vieuxchat

vieuxchat

Joined Member # 2542912
66 Posts 1,186 Replies 853 Reputation

[quote who="BoogieBac" reply="17" id="3059747"] Quoting vieuxchat, reply 15The only thing I miss is a "silly" splash screen at start Haha Indeed! Last Monday Brad came by and we talked about this for a bit (making an 8-bit intro for old time sake), but we decided it'd be better to take a more serious tone this time around...at least at first. Once FE has proven itself then we can lower our guard in that respect [/quote] Yes. Please. <p

116 Replies 453,249 Views

In that state, FE is much more enjoyable than WoM ever was. Ever. And I'm in since the first first beta. The only thing I miss is a "silly" splash screen at start :P

116 Replies 453,249 Views
Reply to Downloading :) in FE Beta

I'm at 1 MB/sec. Never felt so fast.

49 Replies 27,499 Views

You can download the files... in my previous message. There's two links, one for the map and one for the water.

34 Replies 116,754 Views

Maybe should you use my mod ? (it juste replace the old files of parchment map) http://dl.dropbox.com/u/5010946/Elemental/MapParchmentTileWater.zip http://dl.dropbox.com/u/5010946/Elemental/GfxMapParchmentTile.zip What it looks like : <img src="http://dl.dropbox.com/u/5010946/Elemental/ParchmentRedone.

34 Replies 116,754 Views

?- Better name for a Green Dragon Drothreen ?- Better name for a Red Dragon The-heated-one ?- Better name for a Giant Black Widow Spider She-who-has-many-hands

140 Replies 245,430 Views

[quote who="Derek Paxton" reply="204" id="2823498"] Quoting nikmesh, reply 198So is casting time for spells confirmed in 1.1? If yes, then any idea what is going to pass for the MOM equivalent of 'casting skill?' Casting Time isn't in 1.1, but it is speced to be included. The problem is that Casting Time is big change with art, UI and AI implications and it interacts with future systems (meaning that if we implemented now we would need to reimplement later anyway). So it

259 Replies 774,253 Views

[quote]In my opinion, there are several ways to "fix" this issue 1) make unit production way cheaper and "max out" easier so you will not be able to pool all your forces in one single stack. It is a simple solution which would solve some other problems, but also create some. 2) Give fights a time limit, i.e. after for example 10 Turns (could also depend on the sieged city or some technology research), the battle ends in a draw. Therefore, the attacker usually needs sever

193 Replies 141,628 Views

I tried a lot of things. You didn't add the iso-blahblahblah in your file. But when I added it it didn't change anything. You forgot the checksum part, but again, it wasn't that was hiding the file to the game. I changed its directory (in mods, mods\data and mods\data\English). Nothing. I changed the values of your probabilities to 0.267 (maybe numbers too long ?) Nothing I copy/pasted the original file, get rid of every production rule but the first one, set probabili

8 Replies 3,764 Views

King's arthur the roleplaying wargame found an elegant answer : a hero can't be alone, he is always attached to a troup and give them bonus/abilities. The hero fights and can cast spells.

72 Replies 53,832 Views

Yes, what I've been saying will work, I've already done it in beta 2 or 3 (don't remember). Did you find a way to have capital letters ? I can add spaces in names, even --> ' (don't know what's the name of that thing in english [e digicons]:blush:[/e] ) but I can't use capital letters. And I can't create names like "The Grand Thing", only "The grand thing"

8 Replies 3,764 Views

First CoreNameRuleset creates names for units and cities. WorldNameRuleset creates names for Worlds. Second, you need to put files in your mods directory and to create the right path. So you need to put it in Elemental\Mods\data\english

8 Replies 3,764 Views

So much has already been said. Let's try to summarize. Attack and to-hit should be separated because at the moment a high attack value is a high damage value. No place for high hitting weapon with loww chance of hitting (unless you find ways to tangle targets, or to maximize chances of hitting) Defence shouldn't be random, and there should be a %age to avoid damage and armor softens damage by a percentage. Thus you could have a high armor value, but you would be easy

140 Replies 327,083 Views

Fact is, that at the moment you can't create specific files fo rname generation. There's only one file for world names and one file for unit/city names. It is easily moddable (it would be really easy to change the generation to a pick in a list) but there's not condition like "if you're faction A then use ruleset A. Faction B ? Ruleset B."

41 Replies 138,454 Views

[quote]While I like the idea of separating attack stat into Melee, Missile and Magic Attack stats, different resistance types etc. . all he said was he will fix the 1DN rolls not add new stats.. could be as simple as adding +X to each roll for example..[/quote] No, no, no and no please. +X wouldn't solve the uniform distribution T__T

130 Replies 3,365,362 Views

It's an old work on the tactical battles. So it's no longer up to date.

72 Replies 53,832 Views

You can create a roll that "mimic" the binomial distribution : roll 3 (ot 5) dice and keep the middle one. You still use the same system, but just you change the distribution. But it wouldn't get rid of "all attackers attack then defenders" and the "attack = to hit AND damage"

130 Replies 3,365,362 Views

It seems too few game devs played steel panthers. But if you look at matrix games you'll see that a lot of wargames that have better systems than SP had ;) Combat Mission was : you give orders, click send (or calculate, i don't remmeber) and it would show you a video of what was happening. After 1 minute of action you could give the next orders.

23 Replies 12,212 Views

you roll a die for your attack between 0 and your attack. Same for defense. If attack is superior to defense, then the unit get the difference in damage. You roll 13, he rolls 7 ==> 13 - 7 = 6 points of damage. If you roll ower = no damage.

15 Replies 53,261 Views

[quote]Ai > Fun.[/quote] That isn't an excuse. HoMM had a fairly good AI. King's bounty too. Fantasy general too. Elven legacy too. X-COM too. Why is there so much games with complex systems out there that have a fairly good AI ? Brad is good at it, he should be less humble about it, and try to develop AI for complex system.

106 Replies 264,010 Views