Here's a couple of concept sketches for the start of a race of Minotaurs. First one is just a basic unit... Next one is exploring the sort of model-add-ons to make it an actual race rather than just a monster... These show the sort o
Das123
The release date mentioned at G4 is December 31st. [e digicons]:O[/e]
You mentioned the Flash of Steel podcast. They have a Q&A session coming up in a couple of weeks. Might be a good idea for us to ask a few questions of the guys. In their last Q&A months ago I asked their impressions of random maps vs pre-made maps specifically with Elemental in mind because I was pissed off with Elven Legacy not having a random map generator. I'd be surprised if Flash of Steel didn't really ramp up their coverage after release. Elemental seems like the sort o
I'm definitely an uncomfortable mix of excited and apprehensive waiting for launch day. The analogy of sending your kid into bat for the first time certainly rings true. I guess one of the down-sides of being part of the beta testing is that you get so damned attached to the game emotionally yet without any real sense of direct control. :) It is very rare and very brave the way Frogboy and the others at Stardock have interacted with us here in the forum. I really appreciate this, and
I think until detailed information and tutorials become available it will be a fairly slow process to get models made that are game-ready. I'm guessing the artists making the models would need the full skill set because I doubt setting up a production line would be successful in the short term. I've had limited 3d character modelling and animation experience through my work and while I do plan on building something for Elemental I am usually time-poor so will really only get involved
Nice interview. :)
I'm finding myself looking in on the forums every spare minute lately. If I have to look something up on Google for work it is always after I've had a quick look at the latest posts. Get up in the morning, "Hmmm, I wonder if there is any more info on the game this morning". Not really a healthy cycle. My greatest concern is that I am now so invested in what the game could be that I don't want to be disappointed once it is released. Sort of like waiting for a movie after you'v
[quote who="landisaurus" reply="4" id="2707941"]...And most stardock titles are sleepers anyway (at least historically)[/quote] I thought Gal Civ and Sins were success stories in a very short time after launch.
Yeah. Pay that one. Got me hook line and sinker. :) Well done.
I'm hoping like hell that we have only been given a small glimpse of the racial diversity of Elemental during the beta. If it ends up that dwarves are indeed the Ironeers of the beta and to be honest I can't even differentiate which of the races is supposed to represent elves, and that the moddability of the game doesn't allow us to get where we should be as far as races are concerned, then I for one will be extremely disappointed. During the beta phase of the game the racial
By the way, the Third Age mod doesn't just require Medieval II, it also requires the expansion pack 'Kingdoms' as well.
It looks like it will allow multiple models to be listed because some of the XML files do this. Looks like you just list the possible tiles and it randomly chooses. Even random positioning of tiles could ultimately be possible because the tiles are just XML collections themselves, but I would think it would also need a Python script to control the randomisation in that instance.
I'd strongly suggest you try out the Third Age mod for Medieval 2. Not because it is a great mod (which it is), but because of how they handled the same sort of story-line issues we are discussing. I enjoy playing that Mod up to a point then get bored with it, but they have done a good job balancing the realms of Middle Earth. And the settings are before the Fellowship of the Ring so they are dealing with the world rather than trying to squeeze the story into their game-play experience. They
http://flashofsteel.com/index.php/2010/08/03/three-moves-ahead-episode-76-modding-strategy-games/ Flash of Steel podcast where they interview Soren Johnson from CivIV fame and Derek Paxton who made the incredible Fall From Heaven mod. Really interesting listening.
I guess XML can look a bit daunting until you get into it. As has been mentioned you don't need special programs to edit it, although some of the free programs will colour-code it for you and make it look nicer. The structure is really simple. There is a line at the top that basically just says that the file is XML. Don't worry about this. Just copy it from file to file. After that it is usually just a series of instructions that start and finish with meaningful inform
[quote who="skirby359" reply="39" id="2704228"] For a true modder ... The XML will be awesome. We may need a 'sanity' check on the faction for online gaming to prevent overpower factions from coming in.[/quote] Balance will tend to find its own level. The game 'Dominions' has a fairly active modding community and when a modder releases a new race for that game there is a lot of discussion about balance. The beauty of Elemental will be rebalancing will be relatively ea
[quote who="CreeDakota" reply="27" id="2703911"]Several people have pointed out the negatives of the xml approach for faction and race creation and modding; namely accessibility and balancing. What is the upside? What is the sophistication that Frogboy hints at?[/quote] The downside of only having an in-game editor is this... A purpose-built editor within the game needs to be able access and use resources. It would be built based on what is currently there. That's f
I don't see the ring particularly as a game-breaker. And I don't think that corruption needs to be applied directly to the character using the ring if it empowers Sauron. Basically does the same thing. I'll try to spell out what I mean and how magic/essence could be tied in. 1. Most characters and races don't use essence. Only Sauron, Saruman, Gandalf have a fair amount of essence, lets say 10 to start with each. Lesser magic figures such as Elrond, Galadrial, Radagast would h
[quote who="kyogre12" reply="95" id="2703946"]The Ring... well that presents all sorts of problems. How do you make it both tempting to use and perilous to use at the same time? If the goal of the game is to win, why would you care about being "corrupted" if it lets you win? Gandalf, Elrond, etc didn't use the Ring because they were "good" but most players won't care about being good if being evil lets them win.[/quote] That was why I was thinking if the ring dramatically improved def
Happy to help. :) I've got to say, I don't envy you your job. ;) The .alt is actually looking a little too bright now. I just tried changing line 130 of style.css to #151510 and it seems to sit a bit more comfortably. Also, the .quote is looking good but the .Article_Quote looks a little too light. Sorry to be a pain.
This mod looks interesting. :) The magic system in Elemental doesn't really fit but perhaps each 'channeller' from each race can start with a bonus that is called upon. Eg. The 'Horn Of Gondor' is the only spell item for Boromir and when cast/blown in a battle it raises the attack value of those around him. If the magic system was basically just assigned at the start of the game and the spell research and temples were removed it would simplify the system a lot. Basically no sp
I'm sure the existing editor will still remain but just won't be 'pushed' as the best option. It is an XML editor but it has limitations. I interpret the statement as they were going to make it part of the game start options but when they found that building factions didn't differentiate enough they decided to move this out in the Workshop mod area. After all, the tool just generates XML anyway - but it is limited. By encouraging us to mod to the full extent and going beyond the tool
Just had a quick play in FireBug and made some edits to the style.css file... :) Looking at one of Brads posts with a lot of text, here is the original: And here is one with a bit of tweaking: <img src="http://i295.photobucket.com/albums/mm131/Das246/Elemental/suggested_typography.gif" alt="" width=
This is looking VERY powerful. I'm excited! :D One question, can a faction house multiple units from different races. Eg skeletons and vampires where the basic units for swordsmen and archers use a skeleton model but the higher level uses humanoid/vampire models. Or goblins, orcs and trolls for a single faction where each step up uses different models and has different stats, costs etc?
Ultimately we should be able to do either. I've had a brief look at units and monsters in the XML but haven't played with them at all. Basically the unit is called into the game via the XML. In there you dictate various parameters including the model, stance animations, etc. If you designed, for example, a NightMare horse you could build the model with bones I guess and then, via the XML, just tie in the animations with the existing horse animations (there are a few four-legge