[quote who="PoPsuX" reply="9" id="2650257"]To implement season is a great idea. And would be awsome in Elemental. But i'm afraid that the coding that would have to be done for that will possibly delay the progress of Elemental. There is a lot of factors that would have to be changed... I think i would go crazy if the map changed for each turn.. Maybe if the season changed after 10, 25 or 50 turns it wouldn't be so bad.. But what about the sovereigns age.. That would probably affect
TheProgress
[quote who="HuaynaCapac" reply="7" id="2650171"]Why not just one turn = one season, 4 turns = 1 year? [/quote] The penalties / benifits gained from each season will be almost pointless (and confusing to new players) if they only last one turn.
I get this too. Reinstalling.
[quote who="Beric01" reply="5" id="2649885"] Quoting TheProgress, reply 4 Quoting Beric01, reply 3Isn't one turn 1-3 months or something right now? Useful piece of info to work with. Luckily elemental is set within a fantasy world - the growth rate of family members (which I think is the main reason each turn is a number of months) can be increased. 1 turn equaling 2 weeks wouldn't be bad... Oh, meaning that people age faster than seasons? Or that a
I've written a suggestion related to seasons which I think could really improve the game. https://forums.elementalgame.com/383954
[quote who="Beric01" reply="3" id="2649842"]Isn't one turn 1-3 months or something right now? Useful piece of info to work with.[/quote] Luckily elemental is set within a fantasy world - the growth rate of family members (which I think is the main reason each turn is a number of months) can be increased. 1 turn equaling 2 weeks wouldn't be bad...
no comments ?
What if seasons were implemented in Elemental? Seasons would add a layer of strategy / planning into the game as well as revamp the way food is currently being handled: Spring: Farms / gardens are planted Any farms / gardens still under construction will need to wait until the next spring to produce food. Hostile animals (wolves, ogres, etc) populations receive a boost from breeding. Empire forces receive -0.5 to movement.<
[quote who="Frogboy" reply="4" id="2648696"]The cause of this is because the monster units aren't balanced. The game makes use of the MonsterSpawnRating which the XML is spammed to a bunch of "level 1s". It's highly annoying and I almost delayed the beta because of it. The way it's supposed to work is that the map will spawn level 1 creatures around the map. Then, when someone triggers the proper adventure tech, level 2 creatures will spawn. Well, nasty golems and high e
How large of a landmass is this representing? It looks fairly big, but then you're calling what looks to be an ocean a bay...
Still no comment about parallax mapping? https://forums.elementalgame.com/383316
I predict (yet another) failure on Obsidian's behalf.
[quote who="cynicalP" reply="3" id="2639352"]Are these PC games? I thought Epic games were pulling out of the pc market.[/quote] Multiplatform.. and I didn't see mention of Epic anywhere in those two videos.
Also, you should have posted this video: http://www.youtube.com/watch?v=0af2wvSdwwI
I can't wait for deus ex honestly. Bug with forums? I can't scroll to the right of the videos.
Unlike some people I have no issue with the art direction of the game. But I was looking at a recent image on IGN (http://pcmedia.ign.com/pc/image/article/109/1093898/elemental-war-of-magic--20100601115351003.jpg) and could not help but notice how flat the ground looked. Are there any plans to implement parallax mapping in the game?
I can't wait for Obsidian to destroy Fallout Vegas.
I'm never buying another thing from Creative Assembly unless it's made out of pure gold. Empire: Total War was complete garbage on release and after a year of patches it deserves no better than a 8.0 - none of these glowing reviews that it got on release.
[quote who="BoogieBac" reply="41" id="2636015"]re: LOD DIfferences The major selling point with the Elemental engine is that LOD is handled in a matter more appropriate for strategy games...it's based on zoom level, not distance from camera. With distance based LOD, you're iterating through all those objects and performing that visibility check that can get really expensive if the scene gets busy. The way our sceneview tree is implemented meens there are really only 7 major checks
[quote who="Sir_Linque" reply="34" id="2635943"] Is it really that hard to understand the difference between the drawing distance and dynamic removal of objects based on priorities? No, it doesn't depend on the definitions of 'remove' and 'sub-objects'.[/quote] Obviously you are a not a programmer; Yes the definition of "remove" and "sub-objects" is important. Are objects being removed from memory, from video memory, simply being turned invisible or something else
[quote who="Frogboy" reply="24" id="2635675"] If you can think of an engine that has the ability to selectively remove sub-objects from a model on the fly like shown in the screenshots let me know.[/quote] Well I guess it depends upon your definition of "remove" and "sub-objects". But I know the engines used by the games such as Morrowind, Oblivion, GTA IV, Mercenaries 2, Sim City 4 and Crysis all simplify the geometry of distant objects and outright remove/hide smaller objects d
Bahahhah, "Kumquat"??? Seriously??? Who ever came up with that name needs to be fired... or given a raise - I can't tell which. I have a feeling the "marketing guys" are going to be even more upset now. Almost anything would have sounded better. Just off the top of my head: Hawk-Eye, Satellite, Raedux. Engines have supported view-distances and detail-scaling for over 7 years now; What is "Kumquat" doing differently from these past engines?
I put some time into my ranking but I no longer care since all the beta accounts are going to be erased on June 22.
Nice, this will prevent me from buying a PS3 for just one game... Now if we can get Alan Wake I'll be happy :D
That's what happens when you fuck a stranger in the ass. -Walter Sobchak