It has been a long road! I first played Elemental back in it's "cloth map only" days. It showed a lot of promise then--tons of great ideas but somehow it never gelled and the game was...just not very fun. Stardock graciously kept upgrading my account all the way to Legendary Heroes though and at last I feel like we got the game we were promised those years ago. It's also the most ambitious game in the genre, exceeding even the scope of good 'ol MoM which
xenobrain
Seconded all things in the GP's post. Would like to add: Video options: Vsync. Driver overrides for this are iffy. We hates the tearing! We hates it so much!! UI: "Show all tile yeilds all the time" button A bigger "delete" button for items in the city build queue. It's microscopic at 1920x1080. Ability to drag and reorder things in said queue. Deleting thin
Tarr Chronicles and Dark Horizon are the closest thing to the old arcade-style Space-Sims I have found that is reasonably recent, 2007 and 2008 respectively. That's not an answer to your question though, since it seems you actually wanted to discuss why the genre is dead, rather than fishing for recommendations. And I don't really know. I wish I did. None of my friends play Space-Sims, but all of them are were console gamers back in th
You mean "text editor" for everything, right? I'm gonna have to call you insulting names if you claim windows notepad is the best [e digicons]8O[/e] As for which text editor is best is of course something of a holy war, but windows notepad shouldn't have anyone in it's corner! My personal favorite on Windows is Notepad++, but since I run Linux most of the time (Windows is a "Wintendo" for me!) I'm mainly a Vim guy, with tons of plu
As seen in games such a World of Warcraft: When you hover over an item, display two tooltips side by side: one with the stats of the hovered item, one with the stats of that character's currently equipped item of the same type. Color the stats in red, white or green to indicate whether the item is inferior, equal or superior to the character's current item.
There are some slight differences between python 2 & 3. Most of Python 3's new features and syntax were backported to 2.6 which is what I would guess Elemental is using at a minimum, given it's python bindings seem to have been added late in development. Actually, is it even in there yet at all? So, in short, learning the Python 3 way is probably safe. Even if Elemental for some reason is using 2.3 or something, it should be a very easy adjustment.
New advisor: Lord Klippie of Hoffise
Three UI Suggestions https://forums.elementalgame.com/391869 1) Show movement path and indicate each turn on path 2) "Forward" and "Backword" arrows to cycle through units in stack when in store, inventory screens 3) Show height of land under cursor when raising/lowering land and/or better indicate whether land is traversable yet.
As seen in the Civ games: show a contiguous line of the route a unit will take to reach a waypoint, marking on the line where each turn ends (after two squares, have a (2), after four have a (3) marked on the line, etc. Also indicate under the cursor the estimated turns for a given destination. This system might work if you can hold down RMB to activate the info display, and release to set a destination. Finally, it would be great is this pa
Will a PDF of the Heirgemenon be made available for standard edition purchasers? Pretty please? The Limited Edition looks spiffy, but my interest level in the Heirgemenon is quite a bit higher than the rest of the "feelies", making it not such a wise buy for me. You've said you're making more money off the Digital Standard Edition anyway, right? [e digicons]:grin:[/e]
Another voice to the chrous. I like the slightly better contrast of the advanced lighting as on the red cloth armor, but it's not worth the tradeoff for blurring of detail, such as the folds of the robes.
CDProjeckt does distribution in Poland, Czech Republic and Slovakia. Might be worth giving them a ring to see what they can do for the Eastern European crowd.
So when Brad state that the new engine "...sacrifices RAM for greater performance..." did he mean sacrificing ram usage through efficient programming and resource management, or sacrificing RAM like lambs to slaughter Rambs to the slaughter? I think Brad said in a Journal somewhere that Elemental will have a lot of different versions of it's 3D models and tiles at various LODs (level of deta
Random vs Richness I'd prefer to see maps the accurately reflect the terrain of the current tile. That way if the tile you're occupying is on top of a hill, when the tactical battle starts, your army is at the top of the hill and the enemy is at the bottom. And obviously it is possible to have tactically interesting maps that are randomly generated. To have your cake and eat it too, so to speak. But I respect tha
I don't think Megatexture would be very useful here. The game looks to be using tiles for it's maps, which means lots of small, repeated textures. Same with the units. Megatexture allows one to use a single massive texture in a game where the memory requirements would otherwise be prohibitive to use such a texture. I'm sure there is some sort of overhead attached to rendering textures that way. While it makes sense if it enables something that couldn't otherwis