I'm going to go back to advocating for Special Abilities now. Numbers are not exciting. Special abilities are. Things that shake the battlefield up and add interesting, real, physical dimensions to the game are interesting. Throwing a grease spell out and then dropping a fireball on top of it for a burning patch of napalm is fun. Having your troops charge forward and smash into the enemy ranks and push them back a tile is fun. Having an ogre use his clumb to knock infantry off th
TCores
Assuming you don't want to do special abilities, and you really want the Action Point method rather than just spliting the stats into Movement and Attacks, how would Ashton's suggestion work? Combat Speed System #1 1 Combat Point = 1 square of movement Making an Attack = Total Combat Points / Weapon Speed A unit with a Spear might work like this: <p
[quote]The main thing we are looking for here i s that we want a user to be able to have god like heroes (think Sauron at the beginning of LOTR) and the best way to do that is to make sure that unit can go around and kill a lot of units via either Melee or magically in a single tactical turn. We can't do this if we use moves as the number of tiles they can move otherwise we'd have to let that unit move a ridiculous number of tiles on the main map.[/quote] You can make
What about having the weapon determine the combat speed? Lance calvary could really only get one attack per turn, but still have high movement. But if you were to give your mounted units a riding bow, they could make more than one attack and still have mobility. A riding bow is not as effective as a real longbow necessarily. Mobility could be a stat determined by equipment. Start everyone at two or three movement. Racial bonuses could apply.
How do these six things play out in large groups of units? If I have five units with 3 AP each and they're all right next to their foes, does that mean I click Attack a total of 15 times? (5 * 3) Or that I can cast fifteen spells? What about fifteen units? What are the thoughts behind having movement take 2 AP and attacking take 1 AP? While that's realistic, what is the intent of doing things that way? Would conflating the abillity to attack multiple times and the abil
1) Stardock rocks for that epic all-nighter they pulled to get the Beta out there. It speaks volumes that Brad himself stayed to the very end. 2) I still can't play the game, just hangs and devours CPU. 3) RE: essence We came up with a pretty comprehensive list of where we wanted to see Essence go here: https://forums.elementalgame.com/3830
I also can't play 3A. Here's to 3B!
Let's not discuss energy policy here, no offense meant by that.
Multi-level maps. Even if Brad hates them, I can *use* them and make it Amazing.
I raised this with Frogboy several months ago. As it currently stands you need a minimum of 1024 x 800 resolution, because the "UI" won't fit otherwise. It is possible that someone will create a "Netbook UI" and the game will be playable, but until you read otherwise, don't count on it!
Another report: I used another machine with an identical build down to the firmware, except with a Nvidia graphics card. Worked fine.
[quote]I love modding but I'm not convinced they can move units. We'll see.[/quote] Modding will move maybe 5% of your sales, I'd guess, at best. What will really boost your sales are all the people who get talked into buying the game because you "just have to try out this awesome mod." How many copies will you sell when someone releases a true-to-bones clone of MoM? Or makes a total conversion to space sim. There are a thousand odd people playing* NWN (
It's in my DxDiag but I thought I'd state it clearly here: I also have an asus motherboard with an AMD processor and an ATI graphics card, except mine is a generation older, the 4770. Only real difference is that I'm running windows XP.
[quote who="Blaze of Glory" reply="3" id="2677528"]True, but someone had to program it. [/quote] Er, wait a minute, who programed Mrs. Johnson again? I imagine in addition to being a fast computer, she also could (if she wanted to) wash the dishes.
Noncompete: not valid in the states of California or Virginia! Of course, neither company has offices in those states to my knowledge.
I want * the rest of the DesktopX API hooked up so we can really customize the UI rather than just reskinning it. * database module a la how Bioware handled campaign variables so I can have a series of maps that can share *very* robust and complicated datasets tracking player acheivements and actions through the campaign. * VBscript in DesktopX * Plugins in DesktopX * more art assets * more c methods accessible from python * A Pony
If they're "copying" elemental it's because they didn't think of doing an artbook and figurine on their own (suggesting a lack of creativity) and some marketing manager started poking around the internet and by chance found what Elemental was doing. Just my thoughts.
http://journals.rpgnexus.net/users/TCores/downloads/DxDiag.txt That's my DxDiag. Game has started hanging on the title screen and not going anywhere for hours. Very distorted audio. This didn't happen in the previous build.
[quote]You won’t have to monkey around with anything to get this stuff to work because it just goes into your my documents\my games\elemental directory which is read in. The names of the files are irrelevant. It only cares about the XML tags.[/quote] Important question: How do we package our mods? For instance if I want to play Jimmy's LotR mod one day, then play ElementalExpanded the next, then do work on my own mod, are all of these files in the same directory or do they have
What about ranged attacks from siege weapons?
I'm not going to further the discussion about when it will be ready, since I don't see the point in us talking about it. Instead I'll talk about how will it be critically received. Gamespots direction can be seen here: "Elemental continues to look promising and will hopefully offer many smart, streamlined gameplay design decisions once it's released la
[quote]As a result, we’re moving it to the Workshop area (modding aera). Thus, you won’t have to create factions in the middle of setting up your game but rather can create them at your own pace outside the game and then use them as you see fit. This also allows us to make the race creation a lot more custom and less cosmetic (i.e. we can have Elves and Orcs and other templates in the modding that players can then create their own custom technology trees for and their own custom t
Q1) Where do you see Stardock in ten years? Q2) Stardock spends a lot of time at "front" of development because a lot of their business (such as the oem deals) are on latest-generation, new computers. Where do you see the PC industry going? Is the market ready to transition to 64bit by the end of the next decade? What about 3D?
[quote]Feature lockdown is for the release version of the game, the version we'll be playing if we choose not to patch it. It probably is true that most of the suggestions will not get in for the release build, but as they've mentioned above - Stardock will be adding lots of stuff post-release in patches and expansions.[/quote] Feature lockdown is the point at which one stops adding new "features," and start working on polish and bug fixes. Many development cycles inclu
[quote quoting="post"]A good game is more than the sum of its parts, and yet all we have seen is parts usually with much and sometimes the majority of the game broken or intentionally disabled. It's impossible to give balance feedback in such an environment, because the very act of balancing implies that you have a known quantity on the other side of the scale. Too much was done in isolation, in my opinion, and the beta testers really never got the chance to give feedback on everything.[/quot