DerekPaxton

DerekPaxton

Joined Member # 633504
150 Posts 1,626 Replies 2,851 Reputation

" We apologise for the fault in the subtitles. Those responsible have been sacked." ps. Monty Python references aside, it should

13 Replies 11,468 Views

[quote who="Trojasmic" reply="11" id="2883005"]Can you at least give an honorable mention for my quest?[/quote] I did like yours, I just didn't think it was up to the caliber of the ones I picked. The hard part is that I need one of these to be cut so we can begin voting Monday. I will have Toby check them out and see what he thinks (Toby may have some ideas for others he wants to include so the above doesn't have to be the final 5, they are just the ones I personally pref

60 Replies 121,866 Views

Good quests are hard to create. I seriously considered removing quests from Elemental entirely (I still don't know which is the better design decision). But at the end of the day part of what makes Elemental unique is the concept of these D&D type quests in a 4x game. So right or wrong they are quintessentially Elemental, so we will make them great. Which leads to the next question, what makes for a great quest? In my opinion a great quest has to do one of

60 Replies 121,866 Views

[quote who="IBNobody" reply="15" id="2879775"]Derek, I've been mentioning a few easily fixable faction and sovereign bugs for awhile (see my Sovereign FAQ). What's the best way to bring them to your team's attention? Shall I post the XML changes required to patch said bugs?[/quote] Posting about issues in the support forum is the best way. But I just read your faq so i'll check out the bugs.

42 Replies 19,830 Views

[quote who="Lord Xia" reply="13" id="2879753"]Toby said they've been reading them the whole time, so they are not just starting on reading them. [/quote] Toby has been reading them, I haven't (i wait since people can edit their submissions up until the end date). That loon is going to give us a bad name with his crazy work ethic and finishing things early.

42 Replies 19,830 Views

[quote who="Lord Xia" reply="10" id="2879747"]Kael, did you guys decide on the Quest contest winners yet? [/quote] The contest just ended today!?! :) Its actually my homework for this weekend. We will be opening voting on 2/7.

42 Replies 19,830 Views

[quote who="Mhantra" reply="3" id="2879703"] Sorry, not enough warning for a patch. please delay it. This same day service just will not do! [/quote] As you have suggested, so shall it be. ps. Actually I mistakingly put todays date on there, I don't know why, its been a long day and I'm pretty drunk pss. Actually I don't even drink, I just don't have a better excuse

42 Replies 19,830 Views

*** 1.19a is a BETA patch *** *** 1.19a was released on 2/3/2011 *** Changes 1. Fixes memory issues. 2. In the default formula for calculating the hit point bonus from level and constitution (10 + level * .4 * constitution), made 10 data-driven, can be set with the tag in ElementalDefs.xml. 3. Changed the code that takes the A_Influence player ability into account for the max radius a

42 Replies 19,830 Views

I just tested and it worked fine for me. I was running the 1.11 public version. Let me know if you are still having problems.

8 Replies 6,829 Views

[quote who="troglyte" reply="34" id="2878330"]That makes me wonder if it's possible to budget for an ambitious game at all? Even if you knew how long it would take to add ambitious features, are you saying it wouldn't happen because games can only be budgeted for X development time? That's sort of depressing to think about, it makes me think that we'll never see really REALLY good games. [/quote] Its not a binary condition, ambitious or not, executable or not. It's a scale. &nbs

45 Replies 152,851 Views

[quote who="Campaigner" reply="25" id="2878003"]Why can't you just take the time you need and instead cut down on the postsupport?[/quote] Extending the time is always an option. There are pros and cons to it, and its not as cut and dry as it may appear in my initial post. It isn't like "we are a week behind, we need to cut feature X". A week behind typically means that we need to crunch. It's the features that are speced to take 4 weeks that take 12 that kill

45 Replies 152,851 Views

[quote who="RisingLegend" reply="14" id="2877710"]So basically what you're saying Derek is that there is a limited amount of features that can go into a game? How do you feel about games like Dwarf Fortress that just have so many features and make such a living world out of their design. I mean with anything I've ever played, it seems that complexity makes the game more real and immersive. Now granted, I understand how too much complexity and not good implementation can have a bad effect

45 Replies 152,851 Views

[quote who="Mandelik" reply="8" id="2877595"]Since Sept 2009, we've been told so many times that resources, time and money were not a problem for this game that it seems strange to hear about cutting features if behind schedule. The game needs so many things. Has already seen so many features cut. Has seen so many features put aside 'momentarily'. Will it ever be what was advertized to us? We shall see...one day eventually. [/quote] Keep in mind that my pos

45 Replies 152,851 Views

[quote who="kapeman" reply="5" id="2877508"]Or you could use the old construction axiom of: Good, Fast, Cheap. Pick two. I like the Chinese food thing. That's good stuff![/quote] Thats exactly what I thought of too. But now I'll never be able to hear it without thinking of the Good Chinese Buffet example.

45 Replies 152,851 Views

Thanks for providing this. From what I can tell you loaded an old save that had a bunch of mod stuff in it. The game had trouble with it and consumed almost a gig of ram. You didn't exit Elemental. Instead you started a new game, but the lost memory was still gone. Your new game didn't get very far before it ran out of memory, because even on turn 1 it has still lost the 1gig that was leaked in the prior gam

4 Replies 2,319 Views

The trick of game design is to find the balance between ambition and execution. Fall to far on the ambition side of the equation and your game has potential, but is full of flaws. Fall to far on the execution side of the equation and your game make work perfectly, but doesn't stand out. Another way of looking at this is that there are finite resources for any project. That tends to be somewhat jaded (in my opinion), but it's the same point. But limited resource

45 Replies 152,851 Views

I would add that part of the design process is feedback on how well the design works. We need to be open to cutting aspects that aren't playing out as well as imagined. In a perfect world that wouldn't be required, but design is rarely perfect so if we find that something isn't working we make a decision if it is still worthwhile with changes, or if it is a flawed concept and is better to be out entirely. So it isn't as simple as desi

254 Replies 119,349 Views

[quote who="Werewindlefr" reply="180" id="2876190"]Derek, could you please make a small change for us modders ? We've lost the possibility of changing base hit points (in CoreUnitsStat.xml - changes there have no effects) and Unit Quality/Group attributes (CoreUnitQualityTypes.xml/CoreUnitGroupingTypes.xml). If I'm not satisfied with the current state of the game in terms of balance, it doesn't matter so much as long as I can mod it. But currently, some basic properties are not accessible fro

254 Replies 119,349 Views