I picked up the demo, liked it, bought it, played through it, and enjoyed it. I recall the game reviewd rather well, but somehow it's marketing push was more or less stillborn. Couple of mild complaints: the story was good, but there were a lot of twists and changes in objective over the course of it, so I felt like I was being a bit rushed. I would have preferred to spend a bit more time and a few more levels at each part to flesh it out. The combat...I'm sure that something clever a
LOLCHRIST
Regarding the Sauron's Eye idea (which would be renamed for obvious legal reasons), I think there is a lot of material in the book to draw up a really interesting power. The eye moves from place to place, and cannot see everything at once. It also has has an effect on the people being observed: it intimidates them, weakens them, to some extent tempts them (they feel compelled to surrender). So, the eye might focus on a particular individual, army, or area. It would drain willpower (or
Too much explanation spoils the magic. I think being ineffable is probably the crucial point of magic. It should work as Luther's description of reason being the greatest enemy that faith has. Trying too hard to understand or investigate magic in an intellectual sense should make it irreproducable, perhaps because it's linked to a particular state of mind. That is, if you understand thoroughly what to do in a situation, through experience and prior planning, you can slip into 'the zon
The idea of the first Dawn of War was to keep base building minimal in order to concentrate on the fighting. Dawn of War 2 is simply taking that concept to its logical conclusion.
Relic also seem to have a policy of removing CD checks from their games with patches. Which is nice. I am very excited about DoW 2, maybe I should pre-order? Is it available on Impulse yet?
Was there another thread about this? I like the idea of cool effects on a channeller's death. Allow both positive and negative effects, so that it's not a punishment for success. Or make them over time effects, to allow a chance of escape. Or, make them global effects. Possibly give the victor some of the loser's mana pool, spells, items, or essence as well. In addition, any ongoing effects (particularly global) that were being maintained might also go a bit crazy rather than mer
3d glasses? Really? Why not just go the whole hog and bring back VR helmets?
I think it might be interesting if a channeler could spend some of their essence creating a sort of customizable magical beast. Which might become some sort of towering giant or hideous frankenstein's monster type thing. Or, if we are able to pick non-human channelers, then I hope there will be some really strange and magical customization going on there for people who want to take the unstoppable silly unit strategy. Edit: to put that in context of the thread, I am sort
Congradulations, and thanks for making a great game.
Just wondering about this: [quote quoting="post"] He was once mortal and like all mortal men, he sensed the passage of time which, ultimately, would be his undoing. [/quote] It seems a little ambiguous. Is it his ability to sense the passage of time which is his undoing, or is it the passage of time itself? To try to illustrate the different readings: He was once mortal and, like all mortal men, sensed the passage of time. This, ultimately would be his undoin
Well Dwarf Fortress - that manages to at least be amusing. Mount & Blade also has procedural story, but it basically amounts to doing the same few quests over and over in different places. A lot of space sims use dynamic economies to produce quests in a similar way (e.g. the X and Battlecruiser series).
I have yet to find a procedurally generated story / quest system that 'stands out'. They tend to generate a lot of bland mediocrity. A quest may have been triggered off by this kingdom invading that empire, but if it's still the same bloody 'kill some guy, deliver a letter, harvest 20 bear hearts' stuff then it makes no difference. Unless Stardock intend to revolutionise procedural generation, I hope that they stay well away from it. I would prefer to see a system for community design
Don't know if you've used the Galactic Civilizations unit builder, but I'm pretty confident we'll be able to scale things as we like.
Have you installed the patch / updated relevant drivers? If so, I suggest you get onto Bioware technical support, because it sounds like you're having some pretty bad problems. RE This: "I noticed that the computer was using 38% of its ram. Task manager quotes it as using over 500mbs. My computer when idle never uses more than 22-24% and on a fresh boot it starts at 18%" Sounds like Mass Effect didn't finish cleaning up after itself when it crashed. Probably some
I too have found Bulk Rename Utility handy, and it covers pretty much all possibilities of file renaming.
I liked it a lot. The story is very good, the world is interesting and well fleshed out, and the combat is actually quite exciting. There are some awful MMORPG style grind quests though. Thankfully they are optional, but still a horrible boredom trap for the compulsive completionists among us. And the floating tripods...oh God.
I think it's a really interesting system, I hope it works as well in the game as in the imagination. Regarding this: 'But there is no concept of "can't use X if Y is evil"'. What about the possibility of equippable items/resources excluding each other? Firstly, will players be able to mod in custom resources as well as design units? Then, assuming that, suppose for example someone wanted to make one resource that confers some extra magic resistance, and have that prevent you f
I also like the Civilization 4 system. It's quite exciting when your units earn upgrades, and never becomes a chore. If we get a choice over how normal units upgrade instead of it being merely automatic, then it should be quick and easy.
I would love to know more about the magic system if the devs have time to talk about it. It's definitely one of the more interesting topics. Good luck with your petition.
They've put up some new artwork here: https://forums.elementalgame.com/333264 Any you know, after all that arguing, I think that perhaps everyone is going to be happy with it.
I only dabbled with the Sims 1, but have played a fair bit on the second one, and actually I really enjoyed it. It's a well crafted game, if a bit too easy. But once you've 'won' it a couple of times with stunningly attactive people, you can turn your attention to creating virtual losers and tormenting them with your capricious Exodus-inspired whims. I dunno, it's fun. Also I liked that I could seduce the single mother and then refuse to let her kids move in with us. Enjoy your childhood suck
It seems there's a bit of a wave of artistry taking certain elements of the computer games industry at the moment. I'm glad Stardock is part of it, and the look is great. I am wondering, would those (gorgeous) models go straight into the game as they are, or does the polygon count need reduction first? Additionally, will your engine be doing extra effects for DX 10 compared to DX 9? If so, I might consider upgrading to a recent graphics card.
[quote who="The__Goo" reply="9" id="1976429"] ummm... are you sure about this? the only reason you need to ground something is when there is an electrical charge being circulated, unplug it and there is no need to ground... of course you need to relieve the static charge by discharging it and that is as simple as rubbing the case while you are grounded. Leaving it plugged in is not only dangerous to the machine but to you as well if there happens to be a short in
That doesn't seem to make sense. 1080i is interlaced, which means its worse than 1080p, but why on Earth would you have an interlaced computer monitor? Anyway, what I'm getting at: It is better to have a resolution that fits the size of a monitor than simply the largest resolution possible. 1900*1080 or 1900*1200 tends to be the standard resolution for 24", while 22" monitors usually have 1680*1050. It's not far out, so it'll probably still look good. More importantly, there's
I've only skimmed the previous posts, so this may not be news, but: Forged Alliance is stand alone, not an expansion, so you don't need the original Supreme Commander. You'd miss out on the original campaign from that, but the campaign is not the attaction of SupCom: the multiplayer is. On the other hand, a combined pack might be cheaper than either individually anyway. Edit: Regarding your question on the SupCom endings, the start of Forged Alliance mixes bits from all of the