[quote]making a living is more important than a game.[/quote] Yes, because obviously since the OP actually went to work and didn't do anything crazy to try and get the game, and is just venting that he missed the beta that means games are more important to him than work. Well, hey, if by that divide between generations you mean we're capable of reading and you aren't, I guess I'll take that as a compliment, but I'm not sure why you'd insult yourself.
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[quote]If you hate your job because it interferes with your computer gaming needs, you need to rethink your life goals over quite a bit.[/quote] If you spend your time on the internet trying to tell other people what their goals in life should be, you need to rethink your own.
[quote]city improvements too[/quote] It's all in the XMLs. Once you have your tile, just find the file that lists city improvements and work with that to add your tile to the list. [quote]I didn't realise you were turning of tactical battles again for this beta or am I experiencing a bug?[/quote] It's not really a "bug", but they forgot to include some files (including tactical battle maps) in the distribution hence why no battles yet. They're re-patching. [quo
Just saw this post and figured with all the Starcraft 2 players we've got around these boards it's worth noting. There's an issue with the game that can overheat graphics cards because the ingame menu screens (like the bar, etc) aren't framerate limited. To fix it (probably good to do even if it doesn't cause issues for you, just in case): -Open Documents\StarCraft II\variables.txt -Add the following 2 lines to it: frameratecapglue=30<b
Can't attach files on these boards, upload it to dropbox (see kryo's instructions in the reporting guide) and post a link :)
[quote who="Aractain" reply="27" id="2698169"]Can't wait for the sex mods.... [/quote] Zerg Queen in the nude? And that Protoss Archon, oooooh la la!
As long as they're being considered and will hopefully make it in later, that's fine by me. I was mostly looking for clarification. Thanks to being able to set spawn frequency on tiles (I'm assuming it implies what I think it implies), and tying monsters to them, it's definitely possible to work around some of the item-related difficulties of quest design. My Grand Hope, if you will, is to have lots of very random quests that you're never guaranteed to get. If some monster only has a
Might want to post the dump file. :P CTDs usually create one.
[quote]Also, please keep in mind that Blizzard has created a system where by Users are allowed to charge access to their map/mod if Blizzard approves.[/quote] Actually, they haven't. The system doesn't physically exist and hasn't really been talked about since whichever BlizzCon introduced the concept.
Thanks for the guide, Frogboy. My main interest is in quests, which sadly you haven't gone into. I am a bit worried that they seem too restrictive at the moment. Glancing at the quest XMLs it seems like they're exclusively associated with tiles, which means it's impossible to create a quest that starts from an item dropped by a creature, or a quest that has you loot quest items from creatures unrelated to the quest itself (for example, a quest to collect wolf pelts, where the pelt is a quest
Indeed. Del Toro is great with creature design, and Cameron is great with the CG and presentation. Gonna have some awesome tentacles :P
[quote]If more and or inflated enemy toughness is what makes it more fun[/quote] There's nothing "inflated". Most of the difficulty comes from unit mixes, though the size of attacks does increase a bit. For example, in the last Mar Sara mission, on Normal you mainly get Zerglings. On Hard, Roaches and Hydralisks appear quite a bit more. On Brutal, Banelings are added into the mix too.
The speculation comes from SD's typical release schedule of "afternoons" EST, and since Frogboy posted that they're still trying to get the uploading/downloading screens in, it's reasonable to assume it wasn't in a shiny ready-to-go package this morning, sooo :) If it wasn't today, though, they'd likely have told us already. Unless something terribly bad happens when they try to release, I'd expect it today :P
You'll probably have to check Impulse and it will show up as 'update available'. But don't expect the build for another several hours.
[quote]Normal mode selected[/quote] Try it on Brutal. It's seriously a lot more fun. I replayed some missions in Normal for the achievements which are seriously impossible on Brutal. This morning before work I had about an hour to play, and I wrestled with the Terrazine mission (trying to keep spoiler-free) on Brutal and gave up, going to have to restart and do it differently. I suppose some people would find it annoying, but I like the challenge.
[quote]In the era of early 3d games, PC games did require more frequent upgrades. That hasn't been true for a while (my wife's nearly 3 year old computer still plays everything on the market easily), but perception changes slowly.[/quote] My Nvidia's GTX285 can also max out any game on the market, and it's a pretty old card. I even got a pair of them in SLI when I got a new PC 2.5 years ago, and never *had* to turn SLI on, though found it helps a bit for some games.
[quote who="DrGroth" reply="46" id="2697877"]Have there been previous discussions as to how we will be able to download mods once someone creates them? I am not very good at opening files and makiing syntax changes, etc. It would be most welcome if there was a designated site where nn-technical players can see a description of the mod and have a one click "download mod xyz" botton where it automativcally unpacks itself into the correct game files, and presto, you now have a new it
I don't think they'd hold off on that. As far as I understand, the "Forge" stuff is for in-game item creation/enchanting/whatever. This item editor would be for creation of out-of-game resources that you can use in quests, research, whatever? I dunno, we'll have to see I guess.
Well, there will be an item editor in the workshop, and since a "unit" is just a combination of your faction looks (also in the editor), and items, that should be all you need, no?
And how do you do this with auto-resolve? How does the AI do this? As much as I like tactical battles, you gotta remember that the game isn't a tactical battle simulation and they're meant to be short and sweet because you can have many of them per turn. Stuff like tile bonuses AFAIK are already planned and a good addition, but unit facing needlessly complicates things. If you want flanking, just make it so that a unit attacked from behind can't counter-attack (or rolls an automatic 0 on defe
I plan to focus exclusively on quests because the current ones *are* boring. Fear not, you'll get rants about what's not possible but should be soon enough, Frogboy :P
[quote]Yeah it's an RTS, but SC is all about reaction time & multi-tasking. Not all of the RTS games are working like that.[/quote] Indeed so, and like all other game genres, there's a lot of variation in the styles of the games. There are lots of different types of RPGs, from linear crawls like the latest Final Fantasy to story-driven sagas like Mass Effect or Dragon Age to open world freedom like Oblivion. Same for RTS where you have really fast paced brawls like
[quote]You also miss out on enchants working with tiles not built by the city.[/quote] Actually there's a very, very high chance that's a bug. Since the resource model changed and the majority of income is not from city tiles (as you can build anywhere in your influence zone), the tiles you build that way route their resources to their nearest city, and so the game is supposed to treat it as that city producing the resource. So, by that definition, city enchants should most
*hands Rosco a cookie*
[quote]See the issue is that SC isn't really an RTS. It IS a clickspeed and micro game. Calling it an RTS is purely insulting to games like King Arthur and Total War.[/quote] Those aren't RTS either, they're called Grand Strategy games. They have real time tactical battles, but are turn-based strategy. RTS games are purely ones like Starcraft, Command & Conquer, Supreme Commander, etc.