI- added ESC key support for closing common popups.
- new tutorial messages added to the campaign, explaining the basics, including: camera movement, unit selection and movement, founding a kingdom, tapping a resource, visiting an item shop, etc.
- Added a bunch of new shortcut keys
- Fixed unit shortcut keys while in a city (now clicking on a unit portrait in the city will do that unit action instead of overriding to the city keys)
- Fixed cases that you could click a unit, then click a goodie hut (for example), and still use the previous units shortcut keys
- Enabled shortcut keys for items that don't belong to the local player (details, propose, recruit, etc.)
- Fixed the hiergamenon resource breakdown page to include houses under construction for food
- Added code to reset minimap for new game
- New game tray implemented (now has next unit and next city buttons)
- Added shortcut keys for next unit and next city (shift+u and shift+c, respectively [shift+s already jumps to sovereign so consistent])
- Tool tips cleaned up
- hooked up new for when disband unit action is disabled
- Faction Editor Faction Creator hooked up
- Mod Library button added to workshop
- clicking someone without a soundpack uses a UI sfx, not a grunt/yes/ etc (less annoying)
- Champion Lorebook/Context area Tweaked, adding 'Equip' button that brings up EQUIPMENT, remove list of items
- unit context: removed equip icon on medallion (redundant...button directly to the right had same functionality)
- Map Notifications now display HUD icons on the map, event icons on the side, and when you click the event list icon it'll take the player to the event they need to see
Engine- LOD levels on main map are now back to what they used to be for better performance
- New shard effects, both dormant and tapped, that over 1/2 as intensive as their older versions (the joys of beam particles over billboard particles)
Impulse Overlay- Support for swedish, finnish, icelandic and spanish keyboards which have the @ symbol on an alt-gr modifier key. It is also now possible to enter some more unusual symbols too!
- Wheel scrolling in friends list.
Bug Fixes- Fixed issue that was preventing quests from placing locations with their preferred type (CQuestDef wasn't saving the preferred type, so when the data zip was loaded, it would be null).
- Fixed some crashes on load from if a unit type was retired while a unit of that type was in a training queue, since the unit type would be removed from the global vector but some things would still be looking for it on load. Now the function to remove a retired unit type checks the training queues of all the cities, too, and when the AI retires a unit type, it removes it from its list of designs.
- I think this also fixes some crashes on load from the testers downstairs, where I would see units looking for AI designed unit types that weren't in the unit type list
anymore, as well as the loading in of the AI designed unit type vector, but I'm just making an educated guess based on the fact that the AI automatically retires unit types it designs itself. This does fix a reproducible crash related to training units at least, though.
- Campaign: AI cities named correctly to match lore
- Lost Library and Ancient Temple now using proper cloth icons for their built versions (lost library used to like ancient temple)
- Fixed bug where using a soverign for a race not their own (ex. Relias with Capitar) then playing against the race you would have led (Altar, in this example) the random sovereign would retain your name (2 relias talking to each other)
ინსტალაციის ინსტრუქცია:
1) დაქაჩეთ
2) ამოაარქივეთ
3) გაუშვით Elemental.War.of.Magic.v1.05.Update.exe და დააინსტალირეთ
4) დააკოპირეთ დაკრაკული ფაილები SKIDROW პაპკიდან დაინსტალირებული თამაშის პაპკაში
4) ითამაშეთ
sr-ewom5h.rar (allshares.ge)
sr-ewom5h.rar (upload.ge)
ცვლილებები:Gameplay / Balance- Cost of weapons increased in terms of gold and materials
- Monster leveling tops out earlier so that there aren t crazy powerful monsters late game
- Training time increased for the more sophisticated weapons
- AI will focus more on training soldiers rather than building up their cities if under threat
- General AI improvements
- AI smarter about training units in cities based on their current resource situation
- AI more effective at determining who to go to war with - By default, the AI opponents added in the Choose Opponents window get difficulty set based on the World Difficulty
- Campaign: Markinn now gives tactical HASTE spell instead of strategic SUMMON ROCK GIANT spell
- Campaign: city leveup bonuses for TECH KNOWLEDGE and ARCANE KNOWLEDGE now suppressed in campaign
- AI sov's are now using an HP adjustment multiplier based on AI difficulty settings
Battles- Hooked up the projectile follow camera code to obey the Auto-Move Camera in Tactical option.
- Adding message boxes to explain why spell casting fails.
- Fix to repick targets in autoresolve when a counterattack kills the attacker.
- Fix to make targeting picking more intelligent (to be sure it doesn't pick invalid targets).
- Auto selection of the next unit in tactical battles should no longer occur if the game option for not auto selecting is turned on.
- Tactical action cost modifiers for everything except for movement (which can have buffs) should now be 1.
- The tactical action cost of special abilities is now 2.
- All tactical actions use up to their cost, except for spells which require at least 2 action points.
- When a tactical battle closes it now sets the cursor to be an arrow.
UI- Fixed Map Notifiers only placed for resources your faction can eventually tap (ex. won t tell kingdoms about wargs)
- Trade Equipment Wnd tweaks so that summoned creatures show up in the scene views better.
- Hooked up new entries for the actions list, vitals list, and other basic image entries in main game wnd contexts to act more like buttons (highlight and have a click down state) to indicate that they are clickable
Bug Fixes- Fixed the infamous \\"white screen\\" in tactical battles that occurred on a very specific hardware/driver/OS configuration
- Fixed a problem that would cause the particle effects to disappear after alt-tabbing out of the game when running in full-screen.
- Fixed a DirectX warning in Tile Highlight Graphic
- fixed uninitalized UNIT pointer in AIMessageBox (caused a debugger crash, probably fixes random crashes users have witnessed)
- Fixed bug where linked pioneer improvements were getting the multiplier bonuses from their linked cities twice
- Changed around the values grabbed for some resource breakdowns so that they match getting rid of this double bonus
- You can no longer build pioneer improvements on resources outside of your ZOC, even if they are adjacent to a city, to prevent them from getting destroyed if they can't get absorbed in time
- Adjacent pioneer improvements to cities now get absorbed into the city the very next turn, instead of 2 turns after they became adjacent
- Fixed bug where custom empire factions designed in the faction designer wouldn't have a valid tech tree
- Custom factions now get the appropriate wall set, and change their name to \\"Kingdom of\\" or \\"Empire of\\" appropriately
- Fixed a bug in the faction designer that caused the race spinner to not match the actual race being displayed
- Shortened the text in the caravan info cards to make it less likely that text entries will overflow to the next line down, and got rid of some old text that doesn't mean anything to how caravans work anymore, and got rid of some hardcoded strings, and moved the hardcoded quote to the different caravan/trader unit types
- CMapGenerator no longer generates race starting position for tactical battles, since they aren t used in that mode and were causing debug messages to flood output as the random land tile buffer isn t getting filled after the first tactical battle map is created.
- Campaign: Fixed oddity where reloading a save would reblock the pass between New pariden and Gilden.
ინსტალაციის ინსტრუქცია:
1) დაქაჩეთ
2) ამოაარქივეთ
3) გაუშვით Elemental.War.of.Magic.v1.06.Update.exe და დააინსტალირეთ
4) დააკოპირეთ დაკრაკული ფაილები SKIDROW პაპკიდან დაინსტალირებული თამაშის პაპკაში
4) ითამაშეთ
sr-ewom6.rar (allshares.ge)
sr-ewom6.rar (upload.ge)
ცვლილებები:Performance- Major improvement to rendering system, especially when 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 ofa 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). Ы Ы
- 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
- Fixed bug where double-clicking on a spell you couldn't cas 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.
ინსტალაციის ინსტრუქცია:
1) დაქაჩეთ
2) ამოაარქივეთ
3) გაუშვით Elemental.War.of.Magic.v1.07.Update.exe და დააინსტალირეთ
4) დააკოპირეთ დაკრაკული ფაილები SKIDROW პაპკიდან დაინსტალირებული თამაშის პაპკაში
4) ითამაშეთ
მოცულობა: 35.16 MB
sr-ewof7.rar (allshares.ge)
sr-ewof7.rar (mydisk.ge)
sr-ewof7.rar (jeje.ge)