It's been a long time since I've played with DDS (Unreal Tournament) but from memory all you should need to do is have your large image (at the correct size) and then process it as a DDS file to automatically generate the smaller images. You shouldn't need to get in the way of that process at all. When the DDS file is finished the game will then automatically pick the image it wants to use based on how far away from the camera it is. A way of testing this is to edit some o
Das123
The game has come a long way but there are still a few deal-breaker issues with it. Please fix these before releasing it. The big one for me is the tactical battle placement of units. Currently this is really really poor. Yet I've not seen one post from anyone from Stardock acknowledging that it is an issue or that it is even being looked at. Is it just too hard? Every time a change-log is posted I look to see if this is being addressed. And every time I'm disappointed
It's been a while since I've played around with DDS files but the concept behind them is incredibly clever and understanding what the game is doing with them helps to understand how to edit them. Basically the distance the game camera is from your object dictates which of the individual DDS images is used. If your object is a long way away it will just use the smaller images. As the the game camera gets closer it will use larger and larger images. This process keeps down the r
Age of Wonders just allowed you to choose Merchandise on a continuous loop to have a city essentially sleep.
I just saw 0.981C has been release. I couldn't see any of the following in that changelog so I guess they are still relevant: Tactical battle setup option . This is one of the old issues for me that severely hinder the enjoyment of the game. Here is a sketch I made of how the 3x3 grid could be used to place critical troops in the ranks... <img src="http://i295.photobucket.com/albums/mm131/Das246/Elemental/ranks_for_pieces_zps3e7797bb.jpg" alt="" width="601"
Hopefully a picture tells a thousand words. :) This is what I meant for random selection at the game start... This is how Wesnoth handles it... And this is sort of what I meant about
Thanks Derek for responding. :) [quote who="Derek Paxton" reply="15" id="3231709"] 1. Random sovereigns- This is a feature request. I dont have a problem with this but it would be very low on my list of stuff to add to the game. We have added new world creation sliders to the creation screen which allow you to do things like create worlds that have more Kingdom or Empire factions, but not like you suggest. [/quote] Sorry, I don't think I was very clea
[quote who="Frogboy" reply="76" id="3231532"]...Beta 5 is feature complete. It's then about bug fixing, balance, UI and AI improvements...[/quote] Can you please define 'feature complete'. My understanding of that would mean not adding new functionality, rather just tweaking what is there. When I saw that UI tweaks were under the category 'Cosmetic' it actually really scared me. Heavenfall has a great list of UI suggestions, and <a href="https://forums.elem
It's an impressive list and I don't mean to sound negative but as this is the last Beta before launch I was expecting a lot more improvement to the User Interface - which is where the game still needs a lot of attention. There are so many annoyances with the UI presently and if this is the last Beta then it looks like they aren't going to be addressed. Biggest annoyance is the lack of ability to set your forces up for tactical battle and then having your fast troops stuck
I'm just hoping they have had enough time to fix the user interface issues,
[quote who="Heavenfall" reply="3" id="3220504"] * Sometimes the health bar doesn't update in tactical battles. Can't see the pattern though. This one has been in every version I played. It must be a real pain in the ass to fix. I also have no idea whatsoever about a pattern.[/quote] Playing a little further, this consistently happens with a Fire Elemental in one of my armies - without fail. Perhaps the XML for this unit might give a clue?
I agree with the OP. In my current game I've only just found the AI cities and my heroes are already level 15+. A slider or setting would be a good option. I prefer games with a more epic feel (slow research etc).
UI is still the big one. Please see these posts as well: [0.95]User Interface Issues [0.952] UI issues, moving towards Beta 5 Other issues/suggestions: * Sometimes the Food/Production/Essence icon disappears from the map. Usually when the fog moves back and forth. You can still settle on the tiles with the missing displ
This looks really cool. I'm not ready yet in the Beta process to try mods but I really like the balance that this brings. Nice work Sean. :)
[video]http://youtu.be/BfckHkNvEv8[/video] [video]http://youtu.be/ZOPTmy-z4vE[/video] [video]http://youtu.be/CV3oF9gBb0E[/video] ... and that was the last one in this series. :)
Yes, there should be some sort of low-level armour (and one weapon from each type) so you can build a really basic unit at the start that can level up as better equipment becomes available. You can build a unit that auto-levels with the selections in the designer, but I think the best option now is to design a really basic leather unit (so you can build it easily) and then upgrade as required or as materials become available. For example, if you pick a basic militia unit at the start
Another UI issue - but not all that important. * Change the colour selection from RGB to HSV (much more intuitive for people who don't know how RGB works). Regarding the need to be able to select Goods, Growth, Research as options in the build queue, the game really needs to not punish players for overlooking cities that have stopped production. Now the next beta is going to have the game not auto-turn until cities are producing but this doesn't go far enough - and it
Age of Wonders did the idling mechanic very well. If you happened to forget to select anything it produced 'Merchandise' by default which gave a slight gold boost. But you could also select 'Housing' which increased your growth. I'm thinking that selecting one of the idling mechanics in FE would boost that area by 20% - which is not a lot for most cities (I think that FE uses floating numbers rather than using the integers it displays). So as an example if your city had a
Are you sure? Altar demanded that I pay them tribute while Magnar offered to pay me tribute. My assumption is that they are paying me. The description is the same for both (which is quite confusing) but I thought it was a way for the weaker empires to ensure their safety.
[video]http://youtu.be/vMmTTgy8eVE[/video]
These are the main problems I still have with the user interface with Fallen Enchantress: * Not able to select Random sovereigns to play against at the start of the game (should also be able to pick 'Random Kingdom' and 'Random Empire') * If there are multiple stacks on a tile, clicking the stacks will only cycle between the first two and you have no real idea of how many stacks there are on the tile. * Needs to be an option to have a pop-up at the end
[video]http://youtu.be/rlrKT92Ts6I[/video] [video]http://youtu.be/IFm3xUznOLw[/video]
Does 'New tactical combat screen' mean we will be able to place our units at the start to stop the annoying problem of units stuck behind other units?
Thanks Nasarog. :) Here's episode 6... [video]http://youtu.be/i23oQpn8bEE[/video]
Loving Beta 4. My only complaints with the game are now mainly regarding the UI. The Let's Play - playlist is here. [video]http://youtu.be/zYlIYfEq0v8[/video] [video]http://youtu.be/_JG0FjwLrBU[/video] [video]http://youtu.be/O9kmOgjUyzc[/video] [video]http://youtu.be