Moderators can do it. Maybe if we ask real nicely anyone who's making a Mod can get some Mod privs on that section of the forums. That's probably unlikely though as random people just can't be trusted with the ability to mess with other people's posts. Someone will get mad at someone and start editing stuff and the next thing you know Stardock will be getting slapped with some frivolous lawsiut....probably not a good idea. We'd be better off asking if maybe the replies we have on our ori
RavenX
After the Saturday patch, for the first time ever, I got a "Out of Memory" CTD. Hasn't happened before on this system. I'll report it if I don't see anyone else reporting it. Then again it might be specific to this setup and need reporting anyway.
[quote who="KillzEmAllGod" reply="25" id="2590216"] Naval combat will not be added until beta probably beta 3. thats sounds like you haven't done any work on it yet. [/quote] I'm still wondering if they've decided on the player being able to build ships in ports or if the unit that reaches water will just build the boat there and move across the water, then destroy the ship when it reaches land. Basically it just turns the army into a ship and it "walks" across the wat
[quote who="Mandelik" reply="7" id="2590236"]*looks at the list of Dominions creatures and summons* I want them all...and then some more too! That sure would already be something!! [/quote] That would be awesome. There's a Whole Lot of races and monsters on that list.
I actually like that Elemental has a somewhat abstracted view on this. I love having each soldier come out of my population and be a individual. It is hard though to scale things up evenly like that when you do get to the point that you have thousands or tens of thousands of soldiers. As Boogie shows above with his time-frame examples the scaling of some things aren't going to make sense from a "realism" point of view, but they make for excellent gameplay mechanics and that's what's i
Video Tuts are always a good thing. The only complaint I've ever had with them is usually they aren't Long Enough. For a game with as many options and as much depth as Elemental it would be cool if it came with like a 20 minute video showing you how to play a successful game from start to finish. Maybe include a "Pro-Tips" version too. Do it something like a ".avi" format to keep the file size low as ".avsq" (DvD format) eats up tons of space on a disk.
[quote who="Somaed" reply="7" id="2589514"] Raven, that was the problem.. it wasnt showing up because it wasnt checked to show betas. Thanks! [/quote] You are most welcome, think nothing of it. [e digicons]:thumbsup:[/e]
Dragon-Men, Halflings, people with Pointy Ears (elves), Minotaurs, Dwarves (Short People).
[quote who="Frogboy" reply="5" id="2589611"]I like what you've got so far. When we get into the modding beta, what we'll do is create sub-forums specifically for different mods from the beta group. My intention is to have Stardock developers work with mod developers to make sure we provide enough APIs and such so that you can make very different games. I would love, for instance, for someone to make a literal MOM clone with it. I'm a big Dragonlanc
Note to the Devs: If any of you have any suggestions or can see a way here that you'd like to see tried, please let me know. Being the ones making the base game, there me be times that you (as players, not employees) might want to see something work different then the way it will work in Vanilla Elemental. Maybe you had a great idea but Frogboy or Boogie overrided you. Maybe you ARE Frogboy or Boogie and Everyone Else overrided you!!! Either way, I would Greatly Appreciate any f
[quote who="Magicke" reply="1" id="2589518"] I like the version that would let you control Raistlin, Tasslehoff, Caramoon, etc as heros that you could use in battles and also do quests with. What classes will you make? Mage, Fighter, Priest, Thief? Will you have classes or maybe just skills? Maybe there is\was a neutral god or goddess in campaign with attendant Sovereigns, Heros, etc.? [/quote] Well, both versions have the player bein
This is Part 1 of a outline and discussion of my plans and thoughts for the work I shall soon begin on the Elemental Dragonlance Mod entitled "The War of the Lance". The Mod will concentrate on the War covered in the original Trilogy, also called the Dragonlance Chronicles. As readers of Dragonlance can tell you this war was in fact Not the first War of the Lance. The first war was fought many many years prior to this one and can be found in part in the book "The Legend of Huma". There m
[quote who="Tridus" reply="6" id="2589712"]it is too early to start planning, because we have no idea what the systems will actually look like by beta 5. [/quote] It won't matter what those systems look like when some modders already plan on not using whatever those systems are because they have something else in mind. All we really need to know about those particular systems is how to change them. For those people who don't know how to edit XML and more importantly don't know a
[quote who="maniakos" reply="5" id="2590011"]The Internet will be locked down in 10 or 20 years or even sooner. Why? 1. The ACTA Trade agreement, 2. New ISP liability legislation, 3. Security Features in IPv6 4. And Trusted Computing Modules coming soon in all motherboards. Just because it is not locked now doesn't mean it will stay the same in the future. The giants move very slowly, but they do move. History
Also don't forget, even though Stardock is writing a lot of the game in Python, you'll still be able to edit and Mod a LOT of it with XML. Of course there will be some things that will have to be changed in Python for a serious Mod, e.i. something like a total conversion, but for the average user who's never been a student or never tried a Mod, XML is really, really easy. When the Modding section of the forums open I'm sure plenty of us (I know the Devs will, and I'll need to
[quote who="Frogboy" reply="5" id="2589611"]I like what you've got so far. When we get into the modding beta, what we'll do is create sub-forums specifically for different mods from the beta group. My intention is to have Stardock developers work with mod developers to make sure we provide enough APIs and such so that you can make very different games. I would love, for instance, for someone to make a literal MOM clone with it. I'm a big Dragonlanc
[quote who="mbaron888" reply="23" id="2589461"] That's actually a pretty hard question to answer. Depending on how you play these types of games doing some things may take more clicks then others. I'd say they're about the same in that respect honestly. I think they might play similar if Sins research and economy were set to the faster setting? Does that sound right? [/quote] Hmm...Yeah, I think so. Also though the Tech Tree in Sins is a little more expansiv
Note to the Devs: If any of you have any suggestions or can see a way here that you'd like to see tried, please let me know. Being the ones making the base game, there me be times that you (as players, not employees) might want to see something work different then the way it will work in Vanilla Elemental. Maybe you had a great idea but Frogboy or Boogie overrided you. Maybe you ARE Frogboy or Boogie and Everyone Else overrided you!!! Either way, I would Greatly Appreciate any f
[quote who="strager" reply="4" id="2589519"]Great question. To some degree yes.... Much of the games systems are not yet set in stone....and for this reason the mod will consist mainly of brainstorming for the short-term. That being said, its never to early to start planning. Some systems are already "how stardock wants them" at least in terms of their basic structures. By the time Beta-5 hits, much more will be locked in place and we will have a better idea of where to
[quote who="Magicke" reply="1" id="2589518"] I like the version that would let you control Raistlin, Tasslehoff, Caramoon, etc as heros that you could use in battles and also do quests with. What classes will you make? Mage, Fighter, Priest, Thief? Will you have classes or maybe just skills? Maybe there is\was a neutral god or goddess in campaign with attendant Sovereigns, Heros, etc.? [/quote] Well, both versions have the player bein
[quote who="MagicwillNZ" reply="3" id="2589317"]In Deadlock II local resources were fairly annoying and rather unnecessary as cities quickly became self-sufficient. I don't think I'll miss them much in Elemental. I actually saw the use for food in the latest patch while in others food utilization wasn't as clear. [/quote] This is true, but, we also haven't seen how a "Local Model" would work with an actual fleshed out economy. The economy we have now actually has values and
[quote who="Aractain" reply="34" id="2589346"] I would but then I'm english and we expect the half of the world we ruled to speak properly, (that includes parts of the USA btw). ColoUr [/quote] Don't make us throw another Tea Party :P J/K
[quote who="MagicwillNZ" reply="15" id="2589305"] I just rather not see you hang yourself because your favorite feature gets cut. [/quote] But if you do, be sure to record it or stream it live with a link here. Also, try to post a suicide note in advanced with the time when you'll commit the act live so I can make some popcorn and call my lawyer. Thanks in advanced. (since I won't be able to thank you later) . .. </
This is Part 1 of a outline and discussion of my plans and thoughts for the work I shall soon begin on the Elemental Dragonlance Mod entitled "The War of the Lance". The Mod will concentrate on the War covered in the original Trilogy, also called the Dragonlance Chronicles. As readers of Dragonlance can tell you this war was in fact Not the first War of the Lance. The first war was fought many many years prior to this one and can be found in part in the book "The Legend of Huma". There m
[quote who="GJDriessen" reply="21" id="2589212"]How does it compare with Sins, gameplay wise? Is it more click intensive? [/quote] That's actually a pretty hard question to answer. Depending on how you play these types of games doing some things may take more clicks then others. I'd say they're about the same in that respect honestly.