Since I don't want my game to last a year (in real time), I always use the smallest map possible which already takes more than 20 hours to play.
larienna
"Realistically, what percentage of people playing Stardock games are still using 32-bit OS's? I"m curious." Both my computers are running 32 bit OS, and I forced to use a 32 bit OS for my netbook anyway. If you want to make a 64 bit version of the game, then why not make 2 different EXE. For modding, one thing to consider could be to only load in memory what the game needs. So that creating a mod does not load all eleme
There has been a lot of talk lately about scripting and dll modules coded in C++. What I want to talk about is: What if I make a new game with Elemental's engine that could be sold on it's own. Will it be possible to release the game commercially by giving royalties to stackdock for their engine? Would Stardock be interested to publish the game through their Impulse platform with little or without fees to be paid from the developpers? I don't mind if Stardocks
If you give the good stuff as a reward for the completion of small, easy quests, there's no sense of escalation later on. I understand the need of escallation, but even level 5 rewards are not good enough to be a level 0 reward in my point of view. "Hey, you receive X elementium". Fine, I am going to make 1 special unit and when it dies I would lose my Elementium. How interesting. I am so going to rule the world with that.
Why do we need lighting effect when the whole game takes place during the day? I prefer to have a full bright map, it makes the game easier to see. By the way, I am partially color blind.
First, in an RPG, quests needs a story, some reason you're doing it that makes it interesting, provides some connection Or provide some meaningful reward. "Congratulation, you are award a silver flute where it's only function in life is to get a few dozen gold piece that you can get anyway from your city. So yes it is useless, but that is all we got" Come on, give me some powerful artifact that allows to cast a spell for free o
"I seriously considered removing quests from Elemental entirely (I still don't know which is the better design decision)" One thing I suggested some time ago is the concept of multi-level dungeons. Right now quest looks like a fed-ex job, move there and do that. It also feels somewhat imposed by the game, and it feels more annoying to start than anything else. My suggestion is that quest are in f
Python dictates (ie: forces you to use) a specific object-oriented model, whereas Lua doesn't. Some projects are better written procedurally, rather than using objects - and vice-versa. Lua gives you the power to do both. I have to agree that Object oriented structure is very hard to grasp, especially when you are not the designer of that structure. So you first need to learn the language and then the structure. So it doubles the learn
"fortran 77" Why not cobol, or Turbo Basic. There is turbo in the name, it sure runs fast. My programming experience is basically in C style language: C, C++, PHP, Basic and Visual Basic. The biggest c++ project I did was "Wizardry Legacy", and I think I lost most of I hair on that project. I was doing object oriented programming, but not realy using the C++ classes. I ended the project more than 5 years ago, so things could have changed.
Just so you know, there is a post in the mods forum for specific requests for modding changes. If you are really concerned about certain limitations that you have run into, throw up some comment on that thread. Honestly, I disagree with your point about the only thing that can be done is value adjustments. This is simply not true. While you are correct to say that somethings have been hard coded into the engine, there are many interesting things even without effecting these part
So some (female) member of one of the Fallen races has access to the Enchantment book. At least Ceresa is the only goold looking fallen character. All the other character looks like if they have a skin disease.
Finally I have been attempting to mod a lot of stuff in the map generation system with a lot of frustration. I can send you a wishlist of stuff that should be in the map generator or in the way the map reacts with the game.
If elemental want to be a game by it self, that is fine for me, as long I can use the same engine to create a mom like game. THIS is an extremely important quote. Without actual scripts to hook to functions in the game, mods are pretty much limited to "extra content". There are a few things you can do to change the game mechanics, but they are VERY limited (and often on/off toggles). Content = Hell yes, lots of potential. Change? No
How do you make a great game? Take everyone's great ideas, put them together and it will be great! That is something I experienced when we tried consolidating ideas to make the MOM mod. Everybody want to play their own version of the game, so everybody think their ideas are important. Another thing I realized is that it is not everybody that has the same game design experience. So when somebody with little experience want the game in a certai
However, why leave a final battle to Auto-Resolve? Its always been a little off. Take the extra couple of minutes to do a tactical battle, surround your sovereign and have him blast the dang hermit with spells. But obviously you need to actually fight the battle not let the AI do it for you! (Why would you not want to fight the final battle I'll never know) Simple, I was playing on my netbook, if I enter a battle,
I tried to explore the various way to end the game by cheating and going directly to the target. The Spell of mastery cannot be done easily because there is no magical cheat, so I decided to try the master quest. The problem arrives at the end of the quest when you need to defeat the hermit. The hermit is simply undeafeatable because he dodge all attacks. I made a unit with the best equipment that would require more elementium that could be find in the whole game and all my attacks mi
First, I thought it was a lack of feature, like I explained here in this thread: https://forums.elementalgame.com/403481 I detailed here on this page http://elementalwarofmagic.wikidot.com/xml-elementalmap No preset Starting location : If you do not set any starting location on the map, it seems that the game
Master of Magic can make the best kind of any food found in New York, better than whoever is considered to be the best by even the most adamantly obnoxious of New Yorkers. I am not so sure, apparently they make "poutine" with sliced cheese which could be considered as a crime here in montreal. My friend in edmonton said that out food in Quebec is much better than the rest of Canada. I was surprised. I thought the only thing we had was "Poutine" and maple
You just need to make a post in the support section to report bugs. You can also submit logs in the case of a crash. I have not tried with version 1.1. I remember that I successfully unloaded troops in the game I played. I could try it again to see how it works.
I am currently making the master of magic mod, and I do a lot of research an experimentation when I mod. Since my memory is short, I won't remember what I did 6 months later. So while it's fresh in my memory, I decided to write some documentation about the stuff I have modified in the XML files. So I decided to create a new section on the wiki where each object type could be documented. I will add to the wiki as I make the modifications for my mod. I will not document 100% of the stuf
I made some test with the map editors If you do not set any starting location AND Ckeck or do not check "randomise starting location", the computer will generate starting location and the player will always start at the same location. If you set "Random starting location" on the map and you do NOT check "Randomise starting location", the computer will place players in your selected spot but always at the same location. (it seems a random starting spot is not ran
There should be some options in the XML to allow certain type of terrain to be constructable. The is currently 2 problems First: Some terrain cannot have building placed on them. Second: The sovereign (and probably pioneer) is restricted to build a new city on certain terrain. All this information is hard coded, so it should be placed in the xml instead. The building terrain can be overrided by adding terrain requite to each building. Which allows me to
The is a problem right now where the picture file used to display terrain on the cloth map is hardcoded. So if people want to add new terrain, they must use a terrain type that already exist. My suggestion is that you add a field in the TerrainType data structure where you can specify the file to use for displaying that terrain type. You can make an exception for mountains if you want since there is many different pictures used. You could use something like
I am not sure, I would need to check, but since my video card was not so great, I think it was pretty low.
I tried today to remove the maps supplied by the game and add my own maps in the "maps" folder. Then I modified the XML file where all the map are listed and I listed my ownmaps. I now have 2 problems: 1- First, the game choose a map randomly from those I have supplied, but the size selected by the user does not match the size of the map selected by the game. In other words, it selects any map randomly. Does anybody know what the game use to match the right map with the right