[quote who="Jharii" reply="55" id="2360099"]Hmmm. Theoretically, I would think the opposite. In a real time game, data is rather consistent and the code can be optimized for fluid game play. Turn-based could be a bit different since the end of turn could result in a ton of data needing to be sent/received.[/quote] I doubt it. Real time online games such as FPSs have to constantly send vectors data and player inputs in and out to every players. A turn based game
Seboss
[quote who="Torment" reply="15" id="2357597"]Either way, it would be awesome if someone would create a Middle Earth/LotR mod. [/quote] That's a given :)
If the game is able to inform the player of other players latency or upload rate in the lobby, I don't think it would be necessary to enforce minimum bandwidth/latency restrictions. The players will be able to take their own informed decisions. Beside, latency is a relative measure. I don't know how this applies to Demigod or Elemental but, if European players drag everybody down because of laggy oversea connections, I guess you'd better setup a mirror server in Europe. Finally,
Played a lot of Little King's Story on the Wii. About Arcanum, remember to pick up the high res mod: http://drog.terra-arcanum.com/highres.html <
I second NTJedi suggestion, this works pretty well in Dominions.
Well, I'm no expert of MoM but it seemed to me that magic and the choice of units play a big role during combat. My flocks of Wyverns have been turned to shred by a handful of well protected slingers and a few well placed spells on numerous occasions.
[quote who="Scorpiana" reply="11" id="2355355"]Ohhh... Now that would be nice... I can see it already, Angband / Moria and the like in this beautifull engine... Anyone interested in a 100 level random dungeon with Morgoth at the bottom? Better go and sharpen your weapons [/quote] Actually, I was hoping I could use Elemental to recreate one of my favourite table top game (<a href="http://www.fantasyflightgames.com/edge_minisite.asp?eidm=5&enmi=Descent:%20Journeys%20in%20the%20Dark
Yes, definitely Soft 75. The picture is more crisp than 100 and less blurry. I don't know if HDR has anything to do with it, but the no HDR picture looks much more flat than the other two.
And blurry it seems [e digicons]>_>[/e] I'm not a big fan of the 'vaseline on the camera lens' side effect of HDR but yea, the left picture is still much better than the right. But why does it have to be so blurry...?
I'm wondering if it will be remotely possible to mod a roguelike or some kind of tactical RPG in the game.
I knew that Elemental would be compared to a lot of games but... Viva Pinata? :D [quote who="Scoutdog" reply="19" id="2353696"] As for the pic at the top, I must say that I am truly disappointed in the corrupted dark world look: It just looks volcanic.[/quote] Well this is just a concept art so, maybe corrupted land will have different shapes. I agree that I would be a disappointed if it's just generic Inferno-like land. Reminds me of Bethesda being all secretive about t
[quote who="xthetenth" reply="6" id="2353875"]I think it'd be hilariously twisted to let you marry off children with inheritable negative traits as a sort of weapon.[/quote] That's a fantastic idea, but wouldn't it be a bit difficult to keep track of potential congenital defects? I mean, keeping track of who to marry with who and when sounds already like an ordeal considering the full picture.
The loyalty mechanic have been rather successfully implemented the Total War series iirc. Generals originating from a defunct faction could create a resurgence and low loyalty generals can be bribed (not family members though). I agree that it could create great strategic options if loyalty could be influenced in a number of subtle ways. I wouldn't like my heir to suddenly turn on me because some enemy dropped a big pile of gold on him, but his loyalty could be slowly stolen away by magi
I have to admit that the idea of Channelers [i]breeding[/i] is amusing. But, to keep it realistic, isn't it necessary to add a big random factor that renders the process pointless except if applied on many generations? But more seriously, I'm not sure that in-breeding would pass the 'politically correct' gate, but I agree it would be nice if there was some way to keep away from all the marriage/alliance/dowry stuff if the player chooses to, without being too much at a disadvantage.</p
Same here, the game is on the right path for me graphics wise. But why does HDR/bloom have to make everything so blurry? I'm curious to see the dynasty system in action. I only hope it wrong bring too much micromanagement to the game (ie managing family members retinues in RTW/MTW).
Ha! You won't scare us away so easily mister. Do your worst with the beta! :D
Well, I don't consider myself a bad developer. But I work in a small team made up of pretty much self taught people that really lacks structure and methods. I wish we could take the time to come up with coding conventions, specs and some methodology. Unfortunately, our lead developer sees that as pretentious and generally wasteful. So we keep falling in the pitfalls of sloppy, undocumented code. Time to move to another team I guess. But anyway, I don't know if it was mentionned i
As a (lousy) Python/Javascript developer, this thread makes me feel inadequate. Kudos every one, this thread is a most interesting read.
[quote who="aRoobs" reply="8" id="2315786"] re: python I've been using python on and off for the last couple of years, mainly for scientific computing, and I'm increasingly delighted with it. After originally coming from a C/C++ background I find it really pleasant to have data types like tuples, lists, dictionaries and sets as a fundamental part of the language, with agreeable syntax. Some people seem to regard python as a scripting language, but from what I've seen so far it
Pygame is worth checking out. It's basically a set of python modules based on SDL for making games easily. The site has tons of examples and sample games to download. I think it's a nice way learn a new language, much nicer than the typical divx management app or whatever :)
Looking good. I'm still a bit puzzled about the simultaneous turns thingamajig. Good thing that a FAQ is coming up :D
[quote]Tactical battles, for instance, will have some inspiration from [b]XCOM[/b] (though much shorter in length).[/quote] *faints*
[quote who="Lost_WLd" reply="1" id="2264182"]Neat stuff. *Makes a note to start using camelcase in function names*[/quote] That's funny because I believe wide_names are preferred over camelCase in the Python community :)
No matter who does it, I demand a new Syndicate game
If the Python API is powerful enough and well documented, I'm sure we could come up with some pretty nice mods with it.