Elemental video diary
No build this week but here’s some of the stuff that was on my machine today.
Who can pick out what’s new over the beta. ![]()
No build this week but here’s some of the stuff that was on my machine today.
Who can pick out what’s new over the beta. ![]()
But seamanship and a few other techs are yellow and red, meaning that you have a chance of their becoming available.
I interpreted the point of the yellow and red "mainstream" techs as giving you a chance of getting the tech Early, rather than a chance at getting it at all.
Not true. Yes, if you re-research the area again the tech will still be up for grabs, but it will (in the current system) always be random-chanced.
I suggest that you reread this:https://forums.elementalgame.com/368295
Warder
I noticed there is “Sight” stat for the ‘billy the soldier’, which is a great news. This probably relates to the FOW debate internally they have. Below is just some stuff for discussion. The cloth map should show the following:
1) Historical: area that your knew (maybe from a map purchased)
2) Active: area that your units (including caravan, watchtower in city) has an active line of sight (LOS)*
3) Illusionary: area that play tricks to your units’ eyes.
4) Fog: unknown area
*Line of Sight (LOS): On top of the “Sight” stat, 2 eyed humanoid only have a limited Angle of Sight (e.g. 150 degree). Also allow the possibility of alternative “Vision type” like infrared/undersea vision, 360 degree vision etc. Let magic spells like “Light” plays a role in underground area, or improving line of sight in the cloth map. Or have the possibility of playing a “Night” round. Use 3D to determine line of sight in cloth map, e.g. units located a dense forest has minimal ‘active’ LOS. Weather effect like rain, sandstorm will reduce LOS for everyone. Terrain height improves “Sight” range, e.g. the high ground, the watch tower; or stacks being ambushed by units hiding behind some “man-made” wall on the cloth map. Units with the vision type “TrueSight” can see thorough illusion, etc, the possbility is unlimited.
Hopefully, there will be an extensible LOS engine allowing mod possibility. And a FOW engine capable of representing the results of the LOS engine.
After the research breakthrough appeared, I think there shall be some notice how difficult the technology you can choose from are. I mean you can choose a red technology, but you don't see it is actualy red. The player sees red green etc. when he chooses the research path, but after that, several (possible) long turn passes - enough time to forget it.
Agreed, there should be something like "our researchers were more successful than they predicted resulting in....."
Warder
Me too
I could just imagine the guy going: "AAAAAHH IT'S AAAAFTER MEEEE!!!".
It's things like that that give the game a soul. Just like the light from the taverndoor in the HoMM II opening gamescreen.
which is exactly why I suggested such creatures should only be allowed to wield weapons.
Uhm...but what if you want to create [mod in] a playable race like that? ![]()
nevar!!!! no playable races for you :3 ... but yea, if you can mod-in armors to be wielded by lizardmen and dragon-men, then I will approve ![]()
My suggestion for how they should set up allowing "monsters" to wear armour, noting this is just for behind the scenes coding ease, as one way or another you want your weird monster to wear sensible looking armour you will have to model the armour to fit it.
First is that you need a "body type" tag somewhere in the unit\model\race set up, (invisible to normal gamers obviously)
Second is that instead of simply assigning each armour piece a model, you would set up a list assigning a certain model to a certain body type.
These would then be cross-referenced when you tried to place armour on your unit.
The basic benefit of this is that you only ever have to have the one type of armour for all races, so that we don't end up needing "leather armour" "orc leather armour" "demon leather armour" "unicorn leather armour" as valid armour pieces, you just have "leather armour" and it figures the rest out for you.
I think I just heard a developer having a heart attack ..
Sounds wonderful, but dear god is that complex to program ..
incorrect ... demon-leather would be created from the Skin of a demon
... Humans and Demons can both wear "Cow leather and Demon-leather ... but it would probably be weird for a Demon to wear demon leather, he might rather want to wear human-leather.
Tanskuke: I don't think so. People wear the armor, because their skin is not protective enough. Some people wear necklaces made of teeth of slain enemies. I think such people would have weared "human skin armor", but they don't, because it is not protective and not because it would have been made of the human skin.
Skin is Skin, its used to make leather. Tanned Human Skin is probably nearly as strong as cow leather or deer leather. Sure Daemon leather would probably be among the toughest, but Its more the process of creating the leather rather than what your source material is. Who knows, maybe human skin doesn't tan well, and doesn't recieve the process well in general. Its not (this skin is softer so its weaker) but (this skin can more easily be made into leather so its stronger). So it just depends. Obviously Deer and Cows have made it abundantly clear that they are excellent for making leather.
I second that!!!
hehe
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