[quote who="Heavenfall" reply="3" id="2690488"]Aren't the guys in Halo called spartans or something? [/quote] I've never played Halo, but I can't wait to get more infos about this game. [e digicons]:pout:[/e]
Tormy-
[quote who="Gorstagg" reply="242" id="2691448"]I'm standing by my belief that movement should be split completely from the Action point setting. There should be Action points, used to perform actions, attack, cast a spell, use a potion. And there should be movement points that ... let you move a distance. Irrespective of your action points. [/quote] Yeah, this could work as well. Combat Speed shouldn't be removed of course, it should a
[quote who="arstal" reply="71" id="2691322"]I think the rare techs would help with the tech trees somewhat. [/quote] Definitely..just like rare spells would/WILL?! enhance magery! I would like to see LOT OF different rare spells. Froggie has mentioned a long time ago, that we gonna have spells like these. IE. It's possible that 1 specific rare spell won't appear in the game 'til weeks of playing. Just imagine: 100 rare spells with a 10% chance / s
[quote who="Climber" reply="67" id="2691296"] Magic With above idea in mind, I don't think "Spell of Mastery" should require any pre-req in Magic tree. It should be a level 1 Magic spell with huge research cost. Any player spending significant amount of time casting & researching it will win the game. [/quote] I don't like this idea of yours. Spell of Ownage Mastery should be the last
[quote who="marlowwe" reply="5" id="2690728"]Would it be possible to have "rare" metal deposits (a subset of the existing metal mines) that give your troops better weapons and armor? These deposits would NOT be random but strategically placed in dangerous areas (open terrain, strong monsters guarding it etc...). [/quote] Serious mods will have to have more types of metal. ;)
[quote who="DeadlyShoe" reply="70" id="2691070"]I would dearly love if unit groups were handled on a per figure basis, ala Master of Magic.. [/quote] Agreed.
[quote who="Raven X" reply="5" id="2691172"] Quoting Tridus, reply 4 That screenshot mentions weather. Interesting! I know that the python scripting isn't going to make it at release, but that's what I'm most looking forward to mod wise. You can do some REALLY crazy things once you can script how the game should handle things. I noticed that too. It makes me wonder "Is there an Actual weather system in the game? O
[quote who="Frogboy" reply="8" id="2666733"]Exact Formula: Unit has equipment that has attack values that gives the unit an overall attack rating. Every type of equipment has an attack type: Normal, Cutting, Blunt, Piercing. Whichever type of non-normal attack contributes the most to your attack rating defines your overall attack type. (Realistically, your primary weapon). .. Unit has equipment that has defense values that gives the unit
[quote who="Annatar11" reply="19" id="2690038"]Indeed. As for the source so people don't think I'm dreaming it up: https://forums.elementalgame.com/385858 reply #8. And min roll is 0, not 1. [/quote] I've missed that post, thanks for the link! I must say, that I don't like this system. [e digicons]:S[/e]
[quote who="Annatar11" reply="13" id="2690004"]Damage and resistance types are figured into rolls. The way combat works is the attacker rolls 0 or 1 to his weapon damage, and the defender rolls 0 or 1 to his defense rating. The difference between rolls is how much damage is done. If the defense roll is higher than attack roll, it's a miss. If, say, an armor resists piercing damage, then the defender gets an automatic max roll vs piercing weapon attacks. I'm not sure if the min roll
This is a weird bug. Try to do the following: 1. Create a new Sov 2. Edit his stats to 15/15/15/10/10/10 or something similar - only 1 thing is important: only 5 "design" points should be left 3. Go to the talents tab 4. Choose Ugly & Outcast -> 11 points left -> Cannot choose Naturalist or Tracker [Both of these are 10p talents] 5. Choose Ugly & Cruel -> 11 points left -> Cannot choose Tracker, but Naturalist is available
[quote who="ddd888" reply="9" id="2689958"] Quoting Tridus, reply 7 We only need a new stat because they're strongly against using overland movement speed as tactical movement speed. If that wasn't a problem we have all the stats we need: movement and attack speed (combat speed). As it stands right now, this part of the system is too simplistic. There's not enough stats. Too many stats is more of a problem for Sovereigns. <br
[quote who="Wintersong" reply="11" id="2689928"]Maybe i's a typo and it's really Master Verja. Not quite the same but safer. Quoting Tormy-, reply 9 Eh, I am wondering, that what is the meaning of this word in Italian. -> Giovanni Verga Google translator offers "rooster" as meaning for Verga in italian ( well, "rod" too ). Theatre Verga [/quote] So it's penis in Italian as
[quote who="ddd888" reply="5" id="2689916"] Quoting Tormy-, reply 4 Actually I'd go with a totally separated movement & attack system [like I've said in the other topic], because that would be more realistic, but this could work as well. [This is somewhat similar to the AoW combat system.] well if i have to design a new combat system i would use a system of 14 differential equation while the stats of each unit
Eh, I am wondering, that what is the meaning of this word in Italian. -> Giovanni Verga :D
[quote who="TCores" reply="2" id="2689447"]In the combat thread we have discussed this quite extensively and completely agree that one stat for movement / number of attacks causes a lot of problems. Specifically we've been calling it the "Sauron / Super-Calvary" problem where people who move far on a battlefield (calvary) suddenly get a ton of attacks, and people who are supposed to have a ton of attacks (Sauron) can suddenly teleport across the battlefield. It's obnoxious.
[e digicons]\o/[/e] [e digicons]\o/[/e] [e digicons]\o/[/e]
[quote who="Annatar11" reply="1" id="2689417"] Meanwhile… The tactical team has been working on some of the cheese that slipped through (bows and spells being over-powered). I had one of my AI players train archers and it quickly walked over all the other AI players without a problem which demonstrated a real problem with how bows and spells were working. The beta community confirmed the problem as well and so that was something that got zapped today. T
[quote who="Malloreon" reply="200" id="2688981"]Tactical Combat needs a lot of work right now, here are two issues I noticed: In pure Melee combat the person moving first is a sucker. Imagine the scenario in which your melee person has 1.5 AP. You can close the gap to your opponent (there is only one square in between enemy lines) and now stand there for your opponent to hit. So, instead you wait a turn for the NPC to move, then unload on him. In ranged combat, the perso
[quote who="Tormy-" reply="61" id="2688658"]Hm, I was trying to offer a non-aggression pact to the AI, but I failed to give him some gildars in order to raise the "perceived value". Anyone was able to give gildars to the AI? Also, I cannot trade with the AI at all....nothing happens when I click [left/right/dbl click] on materials or gildars. *edit* Right after I've made this post, I wanted to continue the game, and the game crashed...but before it crashed I'v
[quote who="DeadlyShoe" reply="8" id="2688799"]a good core game for august release is possible at the current pace but itll probably still need some patching . [/quote] That is for sure, but which game isn't in need of patching after release? :P ..you lads should stop worrying. Even if we gonna have some bugs/glitches/etc in v1.0 the devs will fix it quickly.
Dump: http://dl.dropbox.com/u/6604769/Elemental0_92-2010-07-20T16-38-01-212.zip
It was an autosave. I had to kill the process manually. Skip Intro Cutscene is on. Debug.err: http://pastebin.ca/1904449 Saved game: http://dl.dropbox.com/u/6604769/AutoSave.EleSav *edit* I managed to reload this save on the second try.
Okay this is what happened. -> 1. I play in windowed mode. 2. I haven't seen the "little trade window" [which we can use to enter the amount of mats/gildars/etc.] to be traded, so I decided to ask about it on the forum. 3. Right after I've made my post, I wanted to continue to play, but the game crashed. However right before the game crashed, I have seen the little trade window. Dump: <a href="http://dl.dropbox.com/u/6604769/Elemental0_92-2010-07-20T14-53-46
Hm, I was trying to offer a non-aggression pact to the AI, but I failed to give him some gildars in order to raise the "perceived value". Anyone was able to give gildars to the AI? Also, I cannot trade with the AI at all....nothing happens when I click [left/right/dbl click] on materials or gildars. *edit* Right after I've made this post, I wanted to continue the game, and the game crashed...but before it crashed I've seen the "little trade window" which you can use to enter the