[quote who="RFHolloway" reply="271" id="2826680"] These then give the flexibility to people who want to do a bit of resource management but it feels more like a fantasy novel, its the Hero who does all the leg work and tracks down 3 cloves of kingsfoil, 2 vials of troll blood and a partridge in a pear tree. For someone else to convert into a potion to rescue the princess/magic apple of deadly poison/flaming sword of smiting. What I am saying is an adventuring
kenata
[quote]Let's try to summarize what we can agree on, instead of bickering. Depth is okay, as long as it isn't too distracting. It needs to be a little distracting, though, that's the point of it, to split the player's attention away and try to trip them up. Depth should come with purpose; the benefit of having to do more work is to get a better outcome than what the computer could do for you in automation; I think that's also largely agreed upon. I also think that waging war against an opp
[quote]In all seriousness I have put all my quests on hold until someone makes a decent quest editor.[/quote] I guess you just volunteered. Seriously though, a quest editor is would be nice, but is far from necessary to add new quests. I think it would be nice if the devs a lot more quest triggers. Right now, most quests are triggered from quest locations, which is cool and all, but I think many modders want a lot more freedom in how quests are triggered. I once had an idea fo
[quote]I want to play the game, not watch the game be played via the work of the programmers.[/quote] I think this underscores a really important point that needs to be clarified. What is the game and what is the focus? The answer to these questions will dictate what is and is not ok to simply abstract away. Some have said the game is a war game, and if so, then focusing on suppies and weapons would make sense. Some have said that the game is a mixture of genres but the focus is the s
[quote]What about spells for levels 10 and above? That area really gets ignored as well. I have had a level 16 spell book but no awesome world altering, empire wide destroying/crippling spells. The spell of "Faking" does not count. We REALLY need high level spells to reward those who manage to reach high spell book levels.[/quote] I think they removed this level and made all spell books 1-5 only.
BoogieBac, As someone who has modded spells a lot, please add some way for me to target a party. I want to add game modifiers which have effects at the strategic party level. Like a spell to increase a parties move speed, or a spell to reduce an entire parties attack or defense. There are alot of other changes I would like to see, but I think this is the easiest and would give the most ability to modders to make cool spells.
[quote]I'd rather wait an extra month or two for the patch than suffer another wave of whining and overly-dramatic "goodbye" threads. I doubt Stardock is keen on repeating history by pulling the same mistake which led to the game's poor release.[/quote] I completely agree, but the fact is that they are doing a lot of the exact same things with 1.1 that they did with the beta. They are saying some stuff but ultimately keeping the community in the dark through the entire dev process. I
[quote]I re-read my first line, and I should have said I dont want to move on. I still have an obsession with checking the forums. I still pop into IRC, although not nearly as much since working with UDK. I wonder if I'm also worried that this type of change will happen again. I don't mean to doubt them, but what if the changes they do don't go over so well? What if the first expansion pack breaks mods again? I like doing the modding, I don't like having to go back through thousands of lines
[quote]But if people have to wait a few more weeks or even a month sure the boards will have lots of muttering and ranting but that will all be forgotten if they then release 1.1 and it's a really good solid patch.[/quote] I disagree with your point about mutterings on the forums. At this point, a lot of people are past this point and are simply shelving the game. Recently, impinc posted on two of his mods a message to this effect, underscoring a real sentiment within the greater comm
[quote]"Farmer" Champions have "Farmer" as background representing their past, not as their current "job"[/quote] I think a job system would be a really cool addition to Elemental in general. I am not thinking something as grandiose as the job system from FFT but something simple where champions can get level bonuses based on the job they select. The selection wouldn't need to be very broad either, just like Farmer, Merchant, Soldier, Researcher, and Politician. From my point of view,
[quote]Still I'm sure their proud authors will do so as soon as they have the time.[/quote] I think the biggest problem here is that several of these authors have gone MIA and people like HeavenFall actually has a ton of mods he has worked on so it could be a significant process to get them all working again.
I would bet that some mods will be completely unusable, but most mods will simply work to the point where they either crash the game ( the same way gnilbert's 1.08 mod does to 1.09) or will fail to give intended bonuses. I think it would have been nice if the devs had given the mod community some kind of early look at the xml files and the changes, so that we could already be working on updating our mods.
[quote]I think I have just crossed over into Expansion land so will end this post now. [/quote] I think this entire post has been in expansion land, and more than likely fictional expansion land. The most likely scenario is that this entire post will go the same way as the camps before it. I think once the devs give us more control over how caravans work, modders will be able to take some of these ideas and add different resource systems which cater to every side.
Honestly I have no clue why it works when you replace a little but not when you replace a lot. I would bet there is some kind of check in place that looks at the entry and uses some heuristic to determine if it is the same or different. This check probably doesn't kick in when you don't specify certain fields, like the display name or description. Though honestly, the method I have shown above is a good modding practice so that you are not attempting to override every value of an entry with a
Frogboy, In your turn 50 AI error image, I would argue that you are incorrect with the placement of your boxes. It would be in the best interest of each player to attempt to get as close to the center of the tri-bottle neck as possible, as this would not only give them a method of holding their own choke point, but also starving out the expansion of their potential enemies. Edit: The expansion done by frogboy is not actually a choke point but a strategic intersection. Choke po
[quote]I don't WANT to. I guess I feel like it's pointless to do any modding now until 1.1 comes. I know they're doing their best to get it right, I respect that. It's a tough situation. There are times when I want to be mad at Stardock, but there's only so much a small company can do. It gets incredibly frustrating modding this game. I thought at first it was my lack of modding knowledge, as I've never modded a game before. Now, I finally realize it's because the game isn't modder friendly A
WOW. Yet another good modder has moved on. I hope you come back dude.
[quote]That could easily be resolved by allowing the player to choose which city structures would be retained/razed that are duplicates, if any even exist. [/quote] The big problem with this is the fact that the system does not allow you to do this and the devs have not ever expressed a desire to add some kind of auto raze functionality.
[quote]P.S. I am not a fan of the auto generating Caravan idea. If they are to be an integral part of the game, in some meaningful fashion, then you should have to look after any and all supply lines you set up. Is it really "you" or the computer that is running the bleeding Empire. Click and forget is never good, or should be considered acceptable behavior in any 4X based game imho. If I'm an all-powerful Wizard King, and I say "we're going to make this town our armor m
[quote]When finishing most of the civilization tree for example, if you have the exploration tech, you'll get an option to research a tech that symbolized the realization that your kingdom now reached the technological levels of the past, allowing you to build a wonder called "the great monument". Same thing with the conquest and magic trees, leading to the buildings called "the great war academy" and "the obelisk of magic" Each of the said buildings will be a "one
[quote]This is why computers were invented, simplification of complex systems. You write software that allows you to type up, print, fax, email, etcetera, a document you once had to hand write with a quill and ink for each individual copy you needed, then physically send them to their destinations.[/quote] I don't know where to begin with this statement, as it is simply wrong. Computers were not created to simplify complex systems, as the computer itself is a highly complex system an
[quote]Sounds great from what is there. I had one question based on how the AI will makes its decisions. Does the Player Strategic AI thread take the Faction's "personality" into account when making decisions? Or will it simply make the "best" decision? For example, will all AIs decide to research or build up more military if the Human starts building up military or will military factions focus on military and diplomacy factions focus on diplomacy? Or this this more of a "down t
- New DDR Challenge Mode - At the beginning of combat, any champion can challenge an opposing champion to a DDR dance off. The loser sits out of the combat overwhelmed by the levels of pwnage.
I want to know how the AI will handle user made content? Will it be similar to the way it is currently handled in 1.09?
[quote]I REALLY REALLY WANT to be able to use the multicultural assets of a taken city. That is huge fun for me. IMHO, this is a balancing issue not a problem. Some of the most fun that MoM provided was you could get access to new racial advantages and tools and units without limitations. It becomes a strategic advantage to go for those cities.[/quote] I will agree that this is fundamentally a balance issue and not a bug. Yet, the point is that it is a problem since it o