Much of it seems to be shader related from the screen shots, so I would imagine so. An interesting angle from that would be can you edit any such shader types to get a diffrent look?
Aractain
Cool story, bro. (I find this reference disturbingly funny for some reason) But yes you might be good at something (Im not, I checked) which could influence where you go but what do do decide in the end you will be better at. So a profession is going to give you skills, connections and understanding. And probably a bias. A bias that would mean people connected with that sphere taking a likeing to you - giving you bounses etc. Lets face it,
[quote who="Dsraider" reply="152" id="2556466"]How about a mini card game that allows people to bet in game gold?[/quote] This isn't an MMO. And I hope they don't release a cash in TCG based on elemental (with in game loot rewards!!!)
Okay so thats 9 pages of "No raods should be build by GNOMES!" "NO, FAIRIES!" "GNOMES!" "FAIRIES!!" Yes..... anyway I wanted to mention something else about roads. What they are built with. Obviously everyone knows you start with a dirt track and get various upgrades (preferably, rather than at some point getting a mega upgrade like Civ4). Heres the thing. Why does it have to be paved with stone? Or Cobbled (Im not sure of the road building level people are supp
[quote who="Wintersong" reply="32" id="2555919"]I'll hate myself for some time about it. Don't worry, I'll survive.[/quote] Which personality hates which personality? And yeah I really don't like small little bonuses. When you make a character in an RPG for example you usually get to chose lots of interesting things. (especially clerics in say NWN2 - if it takes over an hour to setup a character with medium knowladge of the mechanics thats cool - obiovusly we do
He could always just be a Knight before hand and be able to toaly hit stuff with swords. Or if its female she could be saved by a knight. Repeatedly. Infact it would be her primary profession. Perhaps should could have longer hair as a bouns. :) (This is a joke btw) Tasunke, whats with the siblings and stuff? "Bully" isn't supposed to be a job lol.
Interesting review. I see your not one of the people demanding the heads of all those involved. Do you own a console system? :P Anyway would you say this is a stratergy game, or a real time tactics game? I played TA and SupCom as stratergy games. Large groups of combined arms forces supported by air. Large reinforcement groups. A loose "platoon/brigade" system based on 3/4 units as a 'squad'. (it wasn't the best way to play - its just what I like) Tactic
Ignore these base requests for revival of feeling in games. Instead smack Chris Taylor and tell him to make the REAL SupCom2 (i.e. Total Annhilation 3! SC2 is an affront!!). Please. I bought TA plus Core Contoigency so many years ago now. I loved the water bases in the expack, my little pelicans with thier little shootery guns. Ah patrol boats. Anti-aircraft, I love thee.
[quote who="Wintersong" reply="2" id="2555501"]Wintersong liek totaly said: Ding! and stuff.[/quote] Great, you posted. Now I have to look stare at that avatar for ages.... Thanks.
[quote who="Mystic Angel" reply="36" id="2555728"]Edit: After experimenting with it I see exactly what you mean. I achieved the reverse lighting effect by selecting all normals and rotating them 180 degrees about any 1 of the axes. So, does the triangle normal just take each separate polygon and flip the Normals' orientation of all three axes? [/quote] Im not really sure what you mean but my best guess is h
You know I was thinking Warcraft right through the main post. Okay, time to get creative. Dragon Farmer : Your history with farming dragons for profit (no they didn't like it much) has made you hostile to most of them. Less Dragons on your team but better at fighting dragons (+20%). Pretty Poser : Your job of old was to stand around look good. This won you many 'friends', but more gold. +20% trade income. Patron of Metal<
[quote who="ikros" reply="122" id="2555627"]Here's one small idea that could be part of the bigger solution. The new Total War game, Napoleon: TW, allows an opponent player to take control of the NPC army during Player vs NPC battles. The first paragraph of this IGN review explains it: http://pc.ign.com/articles/107/1070234p2.html [/quote] This is pretty cool in compeative. However I think I will express my utter disapointment to s
the vertex normals are responsible for smoothing they tell the lighting engine how much light to use based on the angle between the light source and the vertex normal. (And then its interpolated between the verts based on distance I think). Vertex normals are derived from face normals by adding the face normals and divding by the number of faces (well I use a mid point) (and you would know if you fliped the faces in max). Triangle normal is based on the winding order of verts.
I had a silly bug which fliped normals (these are per vertex). The triangle normal (the thing your talking about) is based upong the winding order. I had part of the model light up when it was facing away from the star and vice versa. (I fixed the bug incedently)
Light direction is defined by normals not tangents I think. A screen shot would probably help. :P
Pissants, are abstracted. I don't like any worker units in TBS. They are only facades upon unnessesarry mico-managment. I should be making fun desisions, managing interesting resources or whatever. I don't see why I should tell indavidual units to do something so mundane as build a road which is a nessesity for a funtional empire. When a unit attacks something thats an interesting (some of the time anyway) event. I don't tell the smithy to build weapons, not in this scale of game. Even Anno w
There is nothing creative about building a road. Your empire never changes? No new threats arise? No borders change? I don't want to micromanage indavidual units to build roads. I want to tell my empire to build a damn road. Here. Get it done you worthless bunch of fools! I should not have to personally send a messenger to the captain of an elite unit of skull crushing death warriors that they are being recalled from thier front line duty so I can connect a trade route in the peaceful
Certainly if possible in turn by turn mode having the non-turn-time players being able to do everything other than move i.e. set research, build queues, movement orders, stances - whatever.
Okay heres an example, the back of my territory has an ally player. He wants to put units to the orther end of my boder, through my territory. I want to build a road through my territory for that reason. Im assuming local citys will have units but I don't want to take them out because of unrest|ninjas|marauding dragons|I will forget to put them back and bad things will happen. There is nobody capable of doing any work (like pesenats) through out my ENTIRE empire? I need to train some
[quote who="Shurdus" reply="89" id="2555324"]Simultanious turns might work in elemental, but it needs a sanity check that is bettr than in Civ IV. In Civ there are units called siege units. They can damage an entire stack of enemy units. That mans that whomever moves first in battle - that is, whomever reacts quickest - gets to decimate the enemy stack without the ability of the other player to do anything about it. therefore it might be wise to have the player plan their turn, the
Army strength should be a consideration is player vs AI diplomacy anyway. In stronghold I think they used a 'troops build sheehat' system for things like pitch ditchs? (im not sure, was long ago) But that only works because of the small scale and the 'setup for comat' gameplay. It seems like it would need serious micromanagment to get troops to build roads. Either it becomes a pusedo-worker like horrible Civ4 style or its automated and you either have troops trapsing from posi
[quote who="TheProgress" reply="201" id="2555309"] Quoting KellenDunk, reply 199I hate infrastructure points.. I don't want yet another number to keep track of and spend. You don't keep track and spend the points at all. You simply tell the game "I want a road from here to there". The rest is taken care of behind the scenes away from the player's eye.[/quote] Although its not obvious what is happening as multiple roads get built in different
Dman that would be cool though, tactical battles in a resizable in game window (if your not playing in it). I doubt thats possible thou, lol.
[quote who="Unicorn McGriddle" reply="58" id="2555115"] Quoting Icedo, reply 56Simultaneous turns! But instant attacking adjecting tiles to prevent army crossings. How do you implement this? Do tactical battles just interrupt the orders phase?[/quote] Actually I love the way Empire does this. Each military unit has a zone of influence. If you enter that zone the 'defending' army gets the option to attack, they can dismiss it. In multiplayer you woul
Guys... I've just worked it out. Frogboy wants to use micro-transactions to allow players to buy a section of time, $0.1 per 10 second slot. There will be a big BUY TIME SLOT button o the interface that you can hit when you REALLY need that extra time. Its all so clear now!! Lets face it though, if there is a 'pay for extra time with gold' option very few people will actually use it. Theres no way brad would force it down your throat - </s