Q: Excuse me, who speaks French? A1: Exactly. A2: Some French people, and some Canadians A3: Trump, the Insult Dog. (How appropriate!)
Denryu
I love Enya! I have very wide ranging taste in music, from classical to AC/DC - and Enya is WAY up there. My favorite Enya songs - Amarantine - mostly cuz of the very cool video http://www.youtube.com/watch?v=IQU4DoE1eBg Carribean Blue another awesome video too http://www.youtube.com/watch?v=Jl8iYAo90pE&feature=avmsc2 And prob
The community has been wondering why the magic system has not been part of the beta for a long time. For this game, magic should have been very central from the get go, and with the community feedback it is hard to imagine where that part of the game could be. "We told you so!" [e digicons]:P[/e] Live and learn, eh?
I realize it is way down the road - I was just wondering if this is still planned? If you do it, I think it would be a great tutorial on how to make a completely new game thru modding.
I really love 3b. Very stable on my system and much more fun than previous builds. Most of the problems I am seeing are typos/misspellings in text, and there was one time that I got into a tactical battle over some armor, and I lost to the spiders that were protecting it, but I still got the armor when my sovereign ported back to a city. I suppose conceivably he could have snagged it, but it seemed like I should have had to defeat the mobs protecting it to get the loot. I am really lo
I gotta say, a lot of drastic changes but all for the better, I think! It will be exciting to get the full release game in August, I am sure it will be completely different.
[quote who="markieness" reply="8" id="2682393"]Is it easy to see which resources are going to which city? [/quote] resources are global.
[quote who="Blaze of Glory" reply="3" id="2682384"]So the resources derived go to the closest city? If so, what happens when two or more cities are equidistant? [/quote] Resources are global.
Your #1 concern has been mine for a while. As you aptly put it "there is a ton of stuff to do, and nothing to really guide a new player to do it (or to even know it is there.) I think you also list it well as #1, because this is critical before release. A well-scripted tutorial to take you thru all the apsects would be OK, but it would really be better to make it much more automatic, things brought to the player's attention by the game. Not that the correct action should be too obvious, but a
I am very happy to hear that tactical battles will follow a MoM like model, obviously with nice 3d graphics and the terrain modifiers as a nice plus. Hopefully be trying this out this thursday p.m. - do I have any sick days left for Friday off??? [e digicons]:sick:[/e]
[quote who="marlowwe" reply="18" id="2676239"] Quoting Frogboy, reply 3 We'll bear these thoughts in mind for future betas. We ran this beta pretty much as we've run every beta in the past. However, I do agree that in hindsight, we would have benefited by enabling the graphics engine earlier so people could provide feedback based on what the game looks like in its mostly complete state. We will have an opportunity to address this
I don't think I predicted doom at all, not sure if that was directed at me ...? No, I said I think the game would have benefitted from beta players seeing a more feature complete (and I am talking nuts and bolts, not eye-candy!!) earlier. I am not dissing StarDock or you in any way, in fact I tried to make it clear that I feel justt he opposite towards you guys! I have never workd in GAME development but I do have 15 years in software development, and as you yourself has said, a game
Thanks FrogMAN, and again I just love this kind of responsiveness from you! I do want to make it clear though, I am not necessarily even meaning graphics, in fact I am emphatically NOT meaning graphics - I would have loved to see a 2D amp only release that had ALL the pieces (research trees, diplomacy, all factions, all victory conditions,ALL of it) enabled at once. The graphics are unimportant to me and that was not what I felt was lacking at all. It was that everything was tested so pieceme
As we draw to a close on the Elemental Beta, I'd like to share my thoughts - not in a way to be slamming StarDock but in the vein of constructive criticism. First, Kudos on bring us in so early in the process. Yes, it was indeed a sausage factory, but I think it was great, I think it was bold, and I believe it will make Elemental the great game that it has the potential of being. Thanks for the Dev journals, the constant updates, and for being straight with the community. I am so sick
Videos of us playing with our builds Ya know, I heard they approved the ".xxx" domain if you MUST share... [e digicons]XD[/e]
I'd like to see monsters level. It seems like now you fight a monster and if it is your Sov he flees to the nearest city if he is defeated. Then you go track that monster down and he is still as damaged as when you fought him before and you can finish him off. I think monsters should gain xp and be able to level up, ESPECIALLY if they defeat your sovereign. And they should automatically be fully healed if they win a fight also. (Ideally they would heal over time like player units, but
You feed the dog one tripe ration.
Hooray! Been waiting for the spellbook for a loooooong time!
I will chime in with Raven and Tormy - do what needs to be done in MP. but I am anticipating end-game battles in SP to be 30 minutes to an hour at bare minimum, and on games that I have possibly spent weeks playing on a huge map - multiple hours possibly. Hopefully, that is still going to be possible. I do feel that MoM got the pacing on tactical battles about right, for the scale being dealt with. But as we get into thousands of units conceivably in a battle, even ten minutes is far
Waves hand...re: threshold for tactical battles. Sorry for the big and bold, I think this is important. The thresholds either need to be adjustable during the game, or they need to be able to be set as a percentage of total units, not a set number. <span style=
[quote who="Zubaz" reply="50" id="2665804"] And by extension, if you mess anything up all you have to do is delete the messed up mod file and it'll happily go back to reading the default.Keepsafe FTW [/quote] Nice upsale! [e digicons]:erk:[/e]
So as a modding noob I have a few questions: 1) Are the XML files that you will be dealing with user specific xml files or do you actually edit the "canon" game files? 2) I am aware there will be an option to set "allow mods" or not in the options. My question is, say you have made a dozen mods and they all work great, and then you do something that is a game breaker. Will there be an easy way to undo the change, (aside from making backup versions of the files before putting i
[quote who="Aesir Rising" reply="78" id="2663257"]If The Grande Experiment (exposing the development process, engaging outside testers earlier in development than usual) worked will Stardock follow a similar approach for its future game projects? [/quote] The Frog has said next project, beta testers earlier in the process (!)
Suggestions and ideas on how you would like to manage spells. We’re working on this internally but we’ve love to hear your ideas. I'll need to give this some thought. Suggestions and ideas on how you would like magical spells that stay in effect (do you want to require a mana cost or just have it be free? I’d rather see it be free otherwise players will have to run around dispelling things and that’s just tedious).
The REAL secret of StarDock: Soylent Green is PEOPLE! [e digicons]x_x[/e]