At present the game XML has just a handful of Prereq XML types, but they aren't really consistent. [code="xml"] Tech|Allegiance|BuildingRequirement|Race ... [/code] The Tech attribute is straight forward to use. The Allegiance attribute is either Empire or Kingdom . The
Das123
[quote quoting="post"] ... Q: What is Stardock’s plan for Elemental going forward? A: For the immediate future we’re going to go down two paths. First, the v1.0x versions will continue to focus largely on compatibility (crashing or weird video issues) as well as bugs and turning on multiplayer. Then, we will work on v1.1 which will serve as our answer to player feedback. Enhanced AI, improved UI, a tutorial, updated quest system, new magic system, numerou
Sorry, I haven't really looked at the tech trees. Only the racial buildings. I've stopped fiddling with the XML now until the game is re-jigged because I have a feeling all we do now will need to be re-done.
[quote who="eldrone" reply="25" id="2758729"] Quoting Das123, reply 23 quoting postWhy was the direction chosen to have the texture be added on with an alpha on an existing color, wouldn't have both been easier and look better if a full character texture was hue-colorized according to the alpha instead. Can you please explain what you mean by 'wouldn't have both been easier and look better if a full character texture was hue-colorized according to the alpha instead.'<br
I think the problem is that you can't satisfy both prerequesites in your GameItemTypes. Try getting rid of one. :)
[quote who="PurplePaladin" reply="4" id="2758677"]I have all the time in the world to play it, and no desire to at this time [/quote] I'm at this point as well at present. Finding I'm spending more time here in the forums than in the game. Love your analogies btw. :)
[quote quoting="post"]Why was the direction chosen to have the texture be added on with an alpha on an existing color, wouldn't have both been easier and look better if a full character texture was hue-colorized according to the alpha instead. [/quote] Can you please explain what you mean by 'wouldn't have both been easier and look better if a full character texture was hue-colorized according to the alpha instead.' As it stands we can colour the underlying mode
I'd wait. The first game or two is fun and you do get a good feel for what is going on. But then it just becomes the same old thing time after time. The game has a lot of potential but I'd be waiting for Civ5 in the short term, then look back in a few months again. Having said that, Frogboy has said that people who have bought the game early will get the first upgrade for free. So there may be some value buying now but not expecting much from it in the short term.
[quote who="NTJedi" reply="7" id="2757689"]E} All equipment is for melee characters except for two bows ! Originally I was worried we would only see the warrior, mage and archer types... but even these three basics are not finished. Mages are walking around wearing plate... everyone should not be wearing plate armor types during the late stages of a fantasy game. Ideally the fantasy game should have druids, priests, paladins, monks, assassins... each with unique skills a
The game uses the alpha channel in the textures to show the raw model underneath. So if you create a texture with a lot of transparency you can then specify the RGB of the model to affect this. Good examples are the Golems. I doubt bump-mapping will be turned on because it will interfere horribly with the model outlining feature.
Good post. Particularly like the idea of mob spawn points. This is how the game Kohan worked as well I think. The unused random starting locations could be used for this.
[quote who="JamesMoriarty123" reply="1" id="2757037"]If someone made Age of Wonders:Shadow Magic in the Elemental Engine and just copied it part for part (latest patch ofc) I would buy it over and above Elemental any day of week.[/quote] Yes!!!!
The problems with the beta were: Usually stability was focussed on last so many beta testers didn't really get to test the mechanics. Negative feedback without some sort of constructive suggestion was ignored. The original plan was to make the game fun in cloth map, then put in the bling. This didn't happen from a game-play or balance perspective. Release version was never beta tested (at least not publicly). In isolation the game h
OK. You do need to load in a plug-in. Instructions have been placed in the OP under Getting and installing Eclipse Apologies again. Forgot I installed this some time ago.
[quote who="Master_of_Magic" reply="29" id="2755932"]The faster you can close the book on Elemental the earlier Stardock can recover (financial and reputation wise) from this fiasco. Of course, that means actually fixing the game, and not abandoning it.[/quote] Firstly, very sorry to hear the news of layoffs. Very difficult times and I really feel for you all at Stardock. Looks like the brand 'Elemental' will most like carry a lot of negative baggage now. I'd be looking to mov
Sorry guys. I'll do some experimenting with what I have set-up. I must have loaded in a plug-in. I use Eclipse for quite a few different programming tasks. Got a feeling it will be the Web Tools plugins but I'll find out for sure and post detailed instructions.
Tactical battles in Elemental are really quite a mess. Sure you can tweak weapon settings etc but at the end of the day they are very deeply flawed. To correct them it will require a lot of evaluating concepts that are core to the whole game. But if this process isn't done then Elemental will always be a poor substitute for the old fantasy TBS games we all love. Current Situation Elemental tactical battles are
Thanks for the info. :) I assumed one of the locations would take precedence. I've been able to create a new race with a combination of allegiance buildings plus its own set of unique buildings but this just looked a little odd for Kraxis.
[quote who="Raven X" reply="3" id="2754330"]Because Kraxis as a "Race" are a subset of "Men". They share the same unit models and animations. They just took a shortcut with code, that's all. There's a lot of other "human" races they do this with too. I'm learning that trying to make skins that apply to only one subset of humans and getting it to show up for just that race. I'm actually stuck on that right now. But I've learned all kinds of cool stuff about the layout of how things in the xml
Yes. Would be good to have a little more info on this. I've downloaded the Havok plugins but without the Elemental converter and info it is a bit of a waste of time.
I tried turning these back on again by just editing the game files, changing the RaceClassification to Kraxis but it didn't do anything. Not sure why. Perhaps there is a cache for the actual game files somewhere.
Been giving this a good go tonight with 1.07. GPU usage hovers around 25% which is much better but probably still isn't high enough yet. Frame rate away from cities is around 50fps, and around 10fps over cities.
Under the Core Improvements folder are a bunch of faction-specific improvements. Most are split between Kingdom and Empire but there are a couple of other interesting files in here: KraxisImprovements.xml and KraxisSpecificImprovements .xml The buildings within these files use a prerequesite structure of: [code="xml"] Race &nb
I think tools is the right spot. :) Eclipse is a great program and extremely extendable but setting it up and understanding it can be a bit tricky for the uninitiated. Added a few screenshots now as well.
Screenshots added to the OP.