Philocthetes

Philocthetes

Joined Member # 712145
65 Posts 3,909 Replies 2,353 Reputation
Reply to Combat in War of Magic

[quote who="Wintersong" reply="5" id="2270055"]Weren't the turns happening in real time but still turns you could pause to issue new orders or whatever?[/quote] That's the still-mysterious-to-some-of-us "continuous turn-based" thing. I've never played Corporate or Political Machine, which some folks have mentioned as examples of what Stardock means by "continuous turn-based." There's a free Political Machine Express on Impulse, but I haven't had time to give it a try.

56 Replies 142,328 Views

[quote who="psychoak" reply="7" id="2269224"]That also depends on what a turn is. If each turn is an attack round, a likely event, you're not talking about five minutes of walking or spinning in place. You could easily be talking about 20 seconds.[/quote] Sure, but that still seems secondary the question of how the (psedo)turns in tac combat will relate to the (real)turns at the stratgic level. If a tac combat begins with forces in four adjacent tiles, are they all automat

86 Replies 76,160 Views

[quote who="Scoutdog" reply="14" id="2268910"]The problem is, the sort of physics he is talking about is actually an integeral part of how the game handles spells and buildings: it is actually a part of the game engine itself, and therefore there is no way to turn it on or off without destroying the way the game works.[/quote] I took you to be discussing the visuals-based 'integrated physics' thing, so I thought that the underlying 'database' stuff was still just fields, values, and s

51 Replies 35,737 Views

Re my previous Geoff mention, I was referring to landi's occasional oblique slug-references, not what you pigeonpigeon said. I was just typing straight from the brain while wondering just how big and flexible the 'dungeon' stuff will be as opposed to 'towns.' On the Beasts thing, I used the capital because I'm under the impression that the devs have all units divided into humans, Fallen, and Beasts. I have no idea how much weight the prose on the <a href="https://www.elementalgame.com

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[quote who="pigeonpigeon" reply="11" id="2267977"]... Physical simulations are very intensive processes. And considering that Stardock wants this game to run on as wide a range of machines as possible, I can guarantee you that such computational complexity will definitely not make it into the game.[/quote] Are you perhaps forgetting the difference between making something required for all possible ways to play the game and making something available for folks at the higher end of

51 Replies 35,737 Views

I don't think of Geoff the Slug as a dungeon critter at all. He's an Independent Power. Maybe his Swamp would need to be built with the dungeon blocks instead of the code chunks behind a human or Fallen community, and maybe both the Swamp and Geoff need links to existing quests and hooks for links to new quests. My impression about the Beasts is that the sentient ones will be as rare as the very powerful ones, and I really like the idea of many (most?) of them being singular entities

26 Replies 27,637 Views

Or perhaps there's a mysterious 'critical mass' for begging for a meaty dev journal on magic. Something analagous to that monster econ thread could concentrate all the sprawling whinges in just that one new monster and perhaps a small handful of thread-spawn.

43 Replies 111,869 Views

[quote who="Denryu" reply="4" id="2267550"]... I would REALLY like to see this also use surrounding terrain tiles. ...[/quote] No real comment on the specifics, but "Yes, please" for the general idea. I wanna see *something* that makes terrain more important in strategy than the simple path-blocking objects GC2 has.

86 Replies 76,160 Views

[quote who="BoogieBac" reply="8" id="2267429"] Is stealth/invisiblity/cloaking off the table for the Elemental base game? At this point nothing is off the tabe (besides making Elemental an FPS)...it's all a matter of time and per-feature importance.[/quote] Thanks.

37 Replies 62,274 Views

[quote who="Annatar11" reply="3" id="2266563"]... I do hope Stardock will enable minidumps very early on, and hopefully eevn the alpha, so we have detailed crash reports to send back to them - in Demigod GPG didn't enable them until very late and instead of having a file to send back with the exact data needed we spent most of the time trying to describe how and why it crashed, not very ideal.[/quote] Any idea if SmartException will get a rev so it works on Vista?

131 Replies 370,008 Views

[quote who="BoogieBac" reply="24" id="2265651"]... You misread 'found' as 'looking into', whereas I ment 'accidentally and randomly stumbled upon a dusty peice of unused code'. ... [/quote] No, I didn't misread...I did that on purpose, now that you point it out... But now you've gone and posted a string that also avoids directly answering the implied underlying question: Is stealth/invisiblity/cloaking off the table for the Elemental base game? And, of course, the follow

37 Replies 62,274 Views

[quote quoting="post"]... As far as diplomacy goes, my character is to typically be willing to be friends with AI, but I don't really push for diplomacy. I tend to trade and otherwise work with AI players on good faith. However, if I am ever backstabbed, I do not give my trust again. I may come to peace treaty, as long as I can make it costly enough on the AI. Otherwise, I pretty much become their avowwed enemy until one of us is dead. I pretty much just want to be left alone to build my king

15 Replies 18,622 Views

At the stupid-animal-brat level, I want my cake now, but 'real me' is almost unbelievably happy to see the news that Stardock have shifted their schedule and stand by what seems to be their longstanding no-wine-before-its-time commitment to software work. Way back when, I bought TGN tokens and used them to get into the GC2 DA beta. That beta was fun for me, but the TGN token buy was mostly because I wanted to encourage Stardock to follow through on their then-unnamed MoM-inspire

132 Replies 259,139 Views

[quote who="Annatar11" reply="1" id="2265408"]No closed forum, it'll all be done over the current Elemental forums.[/quote] "All?" People are bound to get busy on #elemental IRC and Scott's playing with Twitter! Seriously, though, I'd expect a certain amount of background traffic via real email and forum PMs. Or at least I hope not to see too much basic stuff about crashes on the fourms. I want general lay-of-the-land reports and 'bugs' that could well end up resolved By Desig

131 Replies 370,008 Views

I think your #3 could resemble whatever the devs/writers might already have planned, and the traditional approach definitely needs a good back story to help Elemental be its own game. Your #2 seems like a secondary variation on #3. Re your #1, I have no idea how hard it would be to code or if it would drive too many potential players away, but I'd really like to see something like a mini-game option for map setup that took something like the GC2 colonization-ethics events and made the

10 Replies 6,054 Views

Interesting. I think I want more or less what you want, except that I prefer to keep my hands on the keyboard most of the time when I'm playing a game like GC2. I find the mouse slows me down when I do spreadsheet and dialog box parts of the game and I'm much more likely to screw up my movement if I use the mouse than I am if I use the num pad.

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[quote who="pigeonpigeon" reply="1" id="2262500"]... I'm much more in favor of either everlasting resource nodes, or a system where new nodes are discovered at roughly the same rate as older nodes are depleted. And for higher quality resources to usually remain hidden until later in the game (not late game, just later, to prevent too much resource-rushing early on). I think that would be cool.[/quote] I generally agree, although I wonder if a 'good' expiring+new nodes system could be

69 Replies 131,119 Views

[quote]Besides, I prefer asshole.[/quote] My but that sounds really g...racious, I didn't mean to start typing that, did I? Seriously folks, please don't be too nice too often to psychoak. It could drive him away, and he's useful. Maybe useful like an abattoir or a compost heap, but useful.

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[quote who="Wintersong" reply="21" id="2265573"]Depending of frequency of updates (Twitter's nature and all), you could clean the OP from time to time in a weekly basis, for example. Maybe keeping the most interesting ones but making room for new content.[/quote] Since you're doing all this work already, shame to waste the 'unintended archive' aspect of it. How about setting a cap for the number of twits you post in an OP and starting a new one every time you surpass it? Edits

37 Replies 62,274 Views

Thanks for the effort, kyogre. Any chance of getting the full links out that twitty-thing?

37 Replies 62,274 Views

[quote who="Tridus" reply="4" id="2263221"]... the language formerly known as English. ... [/quote] Best TAFKAP joke ever! [quote who="Tridus" reply="4" id="2263221"]... Give it about two days and people will get over it, then the updates will be appreciated for what they are. [/quote] Especially if 'reasonable' forum folks will be kind enough to post the occasional summary for those of us with uncontrollable Twitter-twitches. Hint-hint.

80 Replies 146,009 Views

[quote who="Annatar11" reply="18" id="2262854"] Twit-shenanigans This should be added to the dictionary.[/quote] Only if the definition is based on South Park's 'rules' for calling shenanigans.

80 Replies 146,009 Views

[quote who="BoogieBac" reply="10" id="2262543"]We'll try and get back on there...it's just that other tools have come along that really step 'communications' up a notch ... [/quote] The shudder quotes are a bit soothing. I've blocked twitter.com for myself, but if anyone enjoyed the Doonesbury stretch a while back where Roland Hedley kept twitting while he was supposed to be doing his reporter thing, apparently Trudeau followed up with some <a href="http://twitter.com/roland_h

80 Replies 146,009 Views