Tormy-

Tormy-

Joined Member # 2394730
96 Posts 1,939 Replies 22,860 Reputation

[quote who="Darkodinplus" reply="9" id="2607979"]In regards to Havok it is not a graphics engine. It is a physics engine that comes in several parts. I believe the only part Stardock is using currently is the animation portion. Hence Havok has absolutely no impact on them creating an in depth race creator. [/quote] Thanks for the information. So basically this is "doable" indeed. [e digicons]:thumbsup:[/e]

25 Replies 22,083 Views

[quote who="Raven X" reply="5" id="2607846"] Quoting Tormy-, reply 4 Quoting Raven X, reply 3 1 A) Yes indeed my friend, Havok is more then capable. Just look at the building editor there. Oh, so the building editor is using Havok? I thought it's using the Kumquat engine. Pardon my ignorance. Hmmm...however the building "models" are not animated in the same way like th

25 Replies 22,083 Views

[quote who="Tasunke" reply="13" id="2607669"]Well ... I'd prefer auto-leveling over having only 5 "levels" for normal units ... but I would prefer custom leveling for all units most of all. As well as Experience being allocated based upon Damage Proportion and Kill #, but hey. [/quote] Auto leveling worked like a charm in AoW2 - SM. Your units became stronger while leveling up [+HP,+ATT,+DEF, whatever] + they also gained some random traits occasionally. This is what we should hav

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[quote who="Raven X" reply="3" id="2607833"] 1 A) Yes indeed my friend, Havok is more then capable. Just look at the building editor there. [/quote] Oh, so the building editor is using Havok? I thought it's using the Kumquat engine. Pardon my ignorance. [e digicons]:X[/e] Hmmm...however the building "models" are not animated in the same way like the creature models. The buildings are static compared to those. I don't know...I am clueless.

25 Replies 22,083 Views

[quote who="kyogre12" reply="12" id="2607630"] Quoting Raven X, reply 11 Quoting kyogre12, reply 10 I was actually already planning to incorporate something similar to this in my Lord of the Elements mod for Gondor. It wouldn't be Gondor with immortal Kings/Stewards. Since I intend to do it anyway, I could just make a mini-mod that does this for the regular game, and then after it's finished incorporate it into LotE. <b

20 Replies 7,830 Views

[quote who="Tasunke" reply="1" id="2607720"]well, definitely assigning hot-key groups would be cool. Both in reference to over-world armies, and also to indiv units or "Wings" of units during a tactical battle for a particular army. Preferably there is some level of default assignment, and then you can custom assign. (like Melee Left Wing, and Melee Right Wing, Forward Cavalry, Rear Cavalry, et al) [/quote] Well yes, if we gonna end up having with a feature

2 Replies 3,256 Views

Like I've said in a previous reply, it would be awesome to have an editor like this, but 2 important questions must be answered firstly: 1. Is this Havok engine capable for something like this at all? 2. Will the various armor pieces be able to mold themselves to various torsos / body parts, or are they relatively fixed 3D objects that get laid over the model?

25 Replies 22,083 Views

[quote who="Frogboy" reply="52" id="2607656"]I think most of you forget that your opinions are all irrelevant since you all will soon be replaced by your Korean equivalents. [/quote] [e digicons]:rofl:[/e]

106 Replies 872,103 Views

[quote who="Raven X" reply="33" id="2607700"] When I think of what a Proper Race editor should be, without it being too complicated of course, is something like the building editor. Have a picture of a paper doll and have a moderate selection of pre-built body parts you can put on (if you want to). [/quote] Sounds good, but I doubt that we gonna have an editor like that :| ...even tho I am not sure that the Havok engine is capable for something like this or not.

40 Replies 20,814 Views

[quote who="Ryan Hanson" reply="46" id="2607392"] On the other hand, the Civ 4 AI was pretty weak out of the box but got substantially better with future releases and with some community involvement. Given how well that worked out, the potential with the Elemental AI is staggering. [/quote] The Civ4 [BtS] AI is far from being decent. It's cheating @ the highest diff. levels. The Civ4 AI isn't cheating on medium settings however, and it's hella easy to beat it

106 Replies 872,103 Views

[quote who="Tridus" reply="43" id="2607322"] Quoting Peace Phoenix, reply 3 I am wondering if it is a good thing to have so many different attributes with important semantic meanings used for the the same XML tag. I am not really sure that it helps extensibility (adding new priority focus). I guess only time will tell which is more usable for AI coding You could have written your XML that way

106 Replies 872,103 Views

[quote who="BoogieBac" reply="28" id="2607200"] it it's attacks keep failing, have it try something else. If their attacks are succeeding, keep at it but 'improve' on what it's doing so it's even more successful.We could probably keep track of the number of unsucessful attempts at various actions, then have a threshold for when they'd give up and try something else... ...Says the guy not programming the AI. [/quote] Yeah that is ok Boogie, the questio

106 Replies 872,103 Views

Okay, this one is pretty simple. This system works like a charm in Mount and Blade: Warband for example. Basically the player can make categories for the units. It would be very helpful to have a feature like this in EWoM as well. Ok let's see.... Example: The player designs 5 different units. a.) Longbowman, b.) X-bowman, c.) Slinger, d.) Swordsman, e.) Axeman After that point, the player makes 2 categories: Ranged units ; Melee units -> Unit a, b

2 Replies 3,256 Views

[quote who="Nick-Danger" reply="22" id="2607090"] Also, I'd like to see AI learn during a game -- it it's attacks keep failing, have it try something else. If their attacks are succeeding, keep at it but 'improve' on what it's doing so it's even more successful. [/quote] Sounds good, but isn't this a bit utopistic? :) I haven't seen a game with a decent AI like that so far.

106 Replies 872,103 Views

[quote who="Climber" reply="10" id="2607035"] Especially when you consider the micromanagement (extra mouse clicks) whenever those units level up.[/quote] Trained units should gain levels automatically . It's quite obvious that you cannot micromanage hundreds or thousands of trained units one by one. :)

24 Replies 14,116 Views

[quote who="_PawelS_" reply="5" id="2606970"] Also, what about the AI players? What happens when one of their Sovs is killed by another Sov? Does his/her nation have a chance to "fight the good fight"? [/quote] In the vanilla game the faction will be exterminated if their Sov dies. I suppose their remaining cities will turn to neutrals or something, but we don't know anything yet, only that Sov dies = Game over. [If you've asked that about the vanilla game..:)

20 Replies 7,830 Views

[quote who="Raven X" reply="3" id="2606951"] Quoting _PawelS_, reply 2 I think this should be done in the normal (unmodded) game. Why make a complicated dynastic system without implementing the kingdom inheritance? A lot of people thought that when we had the debate on it. It was decided internally though that Sov Death = Game Over is a necessary and needed core mechanic.[/quote] Yep, we've talked a lot about this when Froggie informe

20 Replies 7,830 Views

[quote who="Raven X" reply="8" id="2606945"]That sounds seriously Awesome, Frogboy . I noticed you used my name in there...lol. You're not going to convert my personality from the forums and make me an AI are you?..... Because that would be Awesome!!!! I can see it now....lol *you have been killed by Noob Lord RavenX" [/quote] RavenX AI description: "Prepare to be wtfpwned!" [e digicons]XD[/e

106 Replies 872,103 Views

[quote who="John_Hughes" reply="14" id="2606917"]Tormy- didn't you get your "Suffering" Achievement Badge? I achieved mine after 4 attempted plays of Beta 1A. [/quote] Nop. I've got the following achievments: King of Pain, Spider Lord, Empty Victory, Humbling Defeat [lol I remember this one, my Sov was killed by a troll, and an AI peasant captured my one and only city. :D] & Master of the Save. Seriously, there is an achi called "Suffering"? [e

17 Replies 3,733 Views

I've suggested something similar a long time ago. [IE. The "successor system". - When the Sov dies, one of his children will become the next Sov.] :) I guess this won't be easy to implement. Hardcore coding. I also plan to make a serious mod for Elemental, and if it will be possible to "merge" mods somehow, I will surely add a mod like this into my mod, IF someone can create a mod like this at least.... [I don't know any coding languages sadly. :|]

20 Replies 7,830 Views

Good luck Froggie! [e digicons]|-)[/e] Also, wow...it will be very easy to change the AI personalities in the .xml files. I love this! I know that the AI coding will be done via Python, but it's cool that a dude like me -who knows nothing about programming- will be able to change some AI related stuff via editing .xml files. [e digicons]:thumbsup:[/e]

106 Replies 872,103 Views

[quote who="John_Hughes" reply="121" id="2606675"] Quoting NTJedi, reply 119 So the question is, where would people like to see the focus? More emphasis on making the game lore with the 10 factions. Or more emphasis on making it easy for players (in game) to customize their own factions/races? Since the poll regarding factions has 80% of the gamers choosing "The one I create myself"... I would lean towards customizatio

207 Replies 511,066 Views