quadruple post! New record!
Jam3
[quote who="Zydor" reply="118" id="3406103"]Games Houses have two floors of programmers working on real time combat games - its a full time occupation in itself. Any Tactical Combat Mechanic outside a Combat Box for GalCiv 3 that can be turned on or off; is a land of dreams, its just not happening, end of story frankly.[/quote] I guess your trying to say that we can't have a real-time tactical component? Um go read that link, I personally am not even
Why don't we all just engage in an exercise. Instead of sticking to this hive minded, status quo, obsession everyone here seems to have with the rock-paper-scissors "viewer" mode of the previous games. And just to be clear people can repeat over and over that this is a strategy game but it doesn't excuse not having a fun, engaging, tactical component. Choose a mechanic, or for bonus points create your own mechanic, and describe how you would integrate the mechan
There are far more interesting things that can be done at the strategic level than decide whether or not to get +1 to your lasers for ship combat that numbs your brain. I never said those things had nothing at all to do with "strategy" and good lord this is not an argument over what is strategic and what is tactical. Ships at both tactical and strategic levels in all of these games are an important element but they really shine when it matters in some form of tactical battle. And if you leave
If playing with legos was your thing more power to you but it had ZERO impact on the game. As to how much shields/speed/etc you could cram in a box/er ship it really was mostly a waste of time and nothing like eve all that ultimately mattered was how many rocks you brought versus how much paper the opponent had. This is not a choice its an illusion and theres a huge difference. And for all of us in the pro tactical battle camp this illusion is one we see right through.
The main problem with tech trees is their rarely balanced and never want to commit to points in time relative to the number of game turns. There should be obvious plateaus where a player can easily say to themselves, ok now I want to switch focus off research. If you get engines 1 and engines 2 is so close as to make building anything with engines 1 fairly pointless then engines 1 is a pointless tech and engines 2 should cost more and be renamed engines 1. Its usually because the scal
If everyone who is against tactical combat will just sign an agreement that they also don't want a ship designer and any real focus on ships weapons/systems/etc in the tech then I will gladly give you my vote. You could reduce ships to a few 3d models representing class and combat to a simple game of who has greater numbers. The problem in galciv 2 was that the majority of the game game centered on ships and ship combat , except the combat itself. Seriously if your anti-tact
And the problem with endless space wasn't the cards it too was a rock paper scissors game. And the rock paper scissors aspect of it made the cards mostly meaningless, it would actually be interesting to see a game really try a cards/deck system. But again I am more for them actually designing a fully integrated / synergistic system for ships and hope they put on their designer hat with the goal of giving us something fun and engaging. The idea that auto combat and a quick video would do t
Thanks and just to be clear i am not advocating any particular system. The inference here is that people want hexes and a turn based system ala MOO. But seriously rock, paper, scissors, if thats your best idea just scratch "game designer" from your titles and call yourself a programmer or writer cause there is no game design going on there at all. Go play "A few acres of Snow" or any of the incredibly simple and brilliant board games of the past decade where a GAME DESIGNER actual cra
This is really really simple. If your going to throw in the massive time sink ship building like galciv 2 then we better have tactical combat. It was beyond belief to have this massive shipbuilding timesink that even if it "wasn't your thing" you felt compelled to play around in at least to get the aesthetic tolerable. And then to top it off all that investment of time you got to play rock paper scissors for hours on end which was about as interesting as beating your head against the wall
Been gone awhile, gave up on it just curious if the AI is actually worth playing a game against yet?
Well it actually applies to all tools in the toolset. But you are actually right there is the discussion of restarting the game to see changes in a game and the restarting for the toolset, the former is an tolerable the latter is a nightmare.
I just want to BEG every other Elemental modder ou there to take these issues seriously and give them alot of weight. I know most of the mods right now are being done just through the xml and focus on data/balance with some minor content texture replacement and the like. There is a potential rich world of content modding with these tools, creating stamps for more random maps, creating more static maps, creating all sorts of interesting props and particles. For instance I looke
I just threw out 90% cause thats more my own frustration level with it. Ok so 90% of anyone making maps or stamps maybe thats where the main rub comes from, you make one change to a map and you want to save and see it and do any versioning, restart the client. It is beyond frustration. And one simple button that ran the event/function that loaded the xml on game startup,put into the tools and invoke a refresh, would fix the issue. And I appreciate t
And 90% of the reason people aren't going crazy making mods = this problem. Once I finish up the stamps im working on im done til this is fixed, the constant reloading of the client is infuriating.
I am back just bought the map pack.
[quote who="Frogboy" reply="80" id="3282641"]The problem I've been running into is that if I, say, replace the factions or something (key word: replace) and put that XML in the mods, they don't necessarily get picked up. The way it should work is that anything you put in the mods directory would replace any objects that are in the main directory IF use mods is on. I consider that a bug.[/quote] Whatever the function is that runs on the client_st
[quote who="thadianaphena" reply="73" id="3282405"]im having serious issues with the map editor - it just feels alien to me. I try to place a starting location or a river and it just all goes wrong. Hopefully i can figure this out so i can make my world map. Once i get the map constructed i can start looking at triggers and quest placement.[/quote] Welcome to my world. The problem with the starting positions is most likely because you have hit save or created a bl
[quote who="sargittar" reply="65" id="3282260"]The same can ( and sometimes is ) said about C++ and notepad.exe, the biggest reason we need for creating some automated tools is to save time. Currently a handful of dedicated modders that mostly have years of experience create really nice content, however most give up after having suffered through their first few hours of copy pasta. This creates a learning curve comparable to eve-online and dwarf fortress.[/quote] C++ =
[quote who="giskarduk" reply="46" id="3281766"]the game and wont be modding it for a little while longer but when I do I am thinking of going straight in to my Context Editor since I am old school programmable text editor sort of modder. Tools are great but they usually have limitations and bugs. Not sure how far my approach will get but I look forward to tryin[/quote] Yeah you have to start trying to create assets before you can comprehend the magnitude of what I was s
To be just completly honest the most painful thing right now is having to CONSTANTLY reload the client anytime you save an asset in order to see that asset. They desperatly need to have some way to reload assets that are created by the tools, or manually modded outside the tools, without exiting and restarting the client. It is a massive time sink. From a versioning standpoint its really crazy. Also I think this is what causes all the start position and other tile modifiers to stop
[quote who="ins2" reply="47" id="3279012"]Hi Jam3, Can you please give me the exact changes needed to improve materials, grain and essence tile yields specifically for river / forest tiles? I am interested in changing some of these settings in one of my own mods, but I'm having a hard type deciphering TerrainTypes.xml and understanding which variables to change... Thank you in advance, INS[/quote]
Hey all thanks for the kind words. I have about 20 or so stamps and have gone through the canned stamps and turned several of them off as well as figuring out how the frequencies work. I was holding off until the map pack dlc was released cause I wanted to see how they were deisgning stamps in the new dlc.