I have three quick thoughts about the tactical combat UI. We should let the player mouse over enemies and get an infocard about them. I know screen space is valuable, but I think the system should help tell me what I'm seeing so I don't have to zoom in real close and check out if that guy's equipped with a spear or a sword etc. If the terrain inside the tactical combat does anything (+25% defense, no first strikes when attacking into or out of, etc.) then the pl
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Right now we're using infocards on mouseover, which is a fantastic idea for communicating a ton of information to the player at a quick glance. However, we're also using shortened, or chopped down, inforcards for notable locations and unimproved resources. <img src="http://dl.dropbox.com/u/4995277/Elemental%20Beta/Infocards/Bones_of_the_Beast_Infocard.jpg" alt=
[quote who="Tasunke" reply="7" id="2686548"]Or inns could start as refugee camps and then upgrade to Inns naturally over time. But I think there should be a "crowd factor" where quest locations have to be at LEAST 2 tiles away from the nearest other quest location.[/quote] Yeah, the implication of making inns --> refugee camps, or more like resources, is that it enables you to control how closely they appear with the map generator instead of trying to c
[quote who="Malloreon" reply="12" id="2686526"]Speaking of Inns, isn't it funny that the whole thing just dissappears after you visit it? Instead of having many randomly spawning/despawning Inns, could we have just a few randomly placed, but permanent Inns? These Inns could be places of refuge for a wide variety of people that require help. A quest hub. There won't be quests available all the time, but every now and then a new quest, or new quests, appear. As
Managed to repeat the feat, so I have a debug file for you now. Debug Autosave
[quote who="Demiansky" reply="5" id="2686404"]Good suggestions, but I'm sorry, inns being on the map at all at the game's start seems just completely laughable to me. The world is still smoldering after the Apocalypse, there aren't any cities on the map, but there are inns all over the place? Nuke inns on the map all-together. Instead, make emmerging "inn" tiles temporary "water holes" or some other thing that can naturally emmerge that would attract adventurers and such.&nb
[quote who="kryo" reply="1" id="2686229"]Please provide the memory dump when reporting any crash, or note if one was not created.[/quote] One was not created.
[quote who="Raa00" reply="1" id="2685471"]Hi, if this is a common crash you are getting, could you please post the .dmp file from when the game crashes again when a caravan arrives at a city? Thanks.[/quote] It does not look like the crash generated a dump. Maybe this is because Windows crashed the program out? (the gray out and then "Program has stopped working" dialog).
Right now we're faced with an awkward problem. We need to have some way to deliver quests to the player, but our current system clutters the map pretty badly. I've attached some examples of such clutter below. Bey
Book of Defense icon indicates move increased instead of the stated defense. Ominous Spiderwebs has no spiderwebs - I don't know if that's a misplaced graphics call or if that's intentional.
When Caravan arrives at the city, the game crashes. AutoSave PrevAutoSave Debug Prefs
I would like to put all possible unit actions on the interface - Attack, Move, Defense, Spells, Abilities, and have the AP Cost of each available on Mouseover or somehow see-able in combat. That way, you don't have to stumble around when you first see the system.
The autosave doesn't load, instead staying stuck on the splash screen. Save
Game crashed while zooming out. Austosave Debug Preferences
I am intrigued by this war college mentioned several times in the log...
[quote who="Frogboy" reply="246" id="2668798"] Overpowered champions and sovereigns that can take on huge numbers of regular troops sounds perfect to me. As long as the game's AI is horrible, yea. But it's not so fun when it happens to you. I mean, good grief guys, we had people screaming because there were tough creatures spawning in their starting locations and those creatures don't even target anyone in particular yet. It would be a riot if a player's
Double-Post Forum Hiccup
[quote who="edpfister" reply="2" id="2668670"]I think some basic requirements are a good idea for higher end items if it makes sense. Most don't need a requirement though. I just hope I don't see little weaklings with 5 str (if that's still possible) wearing platemail and wielding two-handed swords. Another option, better even is to let that 5 str guy use those items but give him higher plenaties. If plate mail has a -0.5 combat speed effect, then for him it might be -
Have a cop-out answer: I like scaling for gameplay. I want to remove scaling for screenshots of awesome. So make sure that checkbox stays on that menu!
I'm liking the tabs on the spellbook to sort by school.
[quote]Wait... What?!?! There are more tech trees? I thought the 5 current were enough. Granted they do need a bit more filling out.[/quote] If I were making an educated guess, those are probably the fallen tech categories.
[quote]well civ 5 is going this route so lots of ppl against prolly isnt used YET to this idea[/quote] CIV V is keeping everything on one map (Strategic Map) so ranged bombardment makes sense in that context, since you would otherwise have no ability to simulate direct ranged combat (CIV IV used the concept of first strikes). However, Elemental will have tactical battles along with a strategic map, and with that kind of system I think tha
[quote]And I have no shame about borrowing ideas I read about. [/quote] Most important quality in a game designer, right next to creativity. [e digicons]:D[/e]
[quote who="Frogboy" reply="6" id="2663988"]Ranged units have a 2 tile attack radius. Melee 1 tile. (on strategic map). We're listening to see if people want this or not, we're currently neutral on whether all units on the strategic map should only get 1 tile.[/quote] [I wasn't able to get to archers during .803] When I right click with my stack selected, they attack the units adjacent to them, but do not occupy the tile afterwords. Is that what you mean by me
I think that archers using bombardment should inflict morale damage instead of HP damage outside of tactical combat. Additionally, set the range at adjacency only, and if you bombard something with MPs remaining, it should charge you [e digicons]^_^[/e] . My preference is to have archers only have range inside tactical battles, but if we really want to have something on the strategic map, the above are my suggestions.