TCores

TCores

Joined Member # 4001781
41 Posts 411 Replies 670 Reputation

[quote]Dang, I like goodie huts, maybe just fewer of them. Civ's implementation works. Placed at the beginning and they don't respawn.[/quote] Shame to hear about the goodie huts. To be honest, most of my fun in Civilization came from exploring for goodie huts. I rarely played a game past 1000 AD.

105 Replies 351,349 Views

I think the Dragon needs Devour . Giants could use Hurl - attempt to pick up a unit and throw them Trample - Additional attack made while charging an enemy. Intended usage: for mounts trampling over infantry, etc Knockback - knocks an enemy back one tile, if possible. If not possible, extra damage from colliding with whatever is behind them! Blood Rage - unit gains HP every time

105 Replies 351,349 Views

[quote]Oh so you can't actually mod the UI atm then? I've been going crazy trying to figure out how to modify the UI using Desktopx and reading line after line of xml trying to figure it out dohh.[/quote] You should be able to "skin" the UI at release by changing some of the image files. But until otherwise stated, you won't be able to make new interfaces or modify any of the functions of the buttons, etc.

79 Replies 159,163 Views

[quote]True. These are things we would have to add later. At the end of the day, this IS a strategy game after all. I agree there's a lot of interesting directions we can go with quests and such as time goes on. [/quote] I myself am looking forward to seeing scripting in the game, and the desktopX API. XML will never offer the flexibility needed for conversion type mods, so I guess that makes me a "second wave" modder who'll become active when (and, tbh, if: I understand this is a s

79 Replies 159,163 Views

Might I recommend some easy listening in the form of: http://www.youtube.com/watch?v=aOZsU8elXrI&feature=related http://www.youtube.com/watch?v=aqvmCiNMpCU&feature=related Better for you than Enya.

83 Replies 264,091 Views

Thanks everyone for the karma and suggestions. I am wondering if I should make a new section and detail some fun magic systems that are compatible with the idea of "Essence" from past TBS? I'll do that only if we're running out of suggestions here.

27 Replies 102,597 Views

Actually, reviewers will review a whole mix of different copies of the game, depending on how they got it. Anyone remember the scandal back when a company left a major bug in a version of the game that got "leaked" to pirates? Turned out a bunch of reviewers had themselves pirated the game and gave it a poor review because they were affected by the bug. Best bet is to send the reviewers a copy they can download off Impulse, that way they can make sure it's easy

56 Replies 108,446 Views

[quote]Steam is nessesary for any true gamer these days, tis the nature of things.[/quote] I'm not a "true" gamer anymore? Er, sorry? I'll just hang out with the "fake" gamers over here. : )

94 Replies 234,500 Views

Bioware - never been treated better by any other game company out there, including the gracious host of these forums. Either they have the money or an extreme dedication, but they've gone the extra mile when I needed it.

275 Replies 491,246 Views

Some wishful thinking in here. Manufacturers set the prices on consoles, and walmart would be happy to sell the games for pennies if it still made a profit from it. Stores get a MSRP for the software (often suggested by the publisher) and then the stores can charge whatever they want. Let's not whitewash the game industry by implying that it is evil walmart that makes them expensive. Blizzard, Microsoft, and yes, even Stardock are all companies that need to make money and tu

35 Replies 80,578 Views

That's understandable. The documentation stuff is especially something I can't imagine you having time for until post-release. Thanks for the update on where python fits in. I wasn't sure what was happening with it.

76 Replies 237,460 Views

[quote]But what I do know. That words from strangers with heartfelt gratitude are often the honest feeling one has unencumbered. I know that often your work is thankless. Your invisible, at times. Because, you're out slamming back code, and solving problems, and getting quests in and making sure the spells hook up right, and that the polish is working out as intended. Your work ethic is appreciated, and this game deserves to be a #1 seller. So thank you again to all th

55 Replies 299,144 Views

My (ElementalExpanded) Beta 4 requests Access to the XML so we can start seeing how things are done. Access to the python scripts so we can start coding. Access to a .hkb converter so we can get the model orientation right for Elemental Access to a single

76 Replies 237,460 Views

In the combat thread we have discussed this quite extensively and completely agree that one stat for movement / number of attacks causes a lot of problems. Specifically we've been calling it the "Sauron / Super-Calvary" problem where people who move far on a battlefield (calvary) suddenly get a ton of attacks, and people who are supposed to have a ton of attacks (Sauron) can suddenly teleport across the battlefield. It's obnoxious. I'll repost our con

22 Replies 14,933 Views

[quote]If I'm misunderstanding what NullAshton was suggesting, feel free to correct me, I read his post really fast.[/quote] Specifically for LikeTheWhirlwind, this is our suggestion: 1) Combat Points are how far you can move. 2) Your Weapon Speed is how often you can make an attack. 3) A weapon speed of 5 means you will use 1/5th (or 20%) of your Combat Points every time

274 Replies 393,165 Views

I have updated this thread with suggestions from everyone and changed the format a little. As you guys know I add the suggestions whether or not I agree with them: so long as they have some merit I think they belong up there. I still do not feel satisfied with Essence as it currently works, but (understandably) Stardock may not be willing to change the mechanics at this point. However, there are a ton of "little" suggestions that I think make worthwhile additions. Also hopeful

27 Replies 102,597 Views

Here's a hypothetical here: does working a 12 hour day just to get a beta out so the community can test it not immediately qualify for the suggestion that they are very hard working and dedicated? What about if they worked 12 hour days for two weeks straight, then worked the weekend too? That suggests to me that they are, in fact, not merely dedicated but composed of some kind of diamond-infused super-flesh, instead of normal human flesh.

55 Replies 299,144 Views

[quote]Very encouraging. So from what I can tell, a lot of people seem to take issue with certain elements of the early "Post Apocalyptic" setting that are specifically cosmetic. It would seem easy enough to modify. [/quote] I'll admit to feeling the post-apocalyptic setting has felt mostly cosmetic to me. I'm not really complaining, it just does.

30 Replies 32,058 Views

[quote]How much different would you like Overland Movement and Tactical Movement? I'm not sure that it is necessary: A unit that can move far overland should also be able to move far across tactical maps [/quote] I can see why Tactical Movement could be different from Overland Movement. A couple reasons: A single scout should be able to ride father every night than a legion of horsemen can move due to logistics, but they should have th

274 Replies 393,165 Views

[quote]From what I'm seeing so far quite a few people (me included) are envisioning a system in which movement and number of attacks are seperate stats, but interact with each other.[/quote] I agree, essentially a lot of us are on the same page on this. In order to create the "calvary" and the "sauron," we need the combat speed to be a separate stat from number of attacks. The model of 1 square = 1 combat point, cost to use weapon is Total Combat Points / Weapon Speed seems complicate

274 Replies 393,165 Views