Seboss

Seboss

Joined Member # 1978179
0 Posts 66 Replies 7,596 Reputation

I don't what implementation and what version of Python you're using in Elemental (IronPython ~2.6 ?) but this should make things easier if you intend to use Python 3k: http://mail.python.org/pipermail/python-ideas/2009-October/006305.html About IronPython and IDEs btw: http://lynanda.com/mediawiki/index.php/Main_Page

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I toyed with several Python IDEs for a while but I mostly used Eclipse for all my javascript/php/ruby work in the past so PyDev was a natural solution. And I must say I'm pretty content with PyDev. It's fairly complete with coding assist with auto import, debugging, interactive shell... you name it (most interesting features are non-free however). If you can cope with Eclipse general hogginess, PyDev seems a very nice choice.

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The Youtube video is totally epic XD Thanks a lot for the footage Daedalao, it's nice to 'meet' SD staff in motion. The interview with Paul is particularly instructive. Well done.

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[quote who="SnallTrippin" reply="43" id="2363579"]Personally I hate the idea of allowing the AI to command a players troops, but I would never, ever, trust an AI. They're stupido. Now in multi-player, whatever, just makes it easier. Especially since there wouldn't be a coherent strategy if a player moved some of his units and the AI then moved some for whatever reason. [/quote] Ok, that silence oath of mine was the shortest ever. So, yeah exactly! I don't rememb

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[quote who="austinvn" reply="41" id="2363550"]Why not AI orders? There will need to be a unit AI anyway, every RTS has it [...] it'll cut out all the tedious micromanaging of thousands of troops and let us focus on the pieces that actually matter[/quote] You're assuming the tactical battles will be RTS-like with hundreds of individual units whereas I'm more on a low unit count grid-based turn-basey model, where I would not want an AI to take initiatives. I think I'm gonna clos

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Why AI orders? If a player is not able to give his orders in the agreed timeframe, his units should just stand there doing nothing or carry on with whatever they were doing previous round.

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[quote who="BoogieBac" reply="27" id="2362367"]Yeah, I'm still mentally in August...that month friggin' flew by! You'll be getting the beta as soon as we get some post-PAX relaxation in. [/quote] Ah so that was really a slip of the tongue. Nice seeing you on that vid Boogiebac! @daedalao: keep em coming! Thanks a ton for these PAX tidbits.

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[quote who="Nesrie" reply="19" id="2362025"]The best thing I can think of for what continuous could be would be Space Rangers 2 (never did 1 so that might be the same too). Where basically as long as you are doing something, clicking commands if you will, it feels like real time but what it really is is a bunch of turns and as soon as the commands from you end, the game sort of pauses, but its not so much a pause as waiting for you to begin your next turn.[/quote] What would be the diffe

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[quote who="LDiCesare" reply="14" id="2361733"] The first point in particular: I think real time makes it impossible to control large battles of many units because you must click fast to be able to give orders to all, whereas turn based allows you to give orders to all of them, then press new turn and the orders are resolved (real time with pause, aka continuous, allows this to). More realistic is very subjective. Battles are fought over several hours in reality.[/quote]

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We still have to figure out what's behind the continuous turn thing and the scale of battles. This whole issue might indicate that the battles will be fairly big indeed, otherwise I don't see how they could be that network intensive.

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[quote who="Netaddict45" reply="11" id="2361544"] Quoting Seboss, reply 1This continuous turn thing sounds a bit like Final Fantasy [...] That's not really what continuous-turn based means. I think the comparison they used was The Corporate Machine and another game like that would be Victoria.[/quote] Yes, I was mentionning Hearts of Iron as another example on IRC earlier, close enough :) I'm really not sure what to expect with battles.

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Hey Boogie! Nice interview and very nice footage of the game. Don't have time to get overanalysing it right now but I'm sure over people will soon enough :) Just one thing: "In the beta that we will be putting out next month ..." ACK!!!

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Indeed, simultaneous turns (Space Rangers 2 as Nesrie mentionned, or Civ4) help reducing downtime between turns and keeping the game flow more natural. Add a timer in top of that and MoM-like battles could be over fairly fast, if they don't turn to Benny Hill-like chases that is.

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[quote who="Sarudak" reply="4" id="2361358"]That pic is obselete.[/quote] All right. So before throwing assumptions, I'd like to have some more information about battles. Will they use a grid? what is the scale? should we expect ~10 units like (MoM) or thousands of units (Total War)? Will it be possible to 'script' orders or battle stances (Dominion)? Until then, it's difficult to form an opinion. While TB could work with a handful of 'abstracted' units, it seems out of the quest

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This continuous turn thing sounds a bit like Final Fantasy, ie you have a limited time slot to issue an order to one unit after another that is carried out after a timer expires. The string of unit icons at the bottom of the screen seems to corroborate this.

46 Replies 50,527 Views