Thank y'all. After crawling the web at work today, practice seems to be the only consistent answer. I did find some book recommendations at stackoverflow, as well as the link to Code Kata. I should mod, that is a true statement. Maybe I'll do something with Civ4 or FE. Thanks again for the feedback!
Napean
Whoever Xeloxi is on IGN, thanks for thumpin' the troll :)
Good Morning, Briefly, I program for fun (C# now days) and would like to get a game made. Coding isn't the problem, but planning and design is. I know UML and various methods of design (mostly from scouring the net), but applying this to an actual game - even a simple checkers clone - is my stumbling block. Anyone know of any good resources or case studies - not for coding a game, that's no problem - for designing a video game? *I a
[quote who="seanw3" reply="5" id="3105327"]This kind of function is better suited to a citylevelup building at level 5. I have the apothecary set up to sell the injury healing potion. A great little reward for larger cities.[/quote] I agree a high-level city improvement would be better. Maybe it could be differentiated somewhat; a level 2 city could build a "CareNow"-esque improvement that could take care of minor wounds (scratches, broken nose, etc), while a high level apotheca
A hard cap on # of improvements could work. The prestige mechanic is already in place to limit the number of settlements that can effectively grow. By forcing players to additionally decide what specialization their core settlements will have seems to promote strategic differentiation.
Good news. Your dramatic rebalancing reminded me about a rule on game design: if a mechanic seems broken, double/half its effects and reevaluate. Here's to 12 April.
I like the one tile city scheme. I am confused/unclear on how specialization will be implemented. If a settlement's specialization is derived from the mix of improvements it contains, then the new system with its added screen are great; the only addition needed would be greater variety and diversification of improvements. However, if a settlement's specia
[quote who="myosin2p" reply="49" id="3118679"]It seems to me that the main arguments against snaking are about gameplay/strategy (i.e. teleportation, the feasibility of pathfinding, and game performance), while the main arguments for snaking are aesthetic. IIRC, games like Civilization IV and V would have the city graphic 'spill over' into surrounding tiles without actually expanding the city tile. Couldn't we try something like that with Elemental?[/quote] I was thinking
Supporter of one tile city w/ limits on number of improvements. So long as improvements are further specialized. To address the need for the occasional "super-city", there can be improvements that grant their city additional room for improvement. Each faction is permitted a certain number of these improvements (perhaps contingent on a Civilization tech).
I didn't want to subscribe to the site...
[quote who="Elrhamlin" reply="6" id="3117391"]It would be nice if some of the other elemental types had low-level spells with the destructive capability of the fire elemental spells. Right now, if your sovereign is only an Earth elemental disciple, they might as well go hide until they can recruit a champion with fire.[/quote] Ditto. I finally gave in to fire magic in my current game.
You and me are in the same boat: will it happen again? Just finished playing the Sims 3 for approx 4 hours, no flickering. No flickering in Chrome or VSExpress, or the desktop. Will continue to watch...both my warranty expiration date and the monitor :)
I had/have a similar issue with a HP Pavilion dv6 (it looks like we have similar models; your monitor bumpers are in the same place at least), but I only get it on the desktop and in Google Chrome, and sometimes in VSExpress. I can play games for hours without any graphics artifacts, but if it's just displaying the desktop, I get this flickering multi-colored one pixel thick line that jumps around in the top half of the display. I didn't crack the unit o
I don't think freely floating antimatter would long survive, as it would undergo annihilation upon contact with matter...unless...there was a whole lot of the stuff tucked away in a part of the universe with tenuous amounts of matter at best. But then where did the antimatter come from, and in sufficient quantity to last the past 14 billion years of cosmic evolution? It couldn't have been present from the Big Bang; things were so tightly packed, annihilation would have nix
Is Lord Relias standing on a hill in the tactical battle?
[quote who="Frogboy" reply="27" id="3115032"]The specific plan is as follows: The city hub gets 1 tile. As a city grows, it would add 1 sub-tile based on the city's specialization. Each faction would have their own look and each specialization within that faction would have its own look. So at a glance you will be able to tell what type of a city it is and how big that city is. A separate screen will display the bustling full city. This allows us to add a
[quote who="Lord Xia" reply="13" id="3111566"]Talking about Star Wars on a video game message board is like throwing chum in shark infested waters...nerd infested forums... I'm looking forward to it. I really hope that stats are meaningful and that my champion is more than his gear.[/quote] Lord Xia, quotes like that are why you're cool and fun to read (and your Dynasty Warriors/RoTK image). As for Trek, as early as WoK
Good to hear. Remember to let us know of any websites that need...perspective balancing concerning FE.
[quote who="Lord Xia" reply="17" id="3112503"]What is android, is that phone shit? Are phone games comparable to console and PC games? I don't own a phone worth a shit, and don't ever plan on using a phone for anything other than a phone...I'm just a cranky old man.[/quote] Kudos! I really don't get phone gaming either. I mean, sure a little Angry Birds while you're sitting around at work is okay...but that should comprise les
[quote who="joasoze" reply="28" id="3111478"] I play the beta more for my own joy, than finding bugs at the moment. Thats a pretty good sign for me [/quote] Same here. FE has already surpassed WoM...and WoM wasn't all that bad at the end. No, I don't play it anymore (why would I with FE?), but the final iteration was solid. I've played much worse. At least Stardock hung in there to polish the game, instead of letting it take the path
The noblewoman piece generated for "Slavers" quest does not disband upon return to her farm. This could be a cool feature though, in which the rescued character enlists with the player. It would be neat if this noblewoman produced prestige (she just can't stop telling folks how great it was to be rescued!)
[quote who="Publius of NV" reply="7" id="3103563"]Not to detract from Lord Xia's brilliant Monty-Pythonesque satire, but is there something that could be researched that would make sense here? Logistics (ala GC2)? Small unit coordination? Command structure? Magic-based unit communications?[/quote] That's exactly how I've always figured it working. The troop size techs include leadership training, communications streamlining, and
I run Windows 7 Home 64 bit. Runs fine. Occasional crash, but it is a beta.
Great entry. Thanks for keeping tactical battles in their place. FE is more about shaping the destiny of a fantasy world, not having ultra-detailed battles that consume way too much play time. Folks who prefer more tactical awesomeness should stick with the Age of Wonders series (another great fantasy turn-based dynasty, with almost all emphasis on tactical battles). Tactical battles should be important, but only when they matter. The current bat
[quote who="Beric01" reply="18" id="3093144"]I find custom unit design in any game annoying, and frankly just another thing to do that detracts from playing the normal game. I'm playing a strategy game, and find the detail too tedious. The game should make the best units automatically for both me and the AI. Then there's no imbalance. I like building a civilization from the ground up, researching technology, and building cities, and I'd prefer to do that rather than spend hours in