It's official. Robots are running Impulse. IS YOUR DATA SAFE FROM THE NEXT WORLD ORDER? Call 1-800-NOROBOTSINMYLIVINGROOM and demand that ALL your data is handled on paper only by human beings. Be part of the DIGITAL REVOLUTION as your ancestors envisioned it. I am speaking from you, as we speak, in the present. /end silly Frogboy, didn't you say just a few days ago that Impulse was SDs most profitable section? It can't be all bad.
Heavenfall
Oh dear... we'll be hearing about this for years to come.
Something that always bothered me is the pointed world lightning (yes, ok, that means it's not really world lightning but ambient lightning). Consider the two examples. One is a guy facing a direction. One is a guy facing the other direction (turned 180*). http://img822.imageshack.us/img822/5653/elemental1297458535.jpg
Here's one more thing, by the way. On higher difficulties, all enemy units get their health multiplied by the difficulty. For example, on ridiculous this is +200% (or 3 times more health than normal). It looks like this: 3.00 This does not apply to the sovereign, leaving that guy the weakest, softest target in any one engagement. Now, in the XML for the difficulty there is a line that says 5.0</AISovereig
Yes, no more unique units in development. Waiting for 1.2, then will do update to 1.2 standard.
I want to be able to play the game on a 3x3 resolution screen. I don't think such a screen actually exists, but I will make it just so I can demand that Elemental runs on it. Also, while it's not bear cavalry in particular, there are two bear mount models in the expandedmounts mod.
If you open up the source of the main page, you should be able to find an rss feed rather easily. Here's one for all the elemental sections: http://feeds.feedburner.com/Stardock/27/forum/511 and here's one for just the dev journal: http://feeds.feedburner.com/Stardock/27/forum/513 edit: here's one for the "10 latest recent posts" you find on t
I noticed that items can carry multiplier bonuses as well as additive bonuses. [quote] Unit AdjustUnitStat UnitStat_Attack 1.0 [/quote]
I think you're doing an extremely good job at this Vallu. I would suggest that you simply post the changes to the thread at the end of the thread, however. Keeps it all in one place, easy to follow.
impinc, instead of creating their own tech tree, is it not possible simply to add the new armor to the current tech tree and then give the core units new modeltypes? That's the approach I used for most expandedfactions. The only drawback is that each armorpiece will be listed multiple times when researching. Also, another possible work-around to keep the mod compatible with updated weapons - when you get to the weapon techs, you don't actually need to unlock every item for that tech f
Of course IF it's debug code or whatever, it's not an issue. The point is we don't know, and they're not talking. Hence, I'll keep reporting a problem with the game. It seems a bit obvious to me to comment that a beta problem may not appear in the release version. Edit: Sorry if I sound grumpy, I'm sick and locked in my home. [e digicons]:annoyed:[/e]
[quote who="TheProgress" reply="21" id="2885741"]Like impinc says, I'm pretty sure the betas contain overhead in the form of debug code.[/quote] Again, hopefully that's the case. But if you're saying this is a non-issue I don't agree. Guessing the cause of problems is for SD, not us.
I believe it controls the monster health. Don't know about spawns of monsters and resources though.
I'm hoping that's the case. I never noticed this problem in a beta before 1.19 however.
This stuttering/slow loading of textures or whatever is still present in 1.19b. If this is something that's happening because it's beta (like you have some extra check that is only for beta), please let us know.
[quote who="lbgsloan" reply="66" id="2885632"]Sounds like their biggest mistake was hyping it to be DK3, when in fact the core gameplay is quite different. Apparently for the worse for what I'm hearing from the community. They might get more initial sales this way, but there's going to be a lot more backlash as customers realize they bought what seems to be more a puzzle game than a sim.[/quote] They never did that. In fact they specifically said that the game would be its
StevenAus it would be great if you guys could type up just a short list with say the major 10 changes from the standard game. It's a bit hard to get a grip on what's actually going on in the project, just by looking at the site/wiki.
Is there a list of the new features anywhere? I mean for the whole project, not just the latest release.
These have been around forever. I've reported Pariden's ability several times and still it hasn't been removed.
weapons 1.11 http://pastebin.com/raw.php?i=tdUvU4fw armor 1.11 http://pastebin.com/raw.php?i=baViWpi1
There is a stat that allows attacks to bypass armor, and there's nothing stopping anyone from putting it on stuff.
Glowing_Ember even if you can't run the game you can check the xml for values.
Yeah, stay away. There is nearly no depth to the game, there is a very limited set of buildings. The only thing that is half-decent is actually the campaign, which throws a few unique challenges at you from outside the box.
1) The mod is fully playable. It has no planned finished state, but right now is not being actively developed. 2) Yes, but be sure to read through the main posts for the mods.
Put together a webpage showing all the possible attack/defense combinations. Attack is top row, defense is first column. http://thedyinggrounds.com/Elemental/patch1.2.htm new link http://thedyinggrounds.com/Elemental/patch12.htm