Hey all, I just got a new 24" monitor from DELL and want to show it to my wife in the most impresive way I can (So I don't get killed). What PC game do you think would blow away a non-gamer on a bright 24" widescreen 1920 X 1080 monitor? Sammual
Sammual
I can't see anything posted after June 24th in 'Elemental Dev Journals' is it just me? Sammual
A good Beta Tester is someone who can focus as directed, ignore known issues, and can communicate both problems found and why something does or does not feel right. Sammual
[quote who="BoogieBac" reply="15" id="2293853"]Python is now fully hooked up for the AI [/quote] *Joy* I can't wait to start playing with the AI and Scripting capabilities in Elemental. AI and Map Gen are my current projects for my MoM-like game. I think I have Map gen about 99% done, the only issue I have left is the rare case when a resource gets placed in a place that can not be in a cities range. Sammual
[quote who="Scoutdog" reply="17" id="2294049"]"Goodie Huts": Aka. Dungeons? [/quote] As in Civ style goodie huts. Sammual
[quote quoting="post"]At lower levels of micromangment it's not the case that the AI is 'doing the complex stuff for you' the complex stuff just wouldn't exist, you wouldn't get the benifits or complexity for free. Like playing Civilizations Revolutions for the DS, vs Civilization 4 for the PC, differnt expieriances, but in this case one game. [/quote] I would be against this. It would be a lot of work to code, balance, and write AIs to be able to handle this. I
[quote who="Denryu" reply="11" id="2264269"] Yes wouldn't it be cool if this launched a whole new type of multiplayer - no human interaction allowed, it is just "my AI vs. your AI" or even better "my AI vs your and your and your and your AI". [/quote] There are games out there that do this. They are a blast (As long as they are supported to keep the game balanced). Sammual
[quote]One other difference in Elemental was the decision to have multiplayer support. There's a single player reason for this - I want to see how people play the game before the game is released so that I can incorporate clever strategies into the AI.[/quote] [e digicons]:smitten:[/e] I love you! I can't wait for the first time an AI 'goes Gandalf' on me. Sammual
[quote who="Wintersong" reply="21" id="2262892"]Why join Twitter? Cannot you just bookmark the page and go there once in a while? [/quote] Because I'm an Elemental adict. I don't like smoking things but now that there is Elemental goodness in crystal crystal form I will smoke it rather then wait for the powered form to show up so I can snort it. Sammual
Thanks for the screenshot of the new pewter spider! It looks great. My phone will not let me reply on Twitter and I can't go there from work. Sammual
*sigh* Your going to make me join Twitter..... Sammual
[quote who="DivineWrath" reply="6" id="2256470"]Perhaps this stuff should be handled by a Dominions 3 like battle system. You could script what the AI should do, and the AI will do that to the best of its ability in the auto-battles. If you tell it to cast a fireball, it should try to fry a group of enemies instead of a lone unit. Given that Elemental is currently under development, I think we should be able to design an AI instead of relying on scripts alone. You know, a few
[quote who="Annatar11" reply="16" id="2255597"]It's an interesting idea. Perhaps rather than a specific auto-resolve result it would just give you a general approximation of what you can expect. Like the TW tactical result summarizes as "Decisive Victory", or "Close battle" and things like that. So you initiate combat, and it gives you a hint of what you can expect, and then if it's a Close Battle you can auto or try to squeeze the most out of it with manual. That way it's not exac
I'm not a fan of allowing non-caster (Hero) units to use magic items that cast spells. If you lose a fight and your mage dies you are just out 1 mage. If your unit with a wand of fireballs dies you get to be on the other end of that want next fight. Sammual
[quote who="Denryu" reply="10" id="2252210"]Another thought - maybe the choice to "go Gandalf" would have something to do with scarcity of resources. Maybe you start a game planning to hoard essence and become uber channeler - but you start the game and are literally surrounded by resources. You'd be crazy no to lay down your capital and crank out the armies imo. Or the reverse, you are planning to build an army to Stand the Test of Time (tm), but there are no resources to be found near your
[quote who="Rhadagast" reply="18" id="2251951"]MoM is my favorite game of all time, my hope has always been that someone would slap a new coat of paint on it, improve the AI a bit, and re release a "MoM 2". Looks like elemental will be much more then that, the fact that they seem to be true fans of the original sets me at ease though. Ok, back to my dosbox MoM game [/quote] Depending on the day MoM is either my #1 or #2 game of all time. For years I wishe
Elemental != MoM2 So far it looks like anyone who wants MoM2 will enjoy Elemental a lot, just don't expect it to be MoM2. Sammual
[quote who="Denryu" reply="3" id="2251558"] it is exactly balancing between the Gandalfs and the city builders that I think will determine how great this game is. [/quote] I agree. This is the largest balance issue I can see comming down the pipe. I worry that by making cities so much more expensive (Essence cost) they will become much larger targets. A hero who has has essence spent on him is mobile and can be moved to a safer location if needed, a ci
[quote who="Denryu" reply="17" id="2251072"] Quoting Sammual, reply 14 I think the Channeler who weakened himself to create that extra city will no longer be strong enough to protect it from the Channeler that kept all his power to himself and then just takes over the area others have created. Sammual Him and what army? Literally. [/quote] My C
[quote who="Paradoxnt" reply="3" id="2249983"]The essence/city founding concept should balance the problem of 'the most cities wins'.[/quote] I disagree. I think the Channeler who weakened himself to create that extra city will no longer be strong enough to protect it from the Channeler that kept all his power to himself and then just takes over the area others have created. Sammual
[quote quoting="post"] I find one of the most annoying things about alot of TBS games is that...simply having the most cities/provinces means you are automatically the most powerful. I hope that the cost to research technology/spells is scaled based on how many cities you have. [/quote] That is also one of my pet peves. I like this idea for tech but not spells. Why? The cost to roll out new techs will increase with the size of your kingdom.
MoM is one of my yop 3 games of all time. X-com is in my top 5. I would rather see a MoM game then a MoM / X-com mix. Sammual
[quote who="Luckmann" reply="1" id="2245754"]Don't we actually have the developer around here somewhere? He made a dedicated thread, at least to map generation, I'm sure.[/quote] That was me. Different project. I only have map generation and player creation done. Sammual
[quote who="Spartan" reply="1" id="2242634"] Quoting Annatar11, reply 17 Anyway, I would like to see a focused itemised testing list, an organised bug list and general system issues one as well time requirement expectations for the alpha. I would also like to see the selected people broken down into specific teams with weekly objectives. This is so so SD can get the maximum development benefit from the course of action at hand for the commuity. I recall we once had a similar d
[quote who="psychoak" reply="3" id="2239460"] No, mines shouldn't play out. Mixed resources, no. Meteor shard bit, all of the above. Material for a badass unique stuff for your channeler/hero sounds excellent for a random event or preplaced goody on the map.[/quote] I am in argeement with these items. Sammual