Like I said, I've not used any of them at any point in time. My programming experience is in web apps, database/SQL, and anything to do with the internet. Hence my impression of scripting languages being more simplified than it sounds like they are. I actually have a book on Python but I've not cracked it once. Glad to get some responses!
Tydorius
Since so many people have had things to say about which scripting language to use I thought maybe there should be a thread where the modders-to-be sort things out. The suggestions I've seen so far are: Angelscript Lua Python </st
[quote who="Frogboy" reply="111" id="2880858"] If you don't think War of Magic is a finished product at this point, you should probably go away and never come back. I really think the hard core zealots have had their pound of flesh and can piss off. War of Magic v1.11 is a definitely decent and finished game. [/quote] ... I think I love you Frogboy.
I've not looked into the differences between scripts as of yet, but I know Python did really well for Mount and Blade. There weren't really any complaints there. But here's a question - If there's going to be a mod layer between the engine and game once all this is done, how modular is it going to be? Could it support multiple scriptings at the same time? It might make it a little bigger, but as far as scripting goes could it not be interchangeable? Like I said
Anyone here ever hear of Runes of Magic? It's free to play, there's no hidden options that you can only get through money. The only things you do with money is buy items that are available in game anyway, or buy currency through their legitimate system. It's a shortcut but it's not unbalancing in the endgame. You can also use money to change the looks of your items and fully customize your character. Got a weapon that is amazing but looks like a toy? Pay and it'll look like that flaming falch
[quote who="Werewindlefr" reply="90" id="2880617"]He admitted to being a fat geek, so your doubts are understandable. Geeks don't get laid.[/quote] Oh that's harsh. Just to disprove your point: My fiance: http://looneymitch.deviantart.com/gallery/#/d2zou10 Anyway, I'll try to make my next post constructive.
[quote who="NelsMonsterX" reply="47" id="2880337"]How terribly disappointing. Stardock is beginning to look like the crash and burn game studio of the decade. I've been patiently awaiting a "finished" product to show up after an expansion or two, but now, instead of making incremental inmprovements to a mediocre game, we now have a very good chance at receiving three, separate, mediocre games. Where is the logic in this? The world of Elemental isn't even very exciting.
The only way I could get around that is find a city on the map and orient the map so that the name for the city is properly aligned, then whichever way is up is north. But right now the campaign is really lackluster, but I finished it back with 1.0 just to do it.
The awesome thing is that these points are currently modable, at least the main bits. You can make horses available in the beginning, and the resource itself is just not harvest-able until you research the tech. So mounted heroes, but not soldiers. Same with the boats. You can mod the port to be available for whatever level city you wish. And movement is also modable. Or to save time you could make an extra move civilization trait and add it to th
One request - If you're continuing EWOM and simultaneously developing EFE, please keep the current XML tags in tact even if you use entirely new ones that do the same thing in the new game so that people that spend a lot of time on mods for EWOM don't have to completely redo the mods for EFE.
[quote who="chanter45" reply="5" id="2880118"]I'm really confused here, can someone send me a link as to explain what is happening with Fallen Enchantress and Elemental? I understand that Fallen Enchantress is a stand alone expansion, but it sounds like a whole new game. How does the expansion "expand" upon War of Magic? This is really bothering me. Am I switching between two games or what... To me it sounds stupid to play a game, and then to play a games expansion separately, sinc
I wish the AI would stop declaring war just because it's bigger. Maybe allying with smaller countries just to get that edge in power over their next rival. I'm tired of having close relations one turn and then a few turns later seeing it's hostile because of the (-5) I'm bigger than you thing. Something more like Sins where each action had a good and bad consequence. If you go to war with a faction and beat the tar out of them that's one thing, but if you have a border skirmish it's completel
It ended at midnight. As of 2 p.m. today they started deliberating.
I'll post voyeur photos of Lord Xia if my quest wins.
[quote who="davidjc_af" reply="31" id="2879356"] Quoting econundrum1, reply 30 Ok I will chime in here because I am sick of fanbois telling me this is a beta game. Beta was done once, it was declared over and Stardock released an unfinished, rushed, buggy game. They got hammered by game reviewers, then they asked for a SECOND beta. They got their second Beta, and then it ended. And now we have somehow again begun yet another beta. It's certainly not a beta game, but it is
[quote who="Victor5" reply="16" id="2879119"] Not one problem since 1.00? Okay... miracles can happen, but a very specific combination of conditions would have to be met for the above statement to be even remotely possible: - if you've never played the game again until 1.09 - never played the game longer than two hours at a time - never played on a huge map - never tried alt+tab while in-game If you've met all of the abov
With a 5000 character limit, we've been complaining that there's not enough space to get a good fleshed out quest, but there's another space issue related to the contest - I can't read long quest suggestions. The div that appears (I assume is CSS/Div based) doesn't have a height limit or an overflow setting, so it pops way over the top of my screen, so I can't read the beginnings. http://www.boutell.com/new
I know what you mean Xia. I'm running on an ancient NVidia card right now. I'd read your quest, but it's impossible with the width limit they set in the CSS on the contest page. My contest being almost exactly 5k characters stretches out of the screen in both directions. But honestly I hope whoever has the quest that would involve the most modable implementations wins. - Floating islands, additional maps, narrated intermissions (Marriage like), or whatever. Just like the spe
[quote who="charon2112" reply="48" id="2879062"] Quoting Tydorius, reply 47My quest was too big for 5000 characters so I had to cut out a lot of the details and the NPC interaction. I hope they ask the winner for more details so they can use more than 5000 characters. And I'm assuming since it's not been changed this far in (I'm sure there's someone that checks for errors in things like that) the contest that it's probably two hours from now. ^ this. I
" CONTEST DRAW(S): The decision for the top five quests will be held in Plymouth, Michigan beginning at 2:00 p.m. Eastern Time on January 31, 2011 from all eligible entries received. The winner will then be decided by Impulse account holders, and be announced on February 22, 2011 via the website. The winner will also be contacted via email." Yep, it's 12:00 a.m. as in very soon, since they're making the decision starting tomorrow.
My quest was too big for 5000 characters so I had to cut out a lot of the details and the NPC interaction. I hope they ask the winner for more details so they can use more than 5000 characters. And I'm assuming since it's not been changed this far in (I'm sure there's someone that checks for errors in things like that) the contest that it's probably two hours from now.
Pfft, Ninjas are alive and well on most MMO's. XD
[quote who="pad152" reply="2" id="2878749"]Beta version or not the game should be a lot more stable by now, there just isn't any reason to put out another untested/buggy version of it.... [/quote] http://en.wikipedia.org/wiki/Software_release_life_cycle#Beta <span style="font-size: smal
Updated the roadmap. Trying to map everything out before I start on anything beyond the tiles in case I make changes or make items dependent on one another.
Are you using the beta release or still 1.1? Because 1.1 was very stable for me but the 1.19 (1.2 beta) is giving me performance issues and OOM's again.