[quote who="latteier" reply="19" id="2881431"] Also I feel the need to mention to people who are worried about Python's use of white space a block delimiters. It isn't an issue. No one who uses Python has a problem with it. Only people who haven't used Python yet think it's a problem. Python isn't perfect, but this isn't the thing to criticize. [/quote] It will not happen often (particularly if you use a code editor that automatically does indenting... though then it is stil
Gwenio1
Background Information Part II: Dynamic Typing (used in Python and Lua) seems like a good idea at first, but it can lead to bugs that are REALLY difficult to find. C++ and AngelScript have strong typing, which can be a drag at times but is nothing next to the problems of dynamic typing. Example: in the code snippets I put up earlier, with dynamic typing you can pass text (say "Hello World") as 'n', and it will try to preform math operations on it. The be
Here is a quick comparison of the same code in a few langauges (VB code blocks will be used, as the forum does not have some of these). Lua: [code="vb"]function factorial(n) if n == 0 then return 1 else return n * factorial(n - 1) end end[/code] Python*: [code="vb"]def factorial(n) if n == 0: return 1<br
[quote who="AlLanMandragoran" reply="6" id="2880922"] This is because the maps have a plethora of starting positions - the luck of the draw randomness could mean all near you with nothing on the other side of the map. I too recommend editing a map to reflect the number of starting positions to players desired, place them where you want them, and nuke all others. I hope this helps. [/quote] Actually it is not 100% random, it is weighted towards cramming players together (or i
[quote who="Tydorius" reply="110" id="2880779"]But here's a question - If there's going to be a mod layer between the engine and game once all this is done, how modular is it going to be? Could it support multiple scriptings at the same time? It might make it a little bigger, but as far as scripting goes could it not be interchangeable? Like I said I've not researched them, but if it's not been finalized yet, could it be possible to have Elemental use its own extension and then mak
[quote who="slickwilly22" reply="4" id="2880757"]Yeah, I'm wondering the same thing about faction starting locations. I'm relatively new to the game and playing on normal. I've been trying to setup games with medium maps and 6 factions. It seems like they pack all the factions into a relatively small percentage of the map. In one example, they placed me so close to another faction that our capital city borders touched within a few turns. I met 5 of the 6 all very
They will improve multiplayer as more people come to use it. And people will use it once it has been improved. Therefore do not hold your breath for major multiplayer support.
[quote who="Aeon221" reply="108" id="2880767"]Like I said, a C++ SDK is one thing (and something I've asked for before). The proper place for C++ is where the standard user doesn't have to deal with it -- c'mon man, basic rule of code is provide an idiot proof interface! Python is ok for the standard "interface", but Lua would be better. Lua is simple enough -- ok, I guess it's apparently not as simple as I thought, but you can pick it up fast -- and well known, which is an a
[quote who="Werewindlefr" reply="97" id="2880665"] I object to Lua on the same grounds I object to Python. AngelScript is clearly the best choice of the three as it ignores whitespace and has strong typing.Python, and to a lesser extent lua, have a clear advantage here. Modders are often familiar with them. Even if they aren't, those languages are not uncommon and learning them will be useful elsewhere than when modding Elemental. [/quote] Given there is little to learn abou
[quote who="Aeon221" reply="75" id="2880501"] C++ wouldn't be a good pick for the kind of pick-up-and-mod style that games want these days. As a separate SDK, hells yes, but not for general purpose modding. Anyway no one wants to pick through a bunch of pointers just to figure out what the heck is going on! I did like the Lua suggestion. That's a handy dandy little language, and a damn sight more friendly than Python. Plus the grammer isn't full of unusual choices for standard
I concur that the interface is terrible on Windows 7*, but if it is slow then the computer in question must have issues (possibly a background process that runs on every conputer where you work) that is making it that way. I will likely deal with it as I have with the bad interface of Vista (and before that XP) and use the Widnows Standard look (thus making it look like Windows 98 for the most part... and then setting the color scheme to something the reduces eye strain).
[quote who="Tydorius" reply="19" id="2877835"]So in turn based games, it's not nearly as important, but anything done in real time, I'd say it's extremely important if you're wanting anything realalistic. Though since Elemental is in 3D, I have to ask: Would it be possible to create chunks of land that float so that the map is layered? I've yet to see a game that does something like that. Floating citadels, flying units. Or underworld cities. I can't imagine the possibili
[quote quoting="post"]“Expansion Packs” The Changing Market A few years ago, this wouldn’t be possible. Retailers would have refused to carry just stand-alone expansion. There were exceptions and the Company of Heroes series did a lot of good for our industry by paving the way here. Supreme Commander’s “stand alone” expansion helps as well. Of course, no one has brought more attention to the changing digital model of PC gam
[quote who="slash1667" reply="2" id="2880404"] Ok I can buy that but why out of all that land does it put 3 factions within 30 squares of each other? [/quote] Every map has pre-set possible starting positions, and it tends to pick one for the player and then move outwards (or that was how it use to be and it sounds like nothing has changed). The only solution is to use a map with all starting spaces spread out.
The AI decides about war largely on military might.
Someone asked via PM about my dragon sovereign, and here is the XML (I got the idea from a thread on how to make variaous other monster sovs, that is likely no very buried): [code="xml"] DisplayName,Quote,ModelPath,ModelScale,AnimationPack,MovingSfx DisplayName,Quote &
[quote who="Frogboy" reply="21" id="2880186"] I'm not sure how popular our concept of an RPG would be. We're talking pretty old school stuff. No first person. Just old third person, party (Baldur's Gate / older Ultima). Very niche. [/quote] See Larian Studios. While their games are not all third-person party games, they are generally old school with new stuff mixed in. This is because the founder wants to make a game that surpasses Ultima. They do good enough business as far
[quote quoting="post"]The Mod Layer As some people may remember, I was planning to take a sabbatical last year. Clearly that didn’t happen. I am still planning to do this sometime early this year. With Kael and Jon Shafer here now, I am comfortable that the games unit won’t need me to intervene. This will let me create what I’ve creatively named “Mod Layer”. The idea is to create a piece of middleware between Kumquat and future games that w
[quote who="Mystikmind" reply="16" id="2877131"] Quoting Gwenio1, reply 15 (As a note, my current avatar image is a screen shot of my custom sovereign) Where's donkey?? [/quote] The game does not have a model for that, nor does it have a ch... squid model. Not that I ever got around to making a mate. The one time I played long enough to have a child come of age, it was a dragon and the scales used the
It uses the model for the parent of the same gender; therefor if you use the model for a monster (say a dragon)... [e digicons]:rofl:[/e] (As a note, my current avatar image is a screen shot of my custom sovereign)
Is the option to adjust the game speed in the original or just the expansion (and I do not mean the ability to pause)? With out the it is not worth playing and I will not get the expansion unless the orignal justifies getting it.
[quote who="Mithramuse" reply="7" id="2864239"]Heh. In one tile, wargs are hunting horses. If you want wargs, corral the horses so they're easy to catch and feed to the wargs. If you want horses, kill off the wargs. That sets the resource generated by that tile for the rest of the game. [/quote] Or just have a 'breeding ground' tile that can become either at any point in the game if you can build the structure. Or make it possible for both Empire
[quote who="lbgsloan" reply="27" id="2860982"]The lack of class and proper skill progression really destroys any sense of balance. Why can I pick final-tier ranger skills when I haven't put a single point into the ranger tree?[/quote] If you pay attention in the tutorial (and talk/listen to the right people), you will note that your character is said to already knew all the skills but forgets them for a time due to the ritual preformed on them. Therefor you are just remembering
[quote who="Derek Paxton" reply="22" id="2856846"] I'm undecided on the question of succession. On the one hand it gives a very cool use to the dynasty system. On the other it changes the focus of the game from the sovereign to the empire. We are talking "psychology of gaming" stuff here (attachment and agency) but I tend to think that although I like the idea of succession, it robs Elemental of one of the things that makes it unique. Unlike other games Elem
Which problem are you refering to? That they traded all their gold or that they gave you anything for diplomatic capital (last I checked it was worthless)? Or do you mean both?