Frogboy also said the tactical UI improvements won't actually in the game for another week. What's in the video is not final.
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[quote]Wormholes are the "simplest" solution for teleportation, but still has tons of problems. Making sure they exist being the most important one to figure out. And if they do exist, you'd have to figure out how to make them yourself, make it stable, make it safe to pass through, and assuming you can do all that, you also have to make sure it takes you where you want, to the time you want.[/quote] Or, you know, just get John Crichton.
[quote]It needs to be harder to attack a city than it is to fight the enemy in the field[/quote] It already is. Cities provide defensive bonuses.
Militia should only come into play, though, if there's no garrison in the city, or the disparity between the attacker and defender's attack rating is huge. Otherwise, it's too imbalancing if the defender has a full army plus 10% of its population as militia, all with hp bonuses from city, against an attacking army of the same relative strength as the actual defender army.
Talked to Cari on IRC - this won't be in at launch, but post-release at some point. Sounds like the plan is eventually to just allow you to zip your mod, and the game will just read everything from the zip file.
I think the game is supposed to have a mod manager.. I would be surprised if it did not, since just because you download something doesn't mean you never want to turn it off. Still, this is a good question, and being able to organize mods into their own folders would be nice for cleanliness.
Public beta is over, we're not going to be getting any more builds.
Inheritance/wars of succession were actually plugged at last year's PAX, that was part of the original plan for dynasties. Would be nice to see it implemented in an expansion.
Nope, but nobody should want the game out of that box, 'cause of the day0 patch. And goodies are nice, but game > goodies.
What jealousy? I preordered the LE! :P Thanks for the pic, Boogie :)
Except that, you know, there's plenty of doubt.
:D I was just trying to get a picture of the boxes ;)
[quote who="BoogieBac" reply="34" id="2706045"]Just got to hold the final version of the boxes....the LE box is NUTS (5-6 inches WIDE...we could have put in a elemental coffee mug or something), and even the regular box is pretty damn slick. Very exciting! [/quote] Pic or it didn't happen? :P
[quote]However, I think it's pretty clear, that time travel / wormholes etc. are non-existant things. If these would be possible, aliens would've visited Earth already. [/quote] Actually it's not that clear. There's still a ton we don't know about how the universe works. There's no proof that things like wormholes don't exist as much as there isn't proof that they do. What we have are models for the universe, which keep changing through the years as we uncover more and more stuff we d
I haven't tried, but likely not. What would the new directories be for? You mean like making one with a mod name, and just having all the relevant files in there instead of distributing the mod files over several core folders?
Yep, I've noticed some changes but not others. We'll have to see and hope, I guess :)
I don't think these videos are running the "finalized" UI. A bunch of stuff Frogboy posted about it in the "last day in CA" journal isn't actually in the video, so I assume it was taken before the stuff was ready. At least, that's what I'm hoping. If this is the final, then I agree it's pretty underwhelming.
Pioneers don't build resources anymore. As long as the resource is in your zone of influence, click on it and you'll get an option to build the appropriate harvester tile.
Yep, they usually put out demos after release, so they can base it off the release code instead of the beta code.
I also hope that was not the extent of the UI changes that Frogboy outlined in his latest journal.. the fonts are still the same, the Empire Tree is still the same, and the tactical battle UI is still the same. Noticed the bottom bar changed and that's good, so I'm guessing they just didn't have the other changes in at the time the video was taken *crosses fingers*
Times New Roman definitely has to go :P
[quote who="larienna" reply="13" id="2705053"]I am partially color blind and I find the new color scheme very hard to read. Is there a way to switch back to the old color scheme? [/quote] Check reply #80 in this thread for a Firefox plugin that should let you fiddle with the scheme a bit. I haven't used it personally, but a few people in that thread have (and there's a screenshot posted) https://forums.elementalgame
I would expect a lot of guides to pop up after release. There are a few basic ones already. SD should also be putting out some better documentation post-release, right now it's just general overview.
Edit: Meh, sorry. Long day at work. My original post sounded a little more hostile than I meant for it. Still, the screenshots/text posted I think makes it fairly clear that it's more or less basic text editing. Quest making is a little more involved because you have objectives and conditions and can stack them on, but still.
Stop referring to XML as "programming". It is most certainly not. It's basic text editing with tags to tell you what each "field" does.