Draginol Draginol

The Fallen

The Fallen

Barracks2

The Titans of old long used men as pawns in their proxy wars on Elemental. But men were often unpredictable.

It came to pass that some of the Titans with the darkest of motives began to take the strongest, most ruthless, most consistently evil of men and used them as the basis to create a new race of mortal - The Fallen.

The architecture of the Fallen is very alien from that of men. More savage. More violent. But also more practical.

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206,806 views 60 replies
Reply #26 Top

Quoting landisaurus, reply 24
Wait a minute! ...  Can buildings be directly attacked where adding armored plates might be a thing needed?   Are you going to add class rooms and book-halls to buildings to make them boost research?  Are you going to add nurseries and kitchens to the same building to make it also boost population growth?

I mean, if you litterally have to build your first "Library" by adding bookshelves, then wow. ...

Aren't you already on record as a Lego-lover? I can't tell whether you're excited, or put off a bit like pigeonX2 seems to be.

Reply #27 Top

Can we stick dismembered heads on those spikes, or do we have to wait for a fan to make those?

 

:fox:

Reply #28 Top

Quoting Kitkun, reply 3
Can we stick dismembered heads on those spikes, or do we have to wait for a fan to make those?

 

 

Now you're just teasing me for my earlier posting.

Reply #29 Top

Damn, I was hoping for a more ubermensch Sauronesque approach, rather than a untermensch orcesque. Looks like it's human for me, again.

:\

Reply #30 Top

Quoting Luckmann, reply 5
Damn, I was hoping for a more ubermensch Sauronesque approach, rather than a untermensch orcesque. Looks like it's human for me, again.

Or, if it's at all like what I'm hoping for, you'll be able to design your own Sauronesque buildings to use.

Reply #31 Top

That's very nice to know.

I know you don't like the comparison (since you probably had the idea before it) but Elemental sounds like it has as much customization as Spore, but with an actual game behind it. :)

 

ahmen to that brother

Reply #32 Top

Quoting landisaurus, reply 24
Wait a minute! 


all these buildings are totally customizeable by players. Think GalCiv II ships.
The ships had parts that had direct changes of final result.  For example: you could put a laser cannon on the back and now the ship's fire/power was increased.  You could place an armor plate on its wings and now it was able to stand more in combat.     Are you saying that the buildings are going to be like THAT?    How's that going to work?   Can buildings be directly attacked where adding armored plates might be a thing needed?   Are you going to add class rooms and book-halls to buildings to make them boost research?  Are you going to add nurseries and kitchens to the same building to make it also boost population growth?

I mean, if you litterally have to build your first "Library" by adding bookshelves, then wow.

(I was going to put this in last night but the forum exploded)

 

I think he just means that you can build your own buildings like you can build your own ships in GC2.  A lot of people never even bothered playing the game, they just built their own cool looking ships in GC2.  I know I spent a lot of time making cool looking ships using their in-game ship builder.  I expect the same thing with buildings now.  You can probably pick what kind of building it will be, then make it look any way you want it to.  Sounds pretty cool, actually.  I am suprised this isn't a feature that was trumpeted before, or if it was, I am surprised that I don't remember hearing about it.

Reply #33 Top

Customizeable buildings?Y ou kill me.

In a good way. |-)

 

  

Reply #34 Top

I like the cool look. Runes written on the top of the buldings. Made me think of the Death Gate Cycles. Like the buildings are protected by magic :)

 

Since it's all customizable I see no problem what so ever.

 

Hail the frog

:frogboy:  

Reply #35 Top

Quoting Martimus, reply 8
...I think he just means that you can build your own buildings like you can build your own ships in GC2.  ... Sounds pretty cool, actually.  I am suprised this isn't a feature that was trumpeted before, or if it was, I am surprised that I don't remember hearing about it.

I suspect that some dev trumpeting impulses were inhibited by the fact that Spoor has a buzz-claim on their Creature Creator even though the concept is not new to games in general and an implementation of it was already on the NotMoM design boards at Stardock long, long ago.

I've been expecting the ability to twiddle the looks of buildings from the git-go, but some other talk around here has left me wondering if there might be a way to make the Building Builder for Elemental a strong analog to the GC2 Shipyards, i.e. we can choose to mix (or even stack?) functional elements as well as appearance elements.

I'd like to be able to build something like a simple Smithy and then later expand that design to include substantial ore-processing, basic blacksmithing, and fine weapons production all under 'the same roof.' But maybe I'm hoping for a bit too much SimCity-type stuff. That wacky idea of taking a tile-based approach to population centers has me a bit worked up.

Reply #36 Top

If they run it like they did GC2, form is free, function costs money.  You won't have to worry about having a functional building that looks like crap because you can make it look good without spending extra and ruining your effectiveness. 

 

Although I have to admit, some of the lasers were so fugly it hurt to put them on good looking ships...

Reply #37 Top

long time no see psychoak.  *waves*

I sometimes hid my lasers inside my ship when I could.   By butting down a large block, then putting down the laser, then putting another block down on a nearby 'hook' OVER the laser.   (i don't know what else to call them.  the little bits that let you attach different parts)

maybe to have several different laser designs, but that is a discussion for a different thread.

Reply #38 Top

Quoting landisaurus, reply 13

I sometimes hid my lasers inside my ship when I could.   By butting down a large block, then putting down the laser, then putting another block down on a nearby 'hook' OVER the laser.   (i don't know what else to call them.  the little bits that let you attach different parts)

Yep I did the same. Couple of other techniques which were useful were ...

(i) Shrinking the component really small then using the angle buttons to put it inside the surface.

(ii) Often, if you zoomed 'inside' the model you can see attachment points that are already hidden and use those.

(iii) I often hid nearly all the components as they interfered with the aesthetic, particularly if I was trying to do a sleek organic craft.

Reply #39 Top

Other than aesthetics, does hiding your components serve any purpose?

Some of the lasers *are* pretty ugly, and I'd never thought of hiding them before.

Reply #40 Top

Other than aesthetics, does hiding your components serve any purpose?

Some of the lasers *are* pretty ugly, and I'd never thought of hiding them before.

No, just aesthetic. As a suggestion for Brad, for Galciv III, I often thought they should dispense with 'functional' components entirely and just have jewellery and maybe points to attach effects. (e.g. emission points for guns, and lights for engines etc.)

They are spent money on buying art for ugly functional components. Instead they could have spent that money on offering a greater variety of jewellery with things like organic or crystalline components. They could have offered more animation options or texturing options like the ones in Spore.

With the present GCII system, if I want to design a ship like (say the Vorlons) I have to fit lots of tech-looking 'functional' parts, I cannot specify a single ray and I cannot do the 'petals' animation.

Reply #41 Top

Quoting Vordrak, reply 16

Other than aesthetics, does hiding your components serve any purpose?

Some of the lasers *are* pretty ugly, and I'd never thought of hiding them before.


No, just aesthetic. As a suggestion for Brad, for Galciv III, I often thought they should dispense with 'functional' components entirely and just have jewellery and maybe points to attach effects. (e.g. emission points for guns, and lights for engines etc.)

They are spent money on buying art for ugly functional components. Instead they could have spent that money on offering a greater variety of jewellery with things like organic or crystalline components. They could have offered more animation options or texturing options like the ones in Spore.

With the present GCII system, if I want to design a ship like (say the Vorlons) I have to fit lots of tech-looking 'functional' parts, I cannot specify a single ray and I cannot do the 'petals' animation.

Interesting

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Reply #42 Top

I want to be able to be able to kill a giant by burrowing into its brain. Then found a town using his skeletal remains as structural supports. This IS a dream world after all *_*

Reply #43 Top

the bone city thing is probebly going to be easy once we get our mod tools.  Burrowing into a giant's brain though?  that would be interesting, how do you propose it?

(now, I want a city that is IN a giant's brain.  Like you have a living being and the people chain it down, then burrow their city into its living flesh, harvesting food and such just to feed it and keep it alive)

Reply #44 Top

Quoting landisaurus, reply 19
the bone city thing is probebly going to be easy once we get our mod tools.  Burrowing into a giant's brain though?  that would be interesting, how do you propose it?

(now, I want a city that is IN a giant's brain.  Like you have a living being and the people chain it down, then burrow their city into its living flesh, harvesting food and such just to feed it and keep it alive)

That's... so disturbing. o_O

Reply #45 Top

Quoting Luckmann, reply 20

Quoting landisaurus, reply 19the bone city thing is probebly going to be easy once we get our mod tools.  Burrowing into a giant's brain though?  that would be interesting, how do you propose it?

(now, I want a city that is IN a giant's brain.  Like you have a living being and the people chain it down, then burrow their city into its living flesh, harvesting food and such just to feed it and keep it alive)
That's... so disturbing.

 

Very much so!

Reply #46 Top

Well, you don't often get to play truely parasitic people.  Even when they 'claim' to be parasites, like the zerg, there is little that really makes me feel that they are.  They have infected people and creatures, but that is about it.  Those creatures seem to be living alright on their own.   The people living in a giant would have to have some reason to want to do it.  Perhaps they use the giant's body heat to keep their nobility warm, or maybe they take some of the nutrients from the creature and bath in its body fluids (which they can only take in the right amounts as to not kill the creature).   It certainly would be an interesting twist from what is normally seen in fantasy games.

Reply #47 Top

H.R. Giger is just as much a fantasy artist as Boris Vallejo, and some days you just want your art to be more creepy and dark than chesty and light. But a mod for The Inhabited Giant might need some kind of Not For Kids rating.

The idea also makes me wonder if there are any giants in the core Elemental canon, and if so, how big are they? D&D giants were puny compared to the ones in some myths. It'd be pretty neat if the sandbox map generator included a feature to lay down a mountain range based on the bones of a long-dead giant. Having your feet in north Georgia and your head in Maine--that's giant.

Reply #48 Top

Quoting landisaurus, reply 22
Well, you don't often get to play truely parasitic people.  Even when they 'claim' to be parasites, like the zerg, there is little that really makes me feel that they are.  They have infected people and creatures, but that is about it.  Those creatures seem to be living alright on their own.   The people living in a giant would have to have some reason to want to do it.  Perhaps they use the giant's body heat to keep their nobility warm, or maybe they take some of the nutrients from the creature and bath in its body fluids (which they can only take in the right amounts as to not kill the creature).   It certainly would be an interesting twist from what is normally seen in fantasy games.
The idea of a Planescape plane of enormous giants just came to my head. Giants so enormous that you never actually see the outside of them, inhabited by parasitic illithids, making their homes in the giant's brains.

Damn you.

Reply #49 Top

That brings up the idea of your elemental map being part of a creature. You know instead of the world being a planet, the universe is really a turtle who carries the world on his back. Or it could take place inside a giant worm or something. Map generation would be... interesting to say the least.

Also, none of you got the Enders Game reference? Im shocked 8|

Reply #50 Top

Quoting Tamren, reply 25
That brings up the idea of your elemental map being part of a creature. You know instead of the world being a planet, the universe is really a turtle who carries the world on his back. Or it could take place inside a giant worm or something. Map generation would be... interesting to say the least.

Also, none of you got the Enders Game reference? Im shocked

No worries, I got it! I didn't say anything because I was sure someone else would and I didn't really have anything to add... :P