Just what I was looking for! Now to find out how to link some of that stuff to researchable techs and making it available for the player and AI to use in unit design and NPC equipment.
Barranoid
Well I think frogboy handled the situation pretty good. Most CEOs just would state somethin like "eehh nono you didn't get it, it wasn't ment like that...blame Canada!". Honsetly I think Elemental could have used more polish to it before release. But this industry is fast paced and with high demand on retailer slots and tripple A products waiting to be finished (e.g. Civ) you sometimes have to take some risk. Guess I would have done it exactly like it has been done here.  
[quote who="Stuie_acs" reply="7" id="2729979"] Ok. Please show remaining movement points in the default GUI* for the active unit. Don't make me go searching for it (not that it is anywhere to be found currently anyway). Also, it would be nice to be able to "right-click and hold" to see where the unit can move, and how many turns it will take to get there (like that other TBS game). *by default GUI, I mean the basic campaign map overlay where
[quote who="jscott991" reply="6" id="2726654"]It seems kind of bizarre to "charge" someone for the ability to create female units. Is this something that can be easily modded?[/quote] You can add the EgalitarianBonus1 to all races in your CoreRaceConfigs.xml . That should be working. Currently only Tarth seem to get it by default.
Maybe it depends on wether you have found 3 stones AFTER you took the quest or brought him some that you found BEFORE taking the quest. It worked for me but I DO remember that all stones I brought him have been found after I took the quest, however during my first try at the game I found several midnight stones without any quest of some sorts. So maybe there is some trigger that makes only stones count that you find after you actually took the quest.
I'm sure the e-peen of some guys around here just grew into extraordinary sizes :D Ah well I'm running Elemental on my trustworthy little AMD X2 6400@3,2GHz, GeForce 250, 4 GB RAM, Win 7 32Bit, newest drivers all around, even looked up new drivers for my tiny little Creative Audigy 2 ZS...just love that soundcard. Game hasn't run smooth up until now. I haven't noticed heavy drops in FPS when viewing towns or anything at all but it just feels slow overall. Not th
[quote who="Khardis" reply="36" id="2723221"]Well, it's a known phenomenon. Guys go from fanboys to a rabid pack of trolls on release date. I think it has something to do with the mentality that in a Beta, you feel more of a fellowship with the developers - you are working together to make a better game, which should give a fairly high tolerance to small problems - but on release, you switch toles to being paying customers that feel things should no longer be unstable or buggy at al
Correct me if I'm mistaken but uhh is this version actually the "release" version? AFAIK the pre-release is just the gold version that is not as complete as the 0-day version (tomorrow) is supposed to be.
[quote who="Tyveil" reply="35" id="2723057"][/quote] Quoting Stuie_acs, reply 33This is a deal breaker for me - no random land masses? Guess I'll save my 50 bucks for something else. I feel the same way and am strongly considering passing on the game now that I was getting very excited for. Randomly generated maps is an absolute must for a game like this. Exploration is my favorite part. Perfect balance is secondary. I enjoy having to adapt to the
[quote who="Todd Hawks" reply="26" id="2722925"] About "taking out the seeds": I assume that the map script wasn't optimzed in any way regarding coherence of landscapes or starting locations (otherwise why not use it as random map generator?), so this is not really an option. You probably get a lot of basically unplayable maps. I didn't try it yet, though.[/quote] How about somebody tries and tells us how it worked out then? :) As stated above I can't play yet (sitt
As far as I understand it you can have random maps when you add more map seeds to the game. Soooo where exactly is the problem? I havn't played yet, so I'm just looking at the various replys of the now several threats about this issue. But seeing this game as being very mod friendly I can't seem to find any reason to be worried about the randomization. Correct me if I'm wrong but let's say you play 4-5 games on large maps...how long actually would it take to end those games? I mean if
https://forums.elementalgame.com/391291
Ahh well its 20:32h around here now so...no playin for me till tomorrow after work :( Even if it actually should be available during the next 5 minutes I'd never be able to download it completely before havin to get some sleep. Now working day will be hard...very hard....oh well. Getting back to GalCiv 2 for a few turns...
[quote who="owl208" reply="74" id="2720650"] I hope Elemental sells a gazillion copies, then you won't be an Indie much longer! [/quote] There's nothing bad about being indie at all! In fact nowadays it's actually an enormous plus! Indie doesn't also mean that you're not making huge amounts of money, it just means that you don't belong to some freakin big company that sucks the life out of your dev team. Thats why I really enjoy most
Uhhh...still wondering when we in central Europe will get our pre-order-hands-on this game. Well let's see...it'll surely take a while even when it will be available due to the time it takes until all e-mails have been passed on to ppl. who preordered....which involves charging those ppl....then it will take some time to download it...maybe even longer than expected due to server capacity...oh well I guess it'll be somewhere around monday night when
Dunno but I don't like how Impulse handles those kind of things. It's okay for me to wait. I can even get it that there much likely won't be any preload or somethin, thats okay too. But really...not charging until the game is available? What possible reason could there be for that? The worst thing however is that the game isn't showing up on my Impulse acount until it's been released. It worries me. I may have gotten an email saying "yeah we see that you've pre or
Stop whining. Some of us (like me) don't even have a product key...just this stupid "yeah we noticed you pre-ordered somethin" email. :( I'd be happy if my Impulse would tell me "yay! look there's that game yer waitin for! Ye can't play it since yer key's not active but it's there". However MY Impulse isn't tellin me anythin at all :(
Can't wait any longer....need game....badly...neeeeeeeeeed! [e digicons]:dur:[/e]
Sorry for running late on this one here, my other projects just took too much time the last week But don't worry I'm still at it so expect to get some new parts soon
Okay solved my problems so far. New parts will be ready sometime around this week I guess. I already got 20+ Parts nearly ready only the texturing takes quite long....longer than I expected due to the complicated system, the engine reads textures....I hate textures So far however I can promisse that the first version of this mod will include more than enough parts to start with. If anybody wants t
Until now everything went pretty fine. Hardpoints, textures and so on BUT it seems that I've missed something. Some models crash the game as soon as you try to use MORE than one custom shippart. Others work fine until you try to scale them inside the shipbuilder. Think I'll need some more time to figure out what actually the problem is. Don't worry I will be releasing tose parts as soon as I've found out how to solve the crashing.
Seems like I will have a lot of parts to build If it wasn't for the stupid texturing (I hate making textures) I would already have 10 new parts ready (building em from scratch). If anybody has some sugestions what parts could be usefull, just tell me and I will see what I can make.
Sooo well well things are going pretty smooth down here Got some parts already inside the game, pretty easy. It's really nice how good this game supports mods Still havin some problems with getting the hardpoints right but I'll figure that out too. So as soon as I have let's say a hand full of parts ready (modeled,
Okaaaayyy got some infos on the hardpoints too and got myself the example .X file (wouldn't need it tho ). Guess I'll start working on some parts now. As soon as I have figured out how I want em to fit into the game, I'll post my progress
So what is it with those ship parts? Is it now possible to make new ones or not? Haven't looked at the files yet (will do it later tonight) but as I have some spare time, I could model some ship parts this weekend...maybe a hand full, depending on how the hardpoint system works (will have to look for that too) and what filesystem is used for the models (ya see I'm sitting at work right now and had the idead to do this but haven't really bothered with taking a look at the files). Would a