The Youtube video is totally epic XD Thanks a lot for the footage Daedalao, it's nice to 'meet' SD staff in motion. The interview with Paul is particularly instructive. Well done.
Seboss
[quote who="SnallTrippin" reply="43" id="2363579"]Personally I hate the idea of allowing the AI to command a players troops, but I would never, ever, trust an AI. They're stupido. Now in multi-player, whatever, just makes it easier. Especially since there wouldn't be a coherent strategy if a player moved some of his units and the AI then moved some for whatever reason. [/quote] Ok, that silence oath of mine was the shortest ever. So, yeah exactly! I don't rememb
[quote who="austinvn" reply="41" id="2363550"]Why not AI orders? There will need to be a unit AI anyway, every RTS has it [...] it'll cut out all the tedious micromanaging of thousands of troops and let us focus on the pieces that actually matter[/quote] You're assuming the tactical battles will be RTS-like with hundreds of individual units whereas I'm more on a low unit count grid-based turn-basey model, where I would not want an AI to take initiatives. I think I'm gonna clos
Why AI orders? If a player is not able to give his orders in the agreed timeframe, his units should just stand there doing nothing or carry on with whatever they were doing previous round.
[quote who="BoogieBac" reply="27" id="2362367"]Yeah, I'm still mentally in August...that month friggin' flew by! You'll be getting the beta as soon as we get some post-PAX relaxation in. [/quote] Ah so that was really a slip of the tongue. Nice seeing you on that vid Boogiebac! @daedalao: keep em coming! Thanks a ton for these PAX tidbits.
That makes a lot of sense. It's a pretty good deduction, and I would actually like that.
Btw, could you spot the hidden Yahtzee in that vid (Zero Ponctuation guy, not the lame dice game) ? :P
[quote who="Nesrie" reply="19" id="2362025"]The best thing I can think of for what continuous could be would be Space Rangers 2 (never did 1 so that might be the same too). Where basically as long as you are doing something, clicking commands if you will, it feels like real time but what it really is is a bunch of turns and as soon as the commands from you end, the game sort of pauses, but its not so much a pause as waiting for you to begin your next turn.[/quote] What would be the diffe
[quote who="LDiCesare" reply="14" id="2361733"] The first point in particular: I think real time makes it impossible to control large battles of many units because you must click fast to be able to give orders to all, whereas turn based allows you to give orders to all of them, then press new turn and the orders are resolved (real time with pause, aka continuous, allows this to). More realistic is very subjective. Battles are fought over several hours in reality.[/quote]
Boogiebac mentionned "next month" in this PAX video: http://www.youtube.com/watch?v=G7PZxL1wOgI (see thread: https://forums.elementalgame.com/362984)
We still have to figure out what's behind the continuous turn thing and the scale of battles. This whole issue might indicate that the battles will be fairly big indeed, otherwise I don't see how they could be that network intensive.
Yes, it seems artists are generally too much influenced by the Shelob design when it come to spiders.
[quote who="Netaddict45" reply="11" id="2361544"] Quoting Seboss, reply 1This continuous turn thing sounds a bit like Final Fantasy [...] That's not really what continuous-turn based means. I think the comparison they used was The Corporate Machine and another game like that would be Victoria.[/quote] Yes, I was mentionning Hearts of Iron as another example on IRC earlier, close enough :) I'm really not sure what to expect with battles.
Hey Boogie! Nice interview and very nice footage of the game. Don't have time to get overanalysing it right now but I'm sure over people will soon enough :) Just one thing: "In the beta that we will be putting out next month ..." ACK!!!
Indeed, simultaneous turns (Space Rangers 2 as Nesrie mentionned, or Civ4) help reducing downtime between turns and keeping the game flow more natural. Add a timer in top of that and MoM-like battles could be over fairly fast, if they don't turn to Benny Hill-like chases that is.
I wouldn't have said it better.
[quote who="Sarudak" reply="4" id="2361358"]That pic is obselete.[/quote] All right. So before throwing assumptions, I'd like to have some more information about battles. Will they use a grid? what is the scale? should we expect ~10 units like (MoM) or thousands of units (Total War)? Will it be possible to 'script' orders or battle stances (Dominion)? Until then, it's difficult to form an opinion. While TB could work with a handful of 'abstracted' units, it seems out of the quest
This continuous turn thing sounds a bit like Final Fantasy, ie you have a limited time slot to issue an order to one unit after another that is carried out after a timer expires. The string of unit icons at the bottom of the screen seems to corroborate this.
I wonder what's behind the Gifted and Sacrifice boxes.
[quote who="Jharii" reply="55" id="2360099"]Hmmm. Theoretically, I would think the opposite. In a real time game, data is rather consistent and the code can be optimized for fluid game play. Turn-based could be a bit different since the end of turn could result in a ton of data needing to be sent/received.[/quote] I doubt it. Real time online games such as FPSs have to constantly send vectors data and player inputs in and out to every players. A turn based game
[quote who="Torment" reply="15" id="2357597"]Either way, it would be awesome if someone would create a Middle Earth/LotR mod. [/quote] That's a given :)
If the game is able to inform the player of other players latency or upload rate in the lobby, I don't think it would be necessary to enforce minimum bandwidth/latency restrictions. The players will be able to take their own informed decisions. Beside, latency is a relative measure. I don't know how this applies to Demigod or Elemental but, if European players drag everybody down because of laggy oversea connections, I guess you'd better setup a mirror server in Europe. Finally,
Played a lot of Little King's Story on the Wii. About Arcanum, remember to pick up the high res mod: http://drog.terra-arcanum.com/highres.html <
I second NTJedi suggestion, this works pretty well in Dominions.
Well, I'm no expert of MoM but it seemed to me that magic and the choice of units play a big role during combat. My flocks of Wyverns have been turned to shred by a handful of well protected slingers and a few well placed spells on numerous occasions.