[quote who="Gravedancer" reply="3" id="2770660"] quoting post Step #4: The Quest Definition ... Then I wrote up the quest definition. Quest definition... there's a lot of details glossed over by those two words. Would appreciate if you could comment on the schema of the quest definition and list out what the different options are for some of the elements. Then there are Quest Objective Definitions, Quest Condition Definitions, Que
Frogboy
It is something we're working on. Obviously, it's not something as easy to resolve as we would like as it involves the way different drivers are handling different calls (which is why the experiences are so different). Hopefully v1.08 will continue to help but I don't think there's a magic bullet, it'll just take time to find workarounds for different video cards. If you have an ATI card, your best bet is to make sure you have the latest drivers (same for nVidia but ATI
The way to think of a "turn" in a tactical battle is to divide up the turn into 10 phases. Someone with a combat speed of 1 moves at phase 5. Someone with a combat speed of 2 moves at phases 3 and 7 Someone with a combat speed of 3 moves as phases 3 5 and 7 and so on with a combat speed max of 10. A lot of the design beefs many people have had with Elemental v1.0 is that the RPG and Strategy components are not well integrated. It's a muddle in places an
This is the kind of thread that is great for the community. You guys should feel free to give your ideas and suggestions. I don't necessarily agree with all the idea (especially #3) but it's still a good discussion.
SPOILERS (last chance) Destiny'
I think we should come up with an XML list of names for each faction and have the name generator pull from that.
[quote who="hairrorist" reply="12" id="2768347"]Brad, I've been pretty worried since the direction of the changes has been so ambiguous, but it sounds like you guys are aware of the systemic problems that I have been concerned about and will be moving in the right direction! That's great news.[/quote] Ironically, if the game had gotten positive reviews overall, we'd be stuck with the current system (ala GalCiv II's terrible economic system). But now, we're free
[quote who="ckessel" reply="8" id="2768315"]I'd really like to see the mod ability increased enough to work as a general purpose engine. I bought Civ IV due to the Fall From Heaven mod. Regardless of Elemental's release, I think the graphical mod tools, combined with a VERY in depth Python mod ability, would give the ability for major mods, maybe even licensing the entire engine for a full on TBS game. As for Elemental itself, I just don't feel like the gameplay had a vision. Frogb
Our original plan, for what it's worth, was for the expanded E team to go do a sequel to one of our existing titles and have the other half create a new RPG title using the underlying engine elements (the quest system in Elemental is very VERY powerful, just woefully underutilized right now). However, since Elemental launched in such a deplorable state, that has all changed. Now the plan is for the E team to stay on Elemental for the next 20 months to redeem Elemental in the minds of
[quote who="Franky999" reply="15" id="2766977"]Frogboy, your answer make me think about something: I hope that the program analyse the data on startup, (like the min and max value of items, weapons ect), instead of hardcoding the value in the AI script. I say that because mods can alter extensively these data values, and the AI could become unbalanced...[/quote] Not really practical. The basic problem (let's just say the killer problem for the AI in Element
I enjoy reading well thought out reviews - critical or uncritical.
[quote who="arstal" reply="2" id="2766910"]Glad to see journals are re-opened. Are you ever going to sell codes for that DLC separate from the book? Would you be allowed to? 2nd question: Are you guys going to look at MP for potential AI improvements or game balancing? [/quote] We can't. They're not ours to sell. In the end though, there will be an expansion pack's level of content
I will say that those people who choose to assert that we are "liars" or worse are not welcome in this community. There are plenty of web forums that welcome vile, nasty people. But this is not one of them.
[quote who="Robert Hentschke" reply="32" id="2765689"] Regarding spells: In v1.1 spells are going to support using global resources and mana will become a global resource. The caster's own resources, I assume. I've been tinkering with a spell or ability for a spy-like or raider unit to "steal" resources. So far I have only been able to buff/debuff the production in a target city. That's not surprising given that there are several vanilla spells
We agree with you. It's going to be modified coming up.
YOu need to eliminate the Prereq you have up there.
[quote who="Stmorpheus" reply="25" id="2765660"] Quoting Frogboy, reply 22Regarding spells: In v1.1 spells are going to support using global resources and mana will become a global resource. wait you mean that its possible to need spell components? for example, to cast arcane armor it may need say 3 iron? because that would be badass and unique. a great way to curb very high level spells![/quote] The idea is that a spell would make use of a
[quote who="Nick-Danger" reply="73" id="2765630"] Quoting Nack210, reply 62How about just leaving the cities of the defeated sovereign as part of a "rebel" faction?In beta there were a lot of ideas floating around on this. For example: -some cities of the defeated sov would go over to other sov's. -some cities might be 'claimed' by champions (unaligned) to form a neutral faction (much as we have 1 city neutral factions in release) -some cities
This is amazing.
Regarding spells: In v1.1 spells are going to support using global resources and mana will become a global resource.
Would anyone object if I made this thread a sticky? I.e. would you guys be willing to maintain this so I can direct developers to answer any questions I don't know off the top of my head?
Q: Is there a way to apply effects to units that start/end their turn in or move into a map location? I don't know what you mean by effects. Visual effects or like buffs?
5. Is it possible to give the user the option of multiple improvement types on a single resource tile? (Like build either Building X or Building Y on selected Old Growth Forest tile?) Yes. Take a look at CoreWorldResources.xml and you will see that they define a type in there. Then look for say Imperial Farm in the EmpireUnlimitedImprovements.xml. In it, it looks for . You can have multiple improvements that make use of that resource.
Tactical battles won't be in MP for v1.08, that's a feature that will take some time since we did not originally envision tactical battles being in MP but later revised that based on beta tester feedback but that was after a lot of design work had gone into the system (basically, once it was decided that tactical battles wouldn't be real-time it was decided that they would take too long in a multi-player game, while in hindsight, I wish we had just made it an option, we didn't and so it has t
Two letters: AI