[quote who="seanw3" reply="12" id="3252757"]This will be a nice feature. I might direct your attention to the possibility of making stamps if maps are your passion. It would be great to also have a large library of really well thought out stamps.[/quote] The whole reason i wasn't really doing any modding was because of the lack of tools, really wish we would have had them in the beta. I will absolutly be making stamps. Oh any feedback on how t
Jam3
It looks ok til you zoom in, and that was just from that one example. The idea of mountains as impassable terrain is almost laughable to me, always has been in any game that makes them impassable. A simple look at a map or a read of military history will tell you that mountains are both lived in and even on as well as passed over/around/through by armies stretching back to the classical period. Maybe if you wanted to classify passability of mountains by
[quote who="mqpiffle" reply="7" id="3252285"]Quoting Jam3, reply 5Well mountains have sure changed in .99 allowed 1 square per turn movement over them and the ai not only moves over them but apparently has taken to constructing cities into the mountainside and roads go over them as well I think this might be your mod because I haven't seen this behavior.[/quote] Yeah I don't have mountain movement enabled in the mod that was just from turning it on a
Well mountains have sure changed in .99 allowed 1 square per turn movement over them and the ai not only moves over them but apparently has taken to constructing cities into the mountainside and roads go over them as well :)
The magic springs from the rivers and forests! The Enhanced Grain / Material / Essence Distributon
Ecomental 0.1 A map mod for Elemental - (built from .99 files) Download Install - Download and unzip both files to your ..\Users\...\Documents\My Games\FallenEnchantress\Mods\ *You can create a subfolder if you like ..\Mods\Ecomental\ Check "Use Mods" in Elementals in-game options <span style="font-size:
[quote who="seanw3" reply="119" id="3248362"]Do we get to play the campaign before release? You are going to be mostly judged on how fun the campaign is by reviewers. To not have it thoroughly tested could be a huge problem. Yes, I want to play with the boats![/quote] Seconded.
[quote who="parrottmath" reply="9" id="3248001"]Quoting Ben Yeoh, reply 8This should fix the problem for monsters vs AI. But then will the same problem occur for AI vs AI since presumably all AI players move together in the same phase, no? Monsters only get to move 1 per turn. the AI players get to move as much as regular players so the issue is not as prevalent or not there at all.[/quote] Interception is the problem and from what i have seen in ai games it&
Are u guys using anything other than pure xml for data access like maybe SQLite, I would think and good lightweight rdbms could kinda sit on top of the single and multhreaded space and add a kind of faux shared memory space and handle locking and provide the atomicity it appears is needed. Sorry if I am way off base with all of this.
[quote who="Tuidjy" reply="107" id="3247928"]As of which version, Frogboy? I have seen, in .982 Altar place three outposts within a 3x3 square, and it certainly looked simultaneous to me. If it had not been, they would have realized that there was an outpost close by. Also in .982 I have seen an enemy (I think it was neutral, but may have been AI) move on the new turn to get out of range of my army.[/quote] Yeah I don't know if wires are getti
Compared to master scouts everything else is worthless, no one should every chose this unless they want to ruin the game for themselves. In second would be enchanters, scrying pool alone is worth the point, tomes allows you to spend 2 points of character points on something aside from magic since you can just get it once you research tomes, and the staffs are just icing. The one that gives you +25? Dodge is also pretty op. Everything else is
Whatever is going on under the hood it is definetly interesting and unique my hat is off to you guys for even attempting to really integrate multithreading more into the game. I would love to hear some elaboration on how ai is threaded but the unit movement isn't, I would think unit movement would be an integral component of the ai itself. I really hope you can nail all this down before release.
Yep I have worked on VPN software also heavily IPC intensive, although I happen to think any type of internal or external signaling between threads/processes gets incredibly complex and is definitely more time intensive. I didn't mean to imply the decision was wrong or they should change it, I actually agree with it, but they are kind of alone from the perspective of the number of game companies that make truly multi-threaded games and I think it is tied to the turn b
[quote who="Xan" reply="91" id="3247616"]I find the current beta very polished. I've been away from the forums a bit playing Torchlight 2. It's awesome but I bet its beta testers would have said it needed more polish too. Over at CivFanatics, they would say that Civilization V, latest version, is still not polished enough for release. I'm reading the same forums you are. And as someone who spoke out against WOM and Demigod publicly and got flamed by the fanboys at the time, I thin
[quote who="seanw3" reply="59" id="3247097"]Pretty sure that was fixed in .983. It was on the changlog and Fb said he would do it personally. Monsters move after players now. The AI might have a few bugs like that. I don't see those kinds of bugs being the crucify type. I get a pretty good competition from the AI overall. And remember, the AI gets bonuses to their economy when idle. Hard to say that is a bug. Stacking outposts is in the changelog for .984. Not going to discoura
I just can't say "way to go" I have fiddled around with creating custom maps and watched too many ai games each patch to know there are serious ai problems. Not "the ai can't beat me" types of problems but the ai can stall out and not produce anymore units or cities, essentially turning itself off, or it builds 5 towers in a 5x5 area wasting an unreal amount of resources and time on pioneers. There is a fundamental problem with simultaneous
Repeated ctrl-n has always eventually crashed the game, maybe it works with a small map size but I verify thats still happening pretty much every release, make sure your using large maps. The whole ai not getting attacked by monsters is by far the largest issue, heck simultaneous movement as a whole is problematic , end turn move first, player vs ai-player interception, monster vs ai-player interception. Considering the ctrl-n is indicitive there are memory leaks in the en
[quote who="Frogboy" reply="87" id="3241995"]Anyway, it's 11pm and I'm putting in asynchronous AI movement.[/quote] Sweet man asynch will solve ALOT of problems. Does this mean we are going to have serialized turns or is this just regarding monster movement?
[quote who="Frogboy" reply="21" id="3240428"]That might be an interesting thing to look at. Simultaneous turns. Every (including people) move at the same time in FE. But you humans move a lot slower. So, as a practical matter, the AI units move first. I'm going to have to think about that for a bit.[/quote] That is probably THE core problem with the game at the moment. The player himself can have a unit selected hit end turn and mov
What sean is refering to is deterministic versus non-deterministic AI. If you take all the potential agency of a person or a machine in a given system you can come up with a set of possibilities or "events". I.E. an AI in the game can move its units, order buildings being built, etc just like the player. There are alot more events than that, especially once you add in diplomacy/technology/combat etc. Programtically you can almost reduce it to all the potential "clicks" you can make
[quote who="Mmrnmhrm" reply="112" id="3240415"]Quoting Jam3, reply 107 Poor, the AI is so bad at the moment its hard to tell if the game will be any good. I am still seeing crazy tower building, AI that just stalls out, only gets like 2-3 cities while others get 8-10 from auto-turn games, plus it still doesn't seem to cast a wide array of spells. Since this is a single player only game the ai is crucial and right now its essentially broken. How the tower problem hasn't been fixed
Poor, the AI is so bad at the moment its hard to tell if the game will be any good. I am still seeing crazy tower building, AI that just stalls out, only gets like 2-3 cities while others get 8-10 from auto-turn games, plus it still doesn't seem to cast a wide array of spells. Since this is a single player only game the ai is crucial and right now its essentially broken. How the tower problem hasn't been fixed yet is just strange. This is a simple conditional/deterministic AI fu
Starting to worry the ai is never going to figure this one out.
Kiting.. might want to get rid of that tac map with the lake in the middle, just saying ...
[e digicons]k1[/e] I am just assuming they are going to balance soveriegns and units any release now but I think there is something holding them back and its they can't decide if they want it to be an rpg or an empire builder, which goes to the point they left some of the core design questions unanswered. It seems they have made the decision up to his point its an rpg but they never successfully integrated the city building into the rpg. Units need a buff and