landisaurus

landisaurus

Joined Member # 3222724
37 Posts 2,335 Replies 31,716 Reputation

awww, I liked the bots idea. I thought it was a great way to try to create a solid AI. Oh well. Such is the way of development I guess.

150 Replies 256,466 Views

I would like to see created some sort of skeleton system. So certain animations can be reused (for example, most humonoids will have similar walk cycles. Most quadripeds will fall into one a faw walk cycles: "pace", "not paced", lumber (like an ape), and bunny hop. ) and having a way to share animations the way we would other assets. In gal civ, I wish we had certain basic animated parts existed (like a rotating axel or fanning fits) upon which other

9 Replies 6,885 Views

of course, I think we would want supply lines available to let armies go further. Armies may have to setup camp to wait for supplies. Supplies would work similar to the way they do between cities. I think it would fit pretty well, and it would make it difficult to "steam-roll" the map as supplies would begin to grow thin. It would make large scale tactics very interesting as well. Since you could suffer great risk if your suppy lines were

29 Replies 80,468 Views

I thought it was pretty clear that the server-dependent AI was beta only. It wouldn't make sense in the final unless Stardock was saving for some huge super-servers that could somehow handle AI in a way my personal PC could not. I can only imagine the kind of nightmare it would take to make that feasable for final release. As a beta tool though, there are many benifits, like being able to track games. Directly see when AI breaks (where we playe

155 Replies 522,691 Views

I don't think we will need to add AI as a friend. I mean, I don't think the server based AI will be in the final... Maybe we will in beta 2 (the networking beta where things like friends and such I imagine might be introduced) but I'm pretty sure until then they are just going to join every game that is created.

155 Replies 522,691 Views

[quote who="Szadowsz" reply="12" id="2190214"]more bears, and people with voices like starscream[/quote] now, when you say this are you thinking of the original 1980's english voice, the japanese voice, the voice in Transformers Armada, universe and so on, or the voice in the recent movies?

14 Replies 6,524 Views

[quote who="GW Swicord" reply="3" id="2191797"] Their champion could be Lord Stinkhorn, and then we'd all be in serious trouble--it's just about impossible to concentrate around those things when they fruit. Yech.[/quote] oh very yes. Actually I was thinking of a kind of stink horn when I made it. Like something like this running around and attacking people. Of course it wouldn't be stuck in the ground, the "limbs" would be able to support and move it.

21 Replies 19,729 Views

Laboritory magic eh? I like the concept. I'm a pretty big fan of magic discovered through tests and experiments (or working over the notes of another wizard I guess) but I don't really feel like that fits the theme of Elemental. Mixing things in a bottle and giving it the power of life as a crazed homonculous (I've seen some pretty discusting homonculous familar recipes before). I'm not entirely sure if that fits with the style of Elemental. It doesn't as I picture

2 Replies 16,718 Views

I wanna play Non-humanoid specias #3: The Commune of the Fungi. After the cataclysm, there were many holes in the ecosystem to be filled. In one particular remote area of Elemental, the main preditor nitch was filled by a rapidly evolving form of moss. These multi-ped beings go through several strages of development that always end their life cycle as a self-aware animal like form. They began to build towns and shape their own evolution,

21 Replies 19,729 Views

I think there is a line to join this club. AoW was slower in gameplay. I blame the interface. Elemental was very "flashy" for its time. Most of the colors were bright, and the animations were clear and plentiful. AoW was much more subtle.

15 Replies 12,067 Views

will be leading? You know the development of elemental has been going on for quite some time now, right? I heard about Elemental (it wasn't call that of course) before Sins of a Solar Empire come out and they were working on a game called "Society". That should answer question number 4 as well. Stardock was the publisher of demigod and Sins. For Elemental, they are the developer in its entirity. I feel like number 3 and 5 have already been answered throu

7 Replies 5,447 Views

well, a water expansion or other worldly expansion would be a great addition. I mean of the scope of the current project does not allow for it. Perhaps somebody will make a multi-layer mod that works pretty qucikly should stardock not have such a feature.

3 Replies 2,613 Views

music. I find the XNA games I tend to come back and play again are the ones with good music. (like put two generic shooters next to each other. I play the one with better music 90% of the time. I'd give examples, but the unexciting counter parts are the ones I don't remember the names. Stardust HD is a good example of music.... I can't think of any of the counterpart names (except geometry wars, but that too has good music))

12 Replies 51,914 Views

How about a thread automatically created for each tournament. I mean like when a tournement is created, a system creates a "insert start date here - pantheon tournement" or something like that. Its just an idea, I'm not entirely sure how useful that would be.

6 Replies 9,426 Views

And here is the last one. The air elemental mount. I was trying really hard to capture the elemental theme and style in the figures with this one, more than just the background as with the fire elemental (yes I know I just reused the old background. Sue me. I don't think my other backgrounds impressed that many people anyway.) It was tough for me. I spent so much time considering the armor that I got burnt out on it (and even more so, my school work s

52 Replies 217,438 Views

Well, you say that. But a lot of newer miniatures games use grid systems. And some games (like pretty much everything wizards of the coast) that once were not grid-based are now switching or have switched to grid systems from regular measurements. I suspect the only thing keeping warhammer and 40k from going grid is the 20+ years of not-grid system, and the only thing keeping other mini games from boing it, like warmachine, is the years of using warhammer terrain.</p

54 Replies 173,274 Views

Well.... Because I want to say I'm not a guy that doesn't do what he says he'll do, I started to work on the stuff I said I'll do. I drew the water elemental rider! I think at this point, super fantastic mounts are pretty much surely out. At least in the form I'd want to see them here (except phantom beast... I can still cross my fingers for that life elemental, though I never really saw him as a mount anyway) So I've kinda making them less seriou

52 Replies 217,438 Views

Well, the space ponies ended up as both an achievement and a hat (seriously, I have the official pink space ponies hat!) If I had an elemental bears hat (actualy I'd want gloves or a shirt or something, since its tough to wear 2 hats at the same time) then I'd be very pleased.

14 Replies 6,524 Views

If these maps are to be as big as stardock boasts, then 24 opponents would almost be a must (at least 12) I personally always liked my number of opponents to be indirectly related to the size of my map (usually played many opponents on a small map, and sometimes not maxing the number of opponents on big maps) Actually... I think I'm going to go play Civ on a huge map right now! There are only 12 factions, but I would hope that nobody would

10 Replies 48,708 Views