A "hero party" concept is very important so there can be some middle ground between solitary hero and whole-freakin-army. Anyway, on implementation: - To meet other (non-quest) stated goals, the C++ code will need to expose getter/setter methods to python for pretty much everything in the game state - We'll also need to be able to add python methods to some kind of OnEvent callback list so the python can respond every time a unit moves into a square (to check if a quest s
keithLamothe
Thanks for the check-in notes, Brad, I find them easier to understand than more narrative changelogs since I'm used to writing/reading check-ins myself.
Boogie, This looks really cool, thanks for sharing. However, so that I don't exceed my gratitude quota, two questions: 1) "Cool, eh? And all data driven!" Oh yea? " - Race of Men - 0 - A Kingdom speaking 1 - A Kingdom speaking to another Kingdom 2 - A Kingdom speaking to a Fallen nation - Fallen Race - 10 - A Fal
[quote]It's not possible for you to add Elemental to an ignore list for the program?[/quote]Not sure about ZA, but that sort of software tends to only honor an "ignore list" setting for that particular version of the executable. If something changes the .exe (like a patch), it decides you need to re-ignore it because some virus might have re-written the exe to do something nasty.
Thanks very much Cari, that was a great read. Congratulations on the movement code stomach transplant :) Source control is vital, but the "you must update" message can be harrowing. I'm glad you didn't have to cause any casualties.
[quote]Even worse is when thei API's return that they support somethign that they don't. Makes it RALLY hard to program a graphics engine when you have DoesCardSupportFeatureX() returning TRUE when it's not really supported. [e digicons]>:([/e] [/quote] You forgot to set the -DO_NOT_LIE_TO_ME compilation switch.
Opening the Design Units window burns 6+ MB each time Ending turn with a unit selected burns a bit Bringing up an info card burns a bit Etc Expect to have memory issues for a while, as they add stuff the C++ish-ness of the project pretty much ensures that not everything is deallocated properly. They have fixed a few of the memory bugs, and they'll fix others as it goes along. If, on the current build, you can save/l
I'm in if ya want me in.
Cool, thanks for the info, Brad :) I like where this is going, as I would like the mundane research to be more "wave"-ish and spell research to be very "particle"-ish.
That's been the behavior from previous builds before the crash bug. Basically the tech doesn't unlock anything, because the tech data is incomplete. I figure that once the tech data is complete, no techs will be completely dead-end like this.
It could be on re-draw-as-fast-as-you-can, in which case it could be drawing a single white triangle to the screen and still peg one core.
The Evil Overlord Society kept pestering him about the requirement to have a strange hobby and/or pet. He gave in.
Kohan. [e digicons]:thumbsup:[/e]
I wonder if they'll have a "null" pose where the 3d unit isn't drawn at all so you can just use the background as the unit card image. Perhaps too misleading, but it could be fun. Of course, wouldn't work too well if the same pose is used on the map.
... what have they done?
Did you have a city yet?
It is quite a bit more stable, still some crashes, but I feel like I can get further into non-trivial game states now.
Confirmed. Suggest more explanatory post title.
It's behind a Somebody-Else's-Problem field.
Thanks for the detailed changelog, that's fun reading :)
As long as it still randomly formats my harddrive, I can tolerate this feature.
[quote]What is wrong with global storage like Age of Wonders and Master of Magic uses? I haven't heard a good argument against global storeage[/quote]MoM didn't use global storage to the degree that Ele looks like it will. I'm fine with global storage of gold and mana (like in MoM, which had a global military ration balance too), since this isn't Elemental: War of Supply Line Raiding. But in MoM if you wanted to build units with mithril or adamantine weapons you had to
Yes, manual road-placing would be necessary to be able to build a highway into Mordor, for example. And if there's going to be a manual system may as well just make the players use that instead of some auto system that may not do what they want.
On roads, I agree the current system does not contribute to the fun. There's a watershed question in figuring how to change them: Do you want road building to be an active, concious player decision with tradeoffs, or do you want it to be an essentially passive mechanic with significant impact but little/no player involvement? Both could be fun. The strongest argument for the former is that automatic road pathing may result in hard-to-defend points of the road system whe
Pre-order the game, you'll automatically be in the beta when the next stage (beta 2, in this case) rolls around. They're saying December for that one, iirc.