DireUltra

DireUltra

Joined Member # 2716352
2 Posts 15 Replies 217 Reputation

[quote who="Lord Xia" reply="1" id="3366402"] I'm not well educated in economic matters, but it seems to me that if businesses pay less and less wages to their workers on a national level, then how will those workers have the money to buy things that keep those businesses going? Companies save money by keeping employee wages low, but then as every company does this, there is no buying power and business struggles.[/quote] Credit, credit, and more credit. Househol

10 Replies 29,087 Views

While I agree 64-bit is the future and that future is close. Wouldn't this require two code bases? Special stuff for just 64 and special stuff for just 32? I guess the 64 users can use the 32 stuff, but it seems like an unnecessary way of splitting the community. Also, what effect would this have on mods? I have no interest in multiplayer, but wouldn't these DLCs make multiplayer more difficult as all the 64 players would have disable their 64 only DLCs?

128 Replies 266,521 Views

This post has gotten majorly off topic. Anyway, back to it. I 100% agree with the idea of being able to skip combat. You have no idea how many times during Bioshock (and others), I wanted to skip the shallow, repetitive (fire plasmid, machine gun, fire plasmid, machine gun, oh Big Daddy, fire plasmid, electric gel, fire plasmid machine gun ...), and down right boring combat systems of games to get to their good stories. I'm surprised gamers feel so strongly about combat. As far as homosex

122 Replies 432,816 Views

I bought this game back in 1.05? - despite the warnings on the forum - only because of the promise of "massive modding support" and the love of GC2. I've been wanting to get into modding for a while and thought Elemental would be the game. I'm very glad to have read this post. I've been waiting for the modding support to improve. Now I know it won't for a very long time and can move on.

39 Replies 184,824 Views

Lets be clear about this: Lua does not support multithreading. It only has coroutines. "Lua does not support true multithreading, that is, preemptive threads sharing memory" p.281 Programming in Lua, 2nd Ed , Roberto Ierusalimschy.

157 Replies 405,592 Views

For those of you suggesting C++....are you serious? My thoughts exactly: it is a tough language, plus isn't exposing the source code a little dangerous? Modders could do some serious damage to their Elemental install or at the very least release mods with serious memory leaks. Although I prefer Lua, I'd have to say Python is the way to go as it is simpler and modding should have as a low a barrier to entry as possible. Well written Lua co

157 Replies 405,592 Views

Thanks otakucore2, I didn't even know that existed. Now that I have a few models to play around with I might be able to get started with 1.08, but I think I'll probably have to wait for 1.1 in order to have enough modding power. Edit: Just read Brad's post about global mana in 1.1 so I'll definitely wait.

15 Replies 10,589 Views

Heavy scripting isn't a problem I'm a good programmer and I know 3D math. Seems skepticism is running high and rightfully so. Without more knowledge of what modding tools are coming our way I can't make any certain statements about the future of this mod, but I will (as much as XML and Python permit) try to recreate the look and feel of BattleTech; the table top game not the MechWarrior video game series. I don't mind if this ends up being a general mech mod rather then BattleTech, bu

15 Replies 10,589 Views

It would be a compromise. I doubt targeting specific areas will be possible and I'm doubtful of being able to perform very detailed customization of mechs. But, we will see once Python becomes available and if I can get an artist. The mod will be the battle for a single planet as it would be impossible to recreate the entire BattleTech universe due to its largeness. Primarily, I want to replicate the look and feel of BattleTech.

15 Replies 10,589 Views

BattleTech seems like such an obvious fit for Elemental. The stories are similar. BattleTech takes place after a great cataclysm, the Succession Wars, and afterwards the lostech has to be slowly regained by uncovering Star League caches and laborious research. I'd like to do this mod if possible, but I would need an artist(s) to do the graphics as I only know how to program. However, I can handle the XML and Python scripting once the API is released. I don't have a detailed p

15 Replies 10,589 Views
Reply to Mod Namespaces in WOM Mods

sagittary that's a really great idea, perhaps the team leaders prefix should be attached to the front?

16 Replies 9,779 Views
Reply to Mod Namespaces in WOM Mods

Perhaps this should get pinned, so newcomers will be have easy access to the reserved namespaces.

16 Replies 9,779 Views

As I understand it all mod files placed in the units folder instead of each mod having its own folder. I recently started working on the Warhammer mod and it occurred to be that if all the mods are placed in the same folder there is a chance that file names and InternalNames could conflict. Perhaps we should create a namespace thread to help prevent the above from happening. Makers of total conversion mods which will have lots of xml files can reserve a namespace prefix on this thread ie wh_U

16 Replies 9,779 Views

Seems Goontrooper and I had the approximately the same idea. I prepared this response earlier and decided to think it over before posting. I'm tempted to offer my XML and Python scripting abilities as I'd like very much to be involved with a mod, but I'm concerned about the scale of this mod. It will take a large team to make enough models and textures for 12 distinct races plus 11 sub-races. I don't think I've ever heard of a video game with so many races and factions.

14 Replies 10,440 Views

I've been wondering this as well. I just checked the EULA and... "YOU MAY NOT: 8. Include "mods" in any commercial products intended for manufacture, distribution, or sale." But, if you can somehow include them in the money making I can't see them minding.

18 Replies 9,318 Views