[quote]Nice job on finding the article, Dsraider. Very interesting stuff there. So, what do we speculate on now?[/quote] Frogboy recently said that random events are coming down the pipe. I wonder what this mean exactly.
kenata
[quote]Since this thread really isn't a poll, it's a discussion in which people are supplying information beyond their answer, this really isn't a big deal to me. However, the problem is when you try to use the simple "Yes or No" count to prove a point to Frogboy, as you attempted to do so in another thread.[/quote] I completely agree with you. Honestly this thead has a lot of posts now, but of the roughly 50 votes, how much of the WoM customers is that? The only thing this thread p
[quote]Yeah I figured that out after I created a new post for v.0.11. Hopefully that will be my last error in that regard. I'll try to remove that version. Thanks for the heads up.[/quote] Awesome. Sorry if my previous post came off harsh, as I was not trying to point out an error.
[quote]Yes, there is that thing about what is a core feature. Most single player games do have multiplayer included, and I now think it would be better if Stardock took a bit longer and made a SP-style co-op mode with as many features as possible from SP, and only leaving things out if it was tried for a decent time frame and didn't work out. But certainly not "Quests are too hard, ditch them. Tactical combat too hard, ditch it." People are still playing AoW:SM since 2003 and it has Quest
I agree completely. I think that spending the extra time making SP amazing would only benefit a later addition MP DLC. The general problem with this push for SP like MP is that it places additional strain on SP experience. For instance, say the developers figure out a really cool set of mechanics that work great in SP but are either unfun or not workable in MP. Since the devs want to make SP and MP as closely linked as possible, the devs decide not to put in some really cool mechanics simply
Hey Mqpiffle, You know you should edit your posts on wincustomize for new updates instead of adding new ones. This will help keep the list of available mods a bit cleaner and ensure that people only access your most up to date mod works.
[quote]How about adding Lance - Charge - move up to 3 spaces to target, attack bonus 25% damage bonus 25%+25%per space moved[/quote] This is not exactly possible. The calculations would not alow me to know how many spaces were moved. A long time ago, there were plans for a companion mod for UW called Updated Mounts, which gave abilities based on having a particular mount. On several occasions, I have mentioned that I would do such a thing if people actually wanted it. The genera
[quote]I agree with the OP completely. Plus his AI point is very good - programming AI tactics is much easier for abilities that are "always on" rather than things that have to be used and then recharged, unless they are so good that it is always best to use the ability immediately. But if that's the case, then it's a pretty stupid ability to give them since it's not really a tactical CHOICE, just a tactical power up.[/quote] The point about AI was probably the weakest from above fo
In the bar for the post options, there should a button labeled Karma. You can give karma pretty much any time with a message for why.
[quote]- the lack of importance of maneuvering; being attacked from the rear or flank is currently no worse than being attacked head on. the game has just become a race to make the most attacks as quickly as possible without thinking about positioning[/quote] I have heard the argument many times, and while I don't disagree that flank would increase the meaning of maneuvering, the current mechanics does not have an overall lack of meaning with respect to manuevering. In the simplest of
If they implement Hotseat, I might play it once with a buddy, but in general, No.
I will admit that a discussion of both MP and scale are worthwhile, yet it is moderately silly to discuss both at once. As most know, I got the chance to discuss my wants to the dev directly, and as far as I am concerned, they were open to a rational and well thought out arguments. Yet, while this thread could house such arguments, it is more self serving than genuinely concerned with having the community discuss real points about the various aspects of Elemental. There is no reason to have t
Honestly, you should probably rename it to something a bit less definitive, as these are probably not the biggest "wants" from the community. While many community members might express their desire for more epicness, they rarely can agree on exactly this epicness looks like. For some, this means battles where units have troop counts in the thousands, while others want larger battle arenas with unlimited units. Yet, no one seems to ask if these types of changes will actually result in the game
[quote]1.3 is going to be primarily gameplay. v1.2's only point is to try to eliminate the last vestiges of memory issues so that we can start evaluating larger maps, more content, etc. in the world.[/quote] This sounds great. It is good to know that v1.2 will address these memory issues, though I am excited to see some gameplay stuff come in v1.3.
After talking with Cari, she informed me that this value is hardcoded and is unchangable.
[quote]@IronKaiser: Or perhaps he simply impaled himself by accident with his own sword and was cursed and bound for his clumsiness? [/quote] I think this guy was just into some kinky stuff before becoming a zombie and now doesn't have the cognitive power to take the bonds off.
[quote]That's what I suspected. Yep, brilliant implementation, Kenata. Thanks for your input.[/quote] Just happy to give me two cents. The truth is that the quest system has a wealth of untapped potential, in some way greater than any other system in Elemental. Every quest is an opportunity to inject a narrative into the characters and events moving around the game world. In this thread, we have been discussing quests as a means of filling in the backstory of the various NPCs, yet thi
As far as I know, Assassination is liked to a normal attack and not a special ability. You can't just say roll assassination to see if the next effect is doubled or not.
[quote]Now, since I'm not too familiar on scripting, let me ask: would implementing this history tag idea restrict the creativity of developers or modders? Say, for example, someone wants to port a medieval Luke Skywalker over to Elemental (not my cup of tea, personally, but I digress). Said modder wants to add in a personal quest in which Luke will ultimately fight his father, the Dread Lord Vader. Would the history tags prevent him from creating this quest (or whatever wild, wacky, unheard
[quote]Of course it is your decision what you want to use for your mod and what not. That's clear. But what have a single effect, that works, to do with incompatibiliy?[/quote] Its not about imcompatibility. Its about the perception of compatibility. Though either way, as I said, the particular effect is fairly easy to create so I just did it myself.
[quote]..spike? that's the sword which broken hilt he's holding...[/quote] Wow, I didn't even notice, but you are totally right. That is the hilt from the sword blade in his chest. Even cooler.
Ahem...
[quote]Yea, Dread Fright is a great idea, sounds like its just hard to balance with current code limitations. I really like the throwing axe idea as discussed. I can understand wanting to keep the mod as light as possible, but if Jounk33's effect file for axe throw is pure XML, that would stay very light. The current effect for throwing dagger is cool, but something to differentiate the axe ability visually would be nice and I have seen nothing in the vanilla that w
[quote]Until they fix it you can try naming the cities such as "Capital1", "Food1", "Arcane1", etc. Not very roleplayish but it helps alot when trying to remember what city does what.[/quote] Yeah I use Capital, One - Food, Two - Metal, etc as my name scheme. Thus the first part is the order the town was created and the second is what is special about the city itself.
[quote]I looked through ElementalDef (a couple times both before and after your reply) and I didn't see anything. I guess I'm just being blind and dumb. Specific name of the value? If it's "ZOCImprovementInfluence" it sounds like it controls more than just the minimum distance.[/quote] I looked as well and it appears as if this has been either been removed or my memory is faulty. I will ask the devs and other modders this next week about this and see if there is a sort of work around