Awesome work, as always oddrheia. Thank you. Don't rush yourself. There's a lot going into 1.0. If some tiles aren't the best, not a big deal, as they can always be added in later very easily. If you ever want to do other graphics, that'd be awesome too. It would be cool to modify some of the in game images for use during quests. If that's something you want to try, let me know, and I'll let you know which ones I think need it the most (some are fine with the current in
impinc
After recently messing around with a couple custom (hell, and even one from the core game files) map for tactical battles, I noticed a problem. It's like if the map isn't an open battlefield, the AI gets confused. For instance, there was a choke point on this one map I was playing. At one point, there was only one square to advance forward. The AI, before even getting to this spot, then goes off in another direction, to finally turn around and actually make its way towards me. It's really str
I'm aiming for a friday release of 1.0. If anyone else has any tiles or graphics to submit, please do so soon. I'd like to get the most stuff into 1.0 that I can! Note: Due to some changes coming in 1.19, it may push the release beyond Friday, but it all depends on how long it takes me to adjust for the new patch. EDIT: Also, if you want to include some tactical maps, that'd be sweet too. I also need a tile d
Getting close to a release of 1.0. I was going to release it tomorrow, but perhaps I will wait until 1.19 drops. Come to think of it, there will be quite a bit to change within the abilities. Ok, so for now, I'm planning on a Friday release. I still have to add two more abilities, then distribute the rest of the abilities to the NPCs. I have a few more weapons to add into goodiehuts, and the string quest is coming along well. For the 1.0 release, it will have t
None of the city pop triggered quests work. I slightly recall the strange noise one, but I remember the escorting the knight quest. There are 4 or 5 quests which don't trigger right now. I guess they removed the ability to trigger a quest from city population.
EDIT: Nm, Heavenfall beat me to it.
[quote who="Derek Paxton" reply="157" id="2875523"] We considered a higher casting cost, obviously thats what we did with Teleport. But Blink wasn't just a case of balance. It introduced significant AI, balance (in that even with a higher casting cost it was still abusable) and fun issues (bouncing back and forth on a battlefield while the ai runs back and forth isn't enjoyable and its strategic). It was, much like a Pauly Shore
What I usually do is to name the map the same. So, I create test1. Then I end up quitting, and going back in...then go to map editor, make the map again, save it as the same name. Then you can go and play on that map without having to restart.
Well, honestly, I'm not a MAC fan. How much did you spend on that iMAC versus the netbook? Spend the money, and you'll get a good machine. Anyways, MACs don't have many games made for them. You can try to run Boot Camp (basically you'd be installing windows on the mac, and setup a dual boot situation...boot into windows for games, boot into MAC OS for anything else). I'm not sure what they mean by parallel. I'm guessing maybe a virtual machine? Check out virtual box. It basically simulates a
[quote who="HsojVvad" reply="6" id="2874960"]Oh I do have one problem with Elemental. When I click end of turn, I am waiting and waiting, for my turn. The reason why I wait? Because it goes so fast, I don't even realize that it went by. So far in the begining of the game as soon as you hit end of turn, it is so fast, not like in Civ V and other games where you wait 20 seconds or more between turns. 1 second inbetween turns is so nice and makes the game go faster.[/quote] That's a prob
Not the best quality, but not too bad for a phone. Since I'm not currently working, I guess I'll post my "office" at home :P.
Oh God, I'm not sure I want to really see your office. Of course what I imagine your office looks like, and what it actually looks like are probably two completely different things.
I want your chair.
[quote who="Wintersong" reply="35" id="2874686"]Why doesn't any Linux/Mac games developer make an Spiritual Succesor to Elemental for those platforms?* Valve? Blizzard? Any of the "locals"? Even if Stardock were to diversify in the near future (where "near" could be "no less than some years" as far as my total ignorance about the topic goes), right now there seems to be no real reasons for them to go beyond their Windows scope, despite Linux/Mac fans not agreeing with their reasons
[quote who="Jon Shafer" reply="15" id="2874365"] Quoting Glowing_Ember, reply 13I'd like to point out this little blurb ( i know he's kidding lets just get that out of the way ) Adam: According to Wikipedia, you enjoy beekeeping. Is that true? What other hobbies do you have outside of Stardock? I’m really getting into human cloning. The basement of our building has a number of large “jars” where we grow more developers
[quote who="achernyaev" reply="194" id="2873663"]Hasn't found a file ArtifactUW.zip in ACP folder.[/quote] Yeah, someone already mentioned this. It's the UW version. I ended up overwriting things. If you have UW installed, it will use it's abilities. If you don't, you wont get the abilities.
I'd like to propose a challenge to the tile makers here. With the Haunted Vagabonds quest, (right now it's No One Home by John Hughes) I'd like to see a tile, AND a tactical map for the battle. It would be awesome if you could make the tile for the 3d map, then when you go into this encounter, the map looks like you're "in" that tile from the 3d map. It'd be interesting to see who can come up with the closest respresentation of their tile in a map editor (tactical battle map). <
Ok, I added another quest that needs tiles to the list above (1st reply of this post). The village tile I think kind of speaks for itself. It's supposed to be a makeshift village for a bunch of vagabonds. This is the first of three quests that I will be adding which unlock a tech for a new weapon to equip your troops with. I'm thinking with the 3rd quest (I'm going to use the same vagabonds in all 3), that the vagabonds just realize they will always need your help and join you
Another thing I'd like to see regarding quests (besides an editor). I'd like to be able to fit more text into more screens. Right now, the only two places which are fairly unlimited are the initial opening quest description (upon accepting quest), and CompletionText (which appears you can't change the image associated with this, it appears to use the Image defined for the quest accept screen). QuestChoice only allows 400 characters. Being a choice though, we can work around this for now.
[quote who="kenata" reply="62" id="2873513"] I have really mixed feelings about this expansion pack. It sounds like it will have lots of great stuff, and I really appreciate the thoughtful realism in Derek's post above. However, I'm a little confused and disappointed by the fact that this will be a separate product. I feel that the stuff which is planned for the expansion is all stuff which ought to have been in the original game. A living world? Heck yeah! But why is it comin
A bit of good news! You can force a certain tactical map to spawn for your encounters in quests! This means you can sort of make a navigable dungeon! I've only tested this within a QuestChoiceDef. Within the container, you can add the two following tags: 1</ForceTacticalBattl
[quote who="M. Agrippa" reply="187" id="2873239"]A note on balance as well, if you give abilities from UW to the new weapons, why would you ever want to use the normal stuff in game? What I would suggest is adding the non-Elven weapon stuff in like you describe, having them unlock for units via "unlockable tech quests", and playing with the attack / dodge / stat /etc bonuses to differentiate them from the vanilla set. Maybe leave the Elven stuff as is for flavour in EF and f
[quote who="Heavenfall" reply="185" id="2873224"]Hey impinc, I plan on adding the elven weapons somewhere down the line to the artifact generation. I just need to do some xml hacking in the hkb files so I can assign variable skins instead of the hardcoded that are in there now, and that's very timeconsuming. No idea when I will get around to that though, possibly after next update to expandedfactions.[/quote] That'd be awesome. I guess it would be asking too much to do
[quote]"New Weapons": this sounds good, I still have those files and they were really cool weapons. Are you planning on having the set that constitutes the Elven weapons in as options or just the ones that exist but are explicitly not already in EF? [/quote] I'm using the models, and changing the stats, and adding abilities from UW. Right now, I have three things that are going to be unlockable techs. The cleaver, dual cla
Yeah, you know, I think I screwed up, and had the UW in there. I'm just going to leave it that way. If you don't have UW, it won't break anything, you just wont get the abilities. Working on the next release now. Just a couple things which will be in by version 1.0 (they may be another version or two up before then): More abilities fo