TCores

TCores

Joined Member # 4001781
41 Posts 411 Replies 670 Reputation

[quote who="Xadie" reply="9" id="2893947"]With good support of a scripting language like Python oder LUA not that much of a problem. But it costs a lot of resources that way. So many mods in Civ 4 run so slow because of extensive loops via Phyton. The more is embedded straight into the code and accessed via XML as "switch flipper" - the faster and more stable will modifications be.[/quote] And the more limited your options will be. Dozens of triple AAA titles us

17 Replies 18,684 Views

[quote]1. I want to be able to define item categories and set how much of it a unit (be it hero, soldier-unit, creature or whatever) can wear. For example: Definition of item category: Backpack. Then max number of Backpacks worn on all units: 1[/quote] I'd go further: the ability to change the game mechanic such that I don't need a predefined switch to flip or data to change, I can actually go right in there and write whole new item categories, rework the script to supp

17 Replies 18,684 Views

[quote]Ultimately the lack of scripting and the lack of flexibility makes Elemental a very uninteresting choice for modders.[/quote] That's what I've run into. I'll buy Fallen Enchantress if it can do what I need. RE: Civilization documentation was a copy paste error on my part. I mean to say: B (very good, missed some key elements that community had to "discover" through trial and error. see models)

17 Replies 18,684 Views

Note: you're free to disagree with me, but I'd rather hear what you think and why you think it than hear about how I'm all wrong because X.

17 Replies 18,684 Views

Here's the report card, as I would have done it, for *right now* I'd have responded to the thread comparing these, but this really generalized feedback on the quality of the modding. I have very different opinions on the quality of each of these games; but that's for another time NOW: Civilization V: Toolset: B (Workable tools

17 Replies 18,684 Views

Select a C-style scripting language You'll pull more of the professional and semiprofessional modders, and they're what make the modding community. We make the base packages everyone uses, write the tutorials that introduce new players, answer the questions they have, document the quirks of the toolset and form the foundations of the scripting community. Provide a robust API using triggering events onspawn, o

157 Replies 405,701 Views

[quote]Being able to fully alter / access / alter the UI and game logic is really all it takes. In many "modable" games there are just too many brick walls and insufficient access to the UI so you get too many crude workarounds.[/quote] Civ V has taken the interesting approach of putting "all" of the UI in XML and Lua, which is really wonderful. Obsidian has been doing that as well lately.

30 Replies 28,297 Views

The information is so old I no longer consider it reliable. I'm well aware the company focus is on improving the base game (as it should be) although I feel the lack of a scripting language is partially responsible: there's a reason people say Python has high-productivity: you can get a lot more done faster with less crippling bugs even though the code is not particularly fast. No offense to anyone, it's just a feature being announced, followed by long periods of silenc

30 Replies 28,297 Views

If it's a case of "We don't have a Python programmer," then try Lua or any of a half-a-dozen other off-the-shelf languages, or even your own in-house language, if you need familiarity. C programmers transfer readily to Lua.

30 Replies 28,297 Views

Can we have an update as to whether Elemental will be given scripting support? Rationally, I cannot see you rewriting all of the AI in Python. It's possible we might get API hooks and some of the game logic might be moved into it. Elemental has been quite the journey so far, but the scripting support that was part of the big lure for me has not materialized. Faced with other contenders like SCII and Civ V, it is difficult for me to wait for Stardock, no matter how good the gam

30 Replies 28,297 Views

[quote]Then, we will work on v1.1 which will serve as our answer to player feedback. Enhanced AI, improved UI, a tutorial, updated quest system, new magic system, numerous other tweaks. This version will serve as the basis to make a demo version of the game. Beyond that, we will be looking at player feedback. That will work towards v1.2 (October) and v1.3 (November). Once we are satisfied that the game has met reasonable expectations, we can then focus on the first expansion pack:

323 Replies 1,268,955 Views

[quote who="Kobracan" reply="3" id="2712573"]I was actually quite curious about publishing as well. When there is only like one week (and still more tweaking to go according to yesterday's post), how is it possible to burn, package, ship in such a short period of time? [/quote] On-site printing has changed the way games (and most software) get shipped. No need to send out the manual for print, get it shipped back, ship to a new site, package the boxes, and ship out

96 Replies 197,586 Views

[quote]Now, the other issue, which there really is no way around, is the time it takes after you hit “Start game” and you get to the map. All those wonderful tiles have to be loaded and parsed. [/quote] Frogboy, why isn't this an option? https://forums.elementalgame.com/390597 I don't know what your setup is but it seems like the obvious thing to do to fix the load time?

85 Replies 234,804 Views

I was working on a (very boring) project that needed to parse 5 megabytes of XML on loadup. It was for processing transactions but that's not very important. The load-up time was very frustrating to everyone who used the project. We spent a lot of time pulling out hair over how to fix the problem, but the end solution came down to this: We created an index (a plaintext file) containing hashes of every XML file. At runtime we would hash the files (this is very quick operation, especial

8 Replies 9,107 Views
Reply to Foundation in War of Magic

[quote who="Luckmann" reply="14" id="2707859"] Quoting Tormy-, reply 1 AoW - SM is the best fantasy TBS right now, but [...]No way, no how. Fall From Heaven 2 takes that prize. [/quote] Fall of heaven is too buggy in multiplayer for me to take that prize.

20 Replies 14,331 Views

[quote who="RisingLegend" reply="4" id="2707983"]Cool, Frogboy! Thanks for givin us these tips, I have a feeling I'll be using them a lot in the future. Is there any way that you could set up a "% chart" that gives you different items based on chance? I saw in the code there was a "likeliness". Could we set it up so that its more likely that we will receive 50 gildar instead of the midnight stone? So in example: there is a 70% chance you'll get this: "you search the ruin

62 Replies 116,604 Views

[quote]Originally, we were going to make it all Python driven. But then we realized just how much we could do with XML. Eventually, we’ll expose in-game APIs as Python so people can do even more.[/quote] What's the timeline on this? Post-release? Next expansion? Some time after that?

177 Replies 410,402 Views

[quote who="Leto2626" reply="54" id="2700053"] Wow, you missed all the fun ! If it's about exploring for free stuff I mean lots of games out there about that. I don't give a damn about that so, good thing they are gone tbh [/quote] I didn't miss any fun. I played the game to completion many times. More often than not, I played partway and abandoned the game. I just found the endgame boring and dull. All sense of discovery had gone out of it.

105 Replies 351,300 Views