TCores

TCores

Joined Member # 4001781
0 Posts 151 Replies 14,553 Reputation

[quote]From what I'm seeing so far quite a few people (me included) are envisioning a system in which movement and number of attacks are seperate stats, but interact with each other.[/quote] I agree, essentially a lot of us are on the same page on this. In order to create the "calvary" and the "sauron," we need the combat speed to be a separate stat from number of attacks. The model of 1 square = 1 combat point, cost to use weapon is Total Combat Points / Weapon Speed seems complicate

274 Replies 395,891 Views

I'm going to go back to advocating for Special Abilities now. Numbers are not exciting. Special abilities are. Things that shake the battlefield up and add interesting, real, physical dimensions to the game are interesting. Throwing a grease spell out and then dropping a fireball on top of it for a burning patch of napalm is fun. Having your troops charge forward and smash into the enemy ranks and push them back a tile is fun. Having an ogre use his clumb to knock infantry off th

274 Replies 395,891 Views

Assuming you don't want to do special abilities, and you really want the Action Point method rather than just spliting the stats into Movement and Attacks, how would Ashton's suggestion work? Combat Speed System #1 1 Combat Point = 1 square of movement Making an Attack = Total Combat Points / Weapon Speed A unit with a Spear might work like this: <p

274 Replies 395,891 Views

[quote]The main thing we are looking for here i s that we want a user to be able to have god like heroes (think Sauron at the beginning of LOTR) and the best way to do that is to make sure that unit can go around and kill a lot of units via either Melee or magically in a single tactical turn. We can't do this if we use moves as the number of tiles they can move otherwise we'd have to let that unit move a ridiculous number of tiles on the main map.[/quote] You can make

274 Replies 395,891 Views

What about having the weapon determine the combat speed? Lance calvary could really only get one attack per turn, but still have high movement. But if you were to give your mounted units a riding bow, they could make more than one attack and still have mobility. A riding bow is not as effective as a real longbow necessarily. Mobility could be a stat determined by equipment. Start everyone at two or three movement. Racial bonuses could apply.

274 Replies 395,891 Views

How do these six things play out in large groups of units? If I have five units with 3 AP each and they're all right next to their foes, does that mean I click Attack a total of 15 times? (5 * 3) Or that I can cast fifteen spells? What about fifteen units? What are the thoughts behind having movement take 2 AP and attacking take 1 AP? While that's realistic, what is the intent of doing things that way? Would conflating the abillity to attack multiple times and the abil

274 Replies 395,891 Views

1) Stardock rocks for that epic all-nighter they pulled to get the Beta out there. It speaks volumes that Brad himself stayed to the very end. 2) I still can't play the game, just hangs and devours CPU. 3) RE: essence We came up with a pretty comprehensive list of where we wanted to see Essence go here: https://forums.elementalgame.com/3830

87 Replies 289,120 Views

I raised this with Frogboy several months ago. As it currently stands you need a minimum of 1024 x 800 resolution, because the "UI" won't fit otherwise. It is possible that someone will create a "Netbook UI" and the game will be playable, but until you read otherwise, don't count on it!

3 Replies 5,096 Views

[quote]I love modding but I'm not convinced they can move units. We'll see.[/quote] Modding will move maybe 5% of your sales, I'd guess, at best. What will really boost your sales are all the people who get talked into buying the game because you "just have to try out this awesome mod." How many copies will you sell when someone releases a true-to-bones clone of MoM? Or makes a total conversion to space sim. There are a thousand odd people playing* NWN (

103 Replies 188,080 Views

I want * the rest of the DesktopX API hooked up so we can really customize the UI rather than just reskinning it. * database module a la how Bioware handled campaign variables so I can have a series of maps that can share *very* robust and complicated datasets tracking player acheivements and actions through the campaign. * VBscript in DesktopX * Plugins in DesktopX * more art assets * more c methods accessible from python * A Pony

27 Replies 18,326 Views

[quote]You won’t have to monkey around with anything to get this stuff to work because it just goes into your my documents\my games\elemental directory which is read in. The names of the files are irrelevant. It only cares about the XML tags.[/quote] Important question: How do we package our mods? For instance if I want to play Jimmy's LotR mod one day, then play ElementalExpanded the next, then do work on my own mod, are all of these files in the same directory or do they have

42 Replies 96,732 Views

I'm not going to further the discussion about when it will be ready, since I don't see the point in us talking about it. Instead I'll talk about how will it be critically received. Gamespots direction can be seen here: "Elemental continues to look promising and will hopefully offer many smart, streamlined gameplay design decisions once it's released la

24 Replies 17,854 Views

[quote]As a result, we’re moving it to the Workshop area (modding aera). Thus, you won’t have to create factions in the middle of setting up your game but rather can create them at your own pace outside the game and then use them as you see fit. This also allows us to make the race creation a lot more custom and less cosmetic (i.e. we can have Elves and Orcs and other templates in the modding that players can then create their own custom technology trees for and their own custom t

70 Replies 199,085 Views

[quote]Feature lockdown is for the release version of the game, the version we'll be playing if we choose not to patch it. It probably is true that most of the suggestions will not get in for the release build, but as they've mentioned above - Stardock will be adding lots of stuff post-release in patches and expansions.[/quote] Feature lockdown is the point at which one stops adding new "features," and start working on polish and bug fixes. Many development cycles inclu

39 Replies 132,219 Views