Gnilbert

Gnilbert

Joined Member # 637010
20 Posts 84 Replies 754 Reputation

[quote]Gnilbert, any way i could see the code for this?[/quote]Right now, the code is in such a state of flux that I'm a bit hesitant to "release" it. Well, that and the fact that there are exactly 0 comments. As I get it stabilized, I'll very likely post the code as well. In the meantime, the XML structure really reflects a lot of what's going on under the hood. For those who are interested, the gui is WPF. All code is in C#.[quote]very impressive work Gnilbe

25 Replies 103,077 Views

I've posted an updated version that loads the units from an XML file I've included in the download. Feel free to change the file around. I will say it's not particularly forgiving of "input errors," so you probably want to copy the xml structure of existing things as closely as possible. Gnilbert

25 Replies 103,077 Views

[quote who="id_est" reply="16" id="2780459"]This is very good, simple and interesting model! But, imho, battle time have increased dramatically. I think, reaction must be automatic (strongest reaction). If the reaction have some consequences (like wizards decreasing mana) - then let the player choise. [/quote] I agree - I specifically made a point of disabling the "auto-react" option to really underscore the flow. Realistically, I'd expect both "auto select the only ability I can use on my ta

25 Replies 103,077 Views

[quote who="Frogboy" reply="15" id="2780414"]First, let me say that in Elemental: War of Magic, the game mechanics of v1.1 are pretty much the set game mechanics for the game.[/quote] First off, WOOHOO!! Thanks for reading this! Next, yes, absolutely, I agree 100%. It would be downright reckless to revamp combat flow right now, when your main concerns are likely code/feature stabilization. If you were going to be able to take anything from what I did here in the very short

25 Replies 103,077 Views

UPDATE 1: USING THE DEMO Wow - how bad is it that I forgot to post details on how to actually use the darned thing? Well, here goes: When you start up the application, the battle grid is the top half of the screen and the setup controls are below. There is a player 1 (left/blue) and player 2 (right/red) who start with a few automatically selected units. (I've also copied this into the original post!) <s

25 Replies 103,077 Views

Dang - thank you all for the reports. I've just put out the first version of my crazy side project (shameless self-bump HERE ), so I'm going to jump on these issues when I get home from work tomorrow. It might take me a bit to test out everything that's been reported, but I'm going to try and get an updated version up ASAP. Happy modding, Gnilbert

94 Replies 281,835 Views

You can download version 1.5 of this file HERE . UPDATE: I've included XML definitions for the units in the download. Feel free to add/remove units and change their settings. You may want to make a backup of the XML file first - the app itself is... unforgiving with unexpected inputs. You can download this file <a href="http://www

25 Replies 103,077 Views

First off, wow! Thank you for the responses so far - I'm definitely feeling encouraged to go ahead and wrap up the demo so I can put a link up for you guys to play with! At the moment, I'm actually tuning my "test units" to make sure that it really shows off the idea without requiring you to mod it first. In the first version, I'll probably have all the "create your own units/abilities/effects" options turned off, so the focus will stay on how easily all th

5 Replies 32,894 Views

Well, I posted a lot of thoughts about what I think combat "should" be like in Elemental. I described how I think the statistics can change HERE and HERE , and then went on to describe how the combat flow should change HERE . NOTE

5 Replies 32,894 Views

[quote who="SoonerToucan" reply="84" id="2771749"]I am a big fan of Gnilbert's ideas. They create a much more dynamic and interactive combat experience. Gnilbert's ideas seem to be developed with implementation in mind. There are many great ideas out there, but no all of them are practical from a development side. We need to see more ideas, like this, that are not only well thought out, but reasonable to implement in game.[/quote] First off, THANK YOU! I was

140 Replies 327,032 Views

I still stand by my first response, but I'd like to throw an additional idea out there that's kind of "one step up." The new idea is based on the following idea: The point of the game isn't to realistically simulate fantasy combat. The point is to have a fun game where the mechanics encourage the players' interactions to develop in a way that could be related in story form as a fantasy combat . Wow - karma for anyone who can state th

140 Replies 327,032 Views

NOTE: I gave a more detailed version of how the mechanics I'm stating briefly below could work HERE . Basically I think the whole problem here is that in a strategy game, you live and die by letting the player make Interesting Decisions . Right now, there are some big obstacles to this: * Combat is too random . (no need to explain why) This makes the decision th

140 Replies 327,032 Views

[quote who="Heavenfall" reply="18" id="2770030"]3) We can't add new terrain types either. It's a bit difficult to explain, but it appears that any new terrain type will simply overwrite the already existing one. For example, let's say we have Land, Rugged Land and New Land as terrain types. In New Land, I have opted to show Dead ground as swamp texture instead. However, this will retroactively affect Land as well. Rugged Land stays the same. I have no idea why.[/quote] The odd part about this

27 Replies 21,222 Views

[quote who="theprofitclub" reply="13" id="2770146"]Can we create a new unit stats, Gnilbert? I don't know it is doable yet. Thanks for the information.[/quote] Yeppers, new unit stats work really well - you can use them in Calculate tags and the engine will even automatically interpret correctly named abilities as modifiers for your new stats that you can give to your Sovereign to boost/penalize the stat globally. Create a copy of the CoreUnitStats.xml file, then del

14 Replies 53,363 Views

[quote who="Kalin" reply="128" id="2770071"] - Create a (non-spell) ability for a (non-sovereign) unit that can be used on the strategic map. An example would be the ability Scout: Until cancelled, target applies movement speed as a bonus to line of sight, but movement speed is set to 0 (or 1, maybe). The best part here would be the GameModifier that actually gives the ability to the unit for overland use. Just throwing out an idea here, but if y

154 Replies 397,262 Views

[quote who="jereome" reply="115" id="2769714"]1. Wall of Stone? As of right now you can make a spell to upgrade the look of your city to stone walls, but you cant have a spell increase defending unit defense. I have tried for days and it cant be done. That is we need a guide.[/quote] Hey man - I have a working example of this in my mod HERE . It's a wall of bones, but the tiles for a wall of stone a

154 Replies 397,262 Views

[quote who="awuffleablehedgie" reply="46" id="2769650"]Gnilbert: To fix the Win7 permissions issue, you can take ownership over it. Right Click > Properties > Security Find yourself and give yourself full control over it [/quote] Woot! Feel the power! The full, wild, unbridled power of FULL CONTROL!! MWAHAHAhahahaha!! Er.. I mean.. Thanks! Karma for you: [e digicons]k1[/e] Gnilbert

94 Replies 281,835 Views

[quote who="Werewindlefr" reply="9" id="2752131"]In this mod, did you manage to make those powers not stackable? Like, preventing the bonus from defensive maneuvers being counted twice if it is cast twice on the same unit? [/quote] First off - I think it would be great if SD adds a "non-stacking" or "stack limit" setting for spells/game modifiers, etc. But can we do it now? Well... it depends on how "hack-y" you want to get. 1. Create a new unit stat: C

14 Replies 53,363 Views

Version 1.6 is now available. Check out the new tile for the unholy temple (please be gentle!) and the preliminary Holy spellbook. On a random note, I finally broke down and started using Subversion to track my changes. Be glad: I managed to pull out a couple of fun-wrecking test changes I'd forgotten I'd added before uploading the new files. ;) Thanks again to everyone who's posted feedback, and happy modding all! Gnilbert <span style="color: #ffff

94 Replies 281,835 Views

[quote who="nixen" reply="40" id="2769140"]Ok, this is as basic as it gets, but how on earth am I supposed to install the mod? Or any mod, for that matter? I copied the files into the /myGames/elemental folder, but it doesn't seem anything has changed. [/quote]No worries at all! First, in the Options screen, find the "Use Mods" option, and make sure it's checked. Close out of the game. On a 32 bit machine, you'll unzi

94 Replies 281,835 Views

[quote who="Heavenfall" reply="5" id="2768343"] When you did that, did destroying the building result in the tech being unavailable again?[/quote] Doh. No, no it didn't. With that, the fact that you have to recreate the entire tech tree, and the (very small) chance that the tech might show up during normal research, I'd like to withdraw my earlier suggestion. [e digicons]:blush:[/e] Gnilbert

8 Replies 2,911 Views

EDIT: There are some Serious Complications(TM) with this solution. Read on for more. I'm actually doing something similar right now! Here's how I've worked around it: - Create a new tech called "Claimed_Resource_Node_Tech" or something. - Add a game modifier to the improvement building they build on the resource to unlock Claimed_Resource_Node_Tech - Use Claimed_Resource_Node_Tech as the prereq for

8 Replies 2,911 Views