So, I'm also interested in your opinions as to what the reviewers would cite as gameplay mechanics adopted from other FTBS games from 1.1 to 4.1 that made this game superior to others in the genre.
LightofAbraxas
[quote]The current most advanced form of AI is the neural network. Some games have been incorporating it (I know Black Prophecy stated they are using one. I'm in that beta and it really feels like you are fighting a human.)[/quote] Well, "most advanced" is subjective, I suppose. It's not the newest, certainly, and I can't imagine the cost-benefit ratio makes sense. It's a nice thought, but sometimes more advanced doesn't make sense. It is very hard to tweak AI behavio
[quote]I think this is a major point, but I think you are a bit to vague. Right now, Mixed armies of normal units is not exactly meaningful, and once combined arms becomes more meaningful so will tactical combat gain a lot of ground.[/quote] Yeah, that's the point. Specifics have been discussed to death, so this is a "big picture" thread. [quote]I disagree that functional spell books are necessarily a bad thing. Honestly, I think that normal units need to become a bit more "ma
That screenshot looks absolutely amazing. I had hoped to create a few summoning spells with a model like that, so mounts and cloaks shouldn't be a problem. Would you mind if I included it in the mod I'm working on (the Expanded Magic mod)? What would be the easiest way (for you) to get my hands on this?
Yes (I agree).
I would also add: 15. Performance optimizations. 16. Creation of siege tactical battlefields. Made these battles tactically interesting and hindered early rushing. 17. Separate damage types and resistances. 18. The addition of unique features on the strategic map. Having remenants from the pre-Cataclysm world helped to create conflict zones and added ambience to the game.
[quote who="stevelamperti" reply="62" id="2854751"]I have to say that I feel like 1.1c had too many resources in general. I liked the feeling that resources were scarce in 1.1. 1.1c just feels like resources are too easily available. [/quote] Yes.
So, the year is 2012, and the final expansion pack has just been released and reviewed. The following were the points made by the reviewers to illustrate what has made this game an all-time classic. My crystal ball says that these are the highlights. Best-in-class AI. Deep strategy. The first step was separating attack and damage, dodge and defense. The second step was making weapon and armor choice meaningful beyond "more is better." I quote: "Now, army composit
[quote]2) Mouse pointer. Often it will be the case in certain parts of the map where the mouse pointer seems to become misaligned with the tiles. This results in units moving into the tile adjacent to the actual tile you selected! This can be annoying if it takes you off road as a result or if it delays an attack or goodie hut retrieval.[/quote] I've noticed this, too. It seems to happen only after I rotate the map. You're right, it's super annoying.
When I first saw this post, I thought we were getting a performance boost for Elemental. Now that would have been a Christmas gift!
[quote who="Trojasmic" reply="16" id="2854228"]Define "playable". If "playable" means "to play without crashing much", then yes it's playable. If "playable" means "to have an enjoyable, strategic, fun, and challenging experience", then no it's not playable. [/quote] Yeah, this is pretty much dead on. Version 1.1 is stable. But, quite a few people, myself included, are getting very poor FPS right from the start of the game on systems that are well above t
Haha, sorry, just the last one that I saw. Ok! So the easiest way to do this is to open the Elemental/data/English/CoreSpells_LIFE_Strategic.xml. Copy the following code and paste it over the Heal Spell (the one at the very top). Heal &n
Would anyone be interested in the code for the heal spell that Cruxador described?
Yes. Has anyone heard anything about the scope of the expansions? I've heard some troubling talk of them being "micro-expansions" a couple of times in the past couple of weeks.
After thinking about this for a while, I guess I'm a little bit more keen on it. There's just so freaking little to research in this area.
Thanks for the heads up. As an aside, does anyone know why they call them Zero-day vulnerabilities? I've always wondered.
[quote who="John_Hughes" reply="16" id="2853207"]Oh when we were young! https://forums.elementalgame.com/329473 I think the idea the OP is looking for was referred to as Camp 1 [/quote] I don't know about everyone else, but it makes me a little sad to read these early dev. journals. To see how big the ideas were, initially, and how it has subsequently turned out. It's like seeing your kid get straight A's all through grade
I agree. I think it's a baby step towards being a great game. I'll play 1.1 a few times with mods, but I think that it will be the first expansion before I put any real time into it. These are a few things that I like: Global mana The moding options The addition of a couple new stats to add some depth I felt like I had more than this... but when trying to make a list, I can't really think of any. The additional art assets
I don't know if I'm crazy about this. The way I look at it is that your researchers recover the lore, and then you arcanists figure out what it means. *shrug* Personal preference, I guess.
Getting close, folks. A quick to-do list before release. Filling out a couple of the schools. Specifically, I'm not happy with the Water, Ether, and Light schools. I'm also worried that the Air, Water and Light schools are too one-dimensional (the Ether spellbook is purposefully one-dimensional). Any thoughts? One last balance pass at mana costs and damage. Assigning paintings and particle effects to a few of the new spells. Placing schools on
Yeah. I remember that there was a huge FPS boost in GC2 when ToA was released. Hopefully there will be similar optimizations for this game in the future. I'm keeping my fingers crossed.
You wouldn't happen to have an example of how this is input into the Calculate tag, would you? Also, I've seen a Charm effect that apparently isn't used currently. Anyone have any experience with this effect?
[quote]I could be mistaken here, but what I believe he means is to RE-calculate every round. Right now, I believe it runs the calculation once, then repeats that result for the number of durations.[/quote] Yeah, this is what I mean. Even though you're getting different values each turn, it's essentially running the same calculations each turn.
[quote who="Nimbyjester" reply="2" id="2852755"]I belive that 2 and 4 are already possible. Some spells already reference the shards for power increases, have a look through the spell book files. [/quote] Right. But, the code inside the Calculate tag looks like this: [UnitStat_NumAirShards] ...which appears to be hard-coded. So, you couldn't say... increase prestige in a city equal to the amount of food you have available for X turns. Or code in custom
Yeah, I really wish that there was a build time scalar similar to those in the tech and arcane tree. That would make it easier to mod this to personal preference.