Ellestar

Ellestar

Joined Member # 641220
0 Posts 121 Replies 349 Reputation

"Organized" trait doesn't work (units should move at the sovereign's speed, they don't) "Naturalist" trait doesn't work (no mine at the starting position) When i pick Lord Markin, i get Lady Procipinee, and when i pick Lady Iraine, i get Lord Markin. (seems to happen when i pick a non-default Faction)

5 Replies 2,549 Views

[quote who="Publius of NV" reply="33" id="2647351"] I'm not entirely clear on what you're asking. What I meant was that you open the public folder, select a file in it, right click on that file, and then you'll have the option to copy the public link. [/quote] The only problem is that there is no such option. I wish devs will give a better guide... So far i can't upload a crash report. Also, debug.err doesn't exist either.

51 Replies 51,873 Views

[quote who="Nick-Danger" reply="77" id="2610768"]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 -- http://fear.sourceforge.net/ I did find an interesting article http:

106 Replies 873,431 Views

[quote who="Tormy-" reply="63" id="2647573"] Quoting Noumenon72, reply 62 Civ4 had the best islandhopping AI I've ever seen, you could copy that for a start. Weird....I thought that it was quite weak...but again I was only playing with the FFH2 mod. Maybe it's different in the vanilla?[/quote] Vanilla AI isn't that good (but still better than in many other 4X games), i played my first game in Civ 4 on Deity difficult and won :) In Warlods expansion, they included

65 Replies 116,136 Views

[quote who="edpfister" reply="81" id="2647166"] Thanks for the reply. I'm aware that the engine is by far the most time consuming but gameplay is by far the most important (IMO anyway). Don't companies like Blizzard spend huge amounts of time on balance and polish? That's the impression I get but I have never actually been in one of their betas.[/quote] And then they balance it with patches. Yet, Starcraft become what it is now (the most balanced RTS) only after

89 Replies 148,218 Views

[quote who="strager" reply="10" id="2645805"]No you really wouldn't need source code access. Per Frogboy the battle engine is real-time, with the game "Pausing" between turns. Kumquat actually seems perfect for a mod like this because it supposedly offers the freedom to do stuff like this.[/quote] I doubt Elemental will support "balls" in a tactical battle. You must write a new AI for it for sure. So, you can't make such a mod by changing some XML files only.

13 Replies 5,677 Views

It may work like a normal game, but you focus on adventuring and the search of artifacts. Say, Birthright: Gorgon's Alliance had a lot of artifact that really helped even big countries, and they helped smaller ones even more. Notable ones are artifacts that increase the bloodline limit - it's an equivalent of essence in this game (rules are different, but it has some similarities). If amount of Essence is really important for a Spell of Mastery or equivalent victory, and there are artifacts t

5 Replies 30,127 Views

Fallout 1 and 2 were great games. Character progression was one of the best (skills should have cost a different number per points as they weren't equally useful, but perks were brilliant). I think combat system of that style is more interesting in tactical JRPGs (like Disgaea, Final Fantasy Tactics or Gladius), but it isn't bad in Fallout either. Setting is 5+ I didn't even try Fallout 3. I was disappointed with Oblivion (i played Daggerfall and Morrowind, and i liked them more at th

30 Replies 26,683 Views

[quote who="Storm" reply="7" id="2643189"] From the video I watched of the islands, there appeared to be quite a bit of city micromanagement in this as well. I always wanted to play Birthright but never got around to getting it. Shame.[/quote] Impossible. Even on a highest economy detail level out of three, you have only so many actions. There are about 15 different actions, including diplomacy, recruitment, adventure, army- and spell-related actions. And you can make 3 act

18 Replies 109,371 Views

Well, you want to do a total conversion so i don't think there is a big difference - you need access to the source code (at least some of it) to do a mod like that. You're more flexible with an Open Source game (you have full access to the code), and The Battle for Wesnoth is 2D so it's much easier to make graphics for it. So IMHO it's easier to make something like that by converting The Battle for Wesnoth code to your needs. P.S. Gladius sounds like fun, i guess i'll play it. So i wo

13 Replies 5,677 Views

Also, search for "emperor of the fading suns" "open source" gives me that http://sourceforge.net/projects/ad-infinitum/ So, it's really hard to find :) [quote who="LDiCesare" reply="14" id="2632407"] I found EotFS hard to get into, though, because there lacked a story/tutorial to get into the world and learning all that's needed. I know Dominions lacks one too, but at least the concept is easy to grasp and some players may know some of the various mythologies and be a

40 Replies 174,060 Views

"Warring Suns" isn't a good name for a game. There already is a "Titans of Steel: Warring Suns" game, so your game will be almost impossible to find with a search engines. This is a very bad thing for an open source game. Also, what about the open source part? Do you plan to make a forum, upload the source code somewhere etc.? P.S. I liked the idea behind Emperor of the Fading Suns, but it had so much micromanagement... It was more fun to read the manual and AAR than to play i

40 Replies 174,060 Views

[quote who="VicenteC" reply="2" id="2641300"]They do have a lot of resemblances, but Birthright was much higher level management in general. It was much more high level politics than low level stuff like city building, unit designing and so on.[/quote] Yeah, i liked that part about Birthright. It's a rare game where you control a nation as a ruler and a hero, not some super-ghost that posessed all governors and other high-ranked officials in the country at the same time. Somehow it ke

18 Replies 109,371 Views

[quote who="Bill_Door" reply="73" id="2640509"] September is the projected release date of Civ V. I doubt that Elemental will want to compete with it. You call a planned August 24 release date not wanting to compete? I think Elemental will want as much direct competition with Civ V as possible, I honestly think Elemental will wipe the floor with Civ V, if given the chance. Of couse, some people will buy civ V because it is a better known

89 Replies 148,218 Views

[quote who="LintMan" reply="58" id="2642367"] Also, have you seen any of Christopher M. Park's writings about AI (he did the AI for AI War). His AI has the huge luxury of not playing by the same rules as the player, but he says some interesting stuff about emergent behavior and the potential pitfalls of "optimal" AI behavior. http://christophermpark.blogspot.com/2009/06/designing-emergent-ai-part-1.html [/quote] I already saw this article. H

65 Replies 116,136 Views

[quote quoting="post"] If you have any questions on AI development, feel free to ask here. [/quote] I noticed that it's relatively easy to mod an extra feature to the existing AI, but almost noone changes an AI structure - it will basically require a rewrite of the AI. So, to make a good AI i think it's important to use an advanced AI organization (even if it does nothing at the start). So, the question is: 1) Is your AI hierarchical (strategy level, tactical level,

65 Replies 116,136 Views

[quote quoting="post"] The AI is unhappy about the so-called “changing the rules since beta 1Z”. In Beta 1Z, all players started out right near some nice resources. In Beta 2, we no longer guarantee this. There may be entire maps with no fertile land on it at all in fact. [/quote] I hope maps and especially starting locations will be relatively balanced on multiplayer maps. Also, in Civilization 4 MP, mirror maps were popular too. Say, 1v1 on a m

52 Replies 189,456 Views

[quote who="Orvidos" reply="8" id="2640869"]"Human cheese." Interesting way to put it. The day the AI is able to figure out how to counter me doing absolutely batshit things that would leave me defenseless/dead against human players (but yet, maybe not!) I'd call it ready. Basically: When it can adapt at human speed.[/quote] It's difficult to to implement. At best, it will look like AI is adaping, but it will be programmed to do so, it will not do it itself

65 Replies 116,136 Views

China is the oldest continuous civilization and it was the most advanced for a longer time than most of the empires existed altogether. So IMHO it's a weird choice for such an example. Even if China missed the industrial revolution and wasn't the spearhead of civilization for a small part of it's history, it's not a good reason to call that civilization "backwater".

8 Replies 5,312 Views

Simultaneous turns is the only real option for online multiplayer with more than two players. Duels may be played in a traditional turn-based mode if necessary, but it's better to be consistent and set it to simultaneous turns. That's how CivPlayers Civ 3 / Civ 4 league does it, and it works fine. It's important that nothing will impede unit movement. So, there should be no tech research popups, no tactical battles during the turn phase when unit movement is allowed (or

187 Replies 426,982 Views