High ground or not, if your "positive attitudes and ideas" mean telling people to go fuck themselves then I wouldn't want to meet you on a neutral or even bad day.
Gazz_
[quote who="falconne2" reply="62" id="2802272"]Considering the number of people on the Civfanatics forum that have decided to buy Elemental on the news that Kael has joined the team, I think the confidence is pretty unanimous [/quote] Well, maybe the acquisition of these customers was the reason behind the hiring? *gd&r*
[quote who="Aractain" reply="43" id="2718585"]It lacks latex clad females...[/quote] Yeah. No mistresses, no DK! ...and torturing improved their morale. =)
You can just hack a hero's stats to unlimited values if you use a memory debugger. The game isn't protected against that in any way. No idea how that will work in multiplayer.
[quote who="Derek Paxton" reply="89" id="2801887"]Please continue to be as open with ideas and feedback as we work on making Elemental great.[/quote] Hah! Don't encourage them in articulating their philosophical balancing observations, esoteric suggestions, and infinitesimal features with platitudinous ponderosity. =P While I don't equal FFH with the second coming, I very much like the philosophy behind it. The kind of choices the player gets and how they affect gamep
[quote quoting="post"]Taken up on the bold statement that I could implement a global mana system in 2 hours with the current modding system, here we are (just kidding... nobody cared).[/quote] If it helps, I'll claim that I said you couldn't do it. =P But yeah. The mechanics for globally stored resources and generation/upkeep already existed... [quote]- Overburn - Running out of Global Mana due to over-use in tactical combat while having summoned units wi
[quote quoting="post"]Taken up on the bold statement that I could implement a global mana system in 2 hours with the current modding system, here we are (just kidding... nobody cared).[/quote] If it helps, I'll claim that I said you couldn't do it. =P But yeah. The mechanics for globally stored resources and generation/upkeep already existed...
Well, at least he knows first hand how aggravating it is for a modder to run into hardcoded features that you just can't get past . Then you spend ages with creating the illusion of having done it anyway... If all he does is keep this kind of accessibility on the agenda I'll be happy because I simply don't care if I get "my" game tomorrow or in two years. Of course, the kind of choices in FFH are a good omen. They aren't the typical Elemental choices like "t
[quote who="cpl_rk" reply="27" id="2801702"]I have used the raise land spell once or twice, but it has problems. For some reason, even if I create a land corridor over a lake to to an island, there still seems to be a "desert cliff" otherwise open ground square that blocks overland access to & accross the new land corridor. So, I haven't been able to make use of that particular spell yet.[/quote] The 3D map is terrible at showing which hills are actually mountains because som
[quote who="DKL" reply="142" id="2801481"]I'm afraid they have to have damage types first. Game has no idea that flame dart or fireball does fire damage, its simply "damage".[/quote] Heh, yeah. First things first. =P Resistance and immunity don't need to be separate systems, though. As I outlined here , a "damage type vulnerability" can do both easily. The fire elemental wold have a Vulnerabil
Identifying hills on the 3D map is very unlikely to ever work. Their morphing terrain doesn't seem to use particular "hill squares". But I could be wrong. That's something the 3D people should answer. Ideally "someone" (who is bothered by this) would change those 3D tiles to a more uniform look so woods are recogniseable as woods and hills / mountains as such. Why don't you? =P
The way I see it, the XP of the troops is the thing that needs to be preserved the most. It's perfectly believeable that the troops need to re-train with the new weapons and equipment so the time to train the new unit in the city could just be left as is. The benefit would be not having to go through the many many fights that you fought to get the unit to a high level.
Well, you could have real sword fighting in the tactical battles with that console that has the 2 stick controllers you flail around. (I keep forgetting which is which but it's one that is shown in TV commercials a fair bit)
Thats due to the funny way the mountains are displayed. If there is a 2x2 mountain, that's actually one piece of gfx covering 2x2 squares. If you remove but one tile of it, the whole 2x2 gfx are removed. This is "fixed" by a save / load, upon which the terrain gfx are properly loaded from HDD again. This time as 3 single 1x1 tiles covering the 3 remaining tiles. In short, it's one of the many "does not update upon change</e
[quote who="xaltotun" reply="22" id="2798930"]4. Bigger Dungeons Right now the options when entering a dungeon or goodie hut are a. find item b. dialogue to get quest or c. fight monsters on a small battle field. Entering a few dungeons should put the player in a large area with unique monsters, etc to fight with perhaps more than one treasure to be found. [/quote] That absolutely requires <a href="https://forums.elementalgame.com/396702/p
Or change the movement cost of the terrain tiles. That would not speed up the combat action costs...
Double clicking in general seems to be rather random in WOM. When loading a save game I can click up to 10 times before it registers my intention to double click that save game slot. The reverse is true as well. Double clicking Raise Land can result in a Triple Click . If there is a piece of land under the pointer position, that is also in spell range, the 2nd click goes through the open spell book and the
A far more solid solution would be if the unit XML would not just have one field for Display_Name but instead have Display_Name and Display_Name_Plural. During unit creation, the game would attach the matching one to the unit. Simple. Rules like in the first post can not work. You're probably assuming that english will be the only language WOM is ever going to be available in...
Estimate 3-4 hours if you've never played the game before and are figuring it out as you play the campaign. The quest instructions are a bit vague at times so estimate a good share of that just trying to find the Very Special Square on the map that you need to step on before the campaign progresses.
In my magic thread I've been toying with a summoning circle á la MoM. That could serve as such a destination or shortcut. If you could only have one per empire, there would be building time to prevent switching the destination around every single turn. If it was a spell, there would be casting time and more mana spent to the same effect.
The cloth map gfx can be changed easily - with the exception of roads and cliff / beach tiles.
[quote who="Jandurin" reply="4" id="2797712"]Maybe a wait until end of turn button so you can have them stand back until the rest of the team has gone? That said, with initiative, it would make sense to use mana to get rid of any problems on the opposing side if you have the chance before using your tank or catapult or whatever.[/quote] Really depends on how the whole system works. The above only works if there ARE turns. An initiative system does not necessarily imply
If you replace the "view" in the URL with "img", you can make it a direct picture link to use in the pictures of your first post.
If the AI would "properly use" Teleport, it wouldn't be any less broken. There is simply no possible counter against instant transportation without even interrupting a unit's movement. Some possibilities ...
Ah, I see. The game cannot be finished until... Seven deadly sins, seven ways to win (currently only 4 victory conditions!), seven holy paths to hell...