Nick-Danger

Nick-Danger

Joined Member # 3839216
1 Posts 285 Replies 16,445 Reputation

Regarding passing items to chars in different tiles -- distance isn't accounted for. I can pass items from across the game world, just need to zoom out enough so that both donor/donee are on the same screen. Items do pass, and equipping passed item changes the donee's stats (defense in this case, as I passed the armor) so the exchange is real.

6 Replies 7,468 Views

I started Elemental, successfully loaded a saved game, ALT-TABed out to windows explorer to clear out old debug/crash reports (to ensure I'd only find recent info in case of problems), LEFT CLICKED on the Elemental's entry in taskbar to get back to Elemental and got a black screen with the message "DX error: Invalid call", I hit "OK" and Elemental had closed. http://dl.

1 Replies 432 Views

[quote who="KellenDunk" reply="22" id="2613084"] The AI isn't going to be hardcoded we all know that.[/quote]Can you point me to where a dev has discussed this? Thanks! [quote]And his concern in this case is about a specific action, knowing when to retreat. This is a simple solution, he's just looking to make it be harder than it is.[/quote]The legitimate concern of his I referenced is how auto resolve will handle human participation when deciding when to retreat (o

43 Replies 235,793 Views

non-crash items: -Sov creation Appearance/skin/animations: numbers 3 and 7 (assuming 1 is upper leftmost) -- no Sov or just a small bit showing. Numbers 4, 6, 9, 10 could be centered a bit better. -ebbenwolf pic still goes black. Also it doesn't gain xp to level up. That appears to be intentional (description says 0 xp and 1 xp to next level), but given it costs 5 essence to recruit which is relatively expensive considering how that compares to wandering hero

1 Replies 387 Views

To echo what others have said, this version is a whole order of magnitude improved over the previous one. I probably shouldn't say this, but right now the game is worth the price of admission, I'm enjoying it that much. You didn't hear that Devs ;)

84 Replies 235,772 Views

[quote who="KellenDunk" reply="20" id="2612743"] Quoting VicenteC, reply 19And an AI using that calculation will only be good if the auto-resolve gives good results, but all auto-resolves I remember give results that aren't very similar to the real result if the player is involved. It doesn't need to, when you make the decision to withdraw you don't do it with perfect knowledge of exactly how things are going to play out, you do it on your assessment of comparative troop s

43 Replies 235,793 Views

[quote who="Adante" reply="203" id="2612576"] 1. Lore as presented through gameplay is important.[/quote]Agreed. Better to let us discover the lore than have it spoon fed to us at the start. [quote]2. Alignment should not be chosen, but rather earned.[/quote]Again, agreed. One of life's general rules is 'actions speak louder than words'. There have been RPGs where one can choose to be 'good' but then go around and kill wantonly, loot innocent peasants' hous

207 Replies 514,125 Views

[quote who="Martimus" reply="53" id="2596605"]This was my favorite. http://www.youtube.com/watch?v=-X3GD0UnBCk Before that, no intro ever interested me. I loved the Mechwarrior 2 intro though, and it brought about the cinematic intros that all games have now (that you seem to despise, if I remember correctly).[/quote]Mechwarrior 2 was the only intro I've watched every time I played the game. All other intros I watch once usually, that's it.

81 Replies 158,839 Views

[quote who="Hobsonzgt" reply="4" id="2609847"]Haha don't they know that it's fun just helping out in making the game that could be game of the year![/quote]You got that right! All the "It's not fun" stuff is just to keep the non-beta masses from storming the castle, with pitchforks and torches ablazin [e digicons]:wulf:[/e] -- and maybe even the _pitch_forks ablazin too -- trying to get into beta ;)

8 Replies 10,048 Views

I've been doing a bit of searching on AI's that learn/adapt, and there's a few sources out there. Unfortunately some of the best I've found (so far) are compilations of articles (their abstracts sound great, but without reading the articles it's impossible to know if there's any/much meat in them) -- http://www.aiwisdom.com/ -- or is subscription-based -- <a title="http://fear.sourceforge.net/"

106 Replies 873,935 Views

[quote who="Shurdus" reply="47" id="2610167"]So does the beta actually needs to work in order to make these characters? I for one would very much like to contribute, but at this point the beta crashes at world generation. Does this hinder me making a character?[/quote]What stage of world generation? Do you get to the screen where you can choose/create a Sov, then the choose/create a faction screen? If so you should be able to, and should see your custom Sov. in documents\m

64 Replies 126,220 Views

[quote who="_PawelS_" reply="3" id="2606934"]I like the current system. When you research something, you don't always know from the start what the result will be.[/quote]I didn't like the current research system, preferring selecting what you'll research when you begin that research phase, not at the end of that phase. Looking at it from your perspective, I think I've changed my mind. You're right, sometimes research results are more serendipity.

15 Replies 7,894 Views

Not being a programmer or game designer, I may be way off on what's possible. That won't stop me from offering ideas, in the hope of my learning. Regarding algorithims/etc., an AI that learns, game design for combat, etc., what's wrong with this sort of idea: Suppose we're starting with a simple, typical battle -- city siege. And we're making simple assumptions (troops essentially equal on both sides, no special abilities to start, etc.) and using 'average' capabil

43 Replies 235,793 Views

A few to start: -Exploit your advantages, avoid your weaknesses -- using knowledge gained by non-cheating methods, construct your forces to counter your foe's strengths and avoid her/his weaknesses. -Hit them where they're weakest, where they don't anticipate (not just the nearest). -Avoid their strengths (withdraw when a strong enemy force approaches, leading them around so as to neutralize the force) -Don't attack until you have sufficient forces to accomplis

43 Replies 235,793 Views

Perhaps submitted npcs will be able to be 'upgraded' later after new abilities/etc. are implemented. Granted, as release approaches they'll be even busier than they are now and understandably may not have time. If so, better a 'lesser' char now than not have an upgraded char later... Heck, even if the npcs don't appear in release, just the chance to appear in beta is a very nice gesture on their part.

64 Replies 126,220 Views

Raph Koster tried this originally in UO back around '97 or so. See http://www.raphkoster.com/2006/06/03/uos-resource-system/ and http://www.raphkoster.com/gaming/bakebread.shtml for part of the story. Basically, he wanted a virtual ecology - from the second link: " Each creature i

42 Replies 17,214 Views

[quote who="Orvidos" reply="27" id="2608421"] Quoting Denryu, reply 26Done. I am assuming all we need to do to send it to you is post it in the mod forum? If not here is the link again http://dl.dropbox.com/u/6606493/Denryu.xml Keep in mind they probably can't use copyrighted names. [/quote]Yeah, I thought about that after making 'Nick Danger' (based upon the Firesign Theater's "The Further Adventures of Nic

64 Replies 126,220 Views