[quote who="Spooky" reply="13" id="2296414"] Several factors in MechWarrior 4 contributed to an underwhelming MechWarrior experience: The Mechs moved very agile and fast, not like a 30 to 100 ton coloss would move.[/quote] So, what? The mechs in MW2-3 moved like Urbies in MW4? The game wasn't all that fast, and I don't see how making it slower would improve the fun. This seems like one of those areas where gameplay trumps realism. [quote]The Mechs were very col
Jalicos
[quote who="Spooky" reply="2" id="2295364"]MechWarrior revealed @Jalicos: MechWarrior 4 was very arcade-like. MechWarrior 2 and 3 (and all their expansions) were simulators. MechWarrior 4 also looked rather cartoonish and it didn't feel like MechWarrior.[/quote] Cartoonish? [e digicons]o_O[/e] And what do you mean by "arcade-like"? I'm seeing that term thrown around a lot lately but it seems rather ambiguous.
What's wrong with Mechwarrior 4? I played Mercs and loved it, but never played any of the earlier ones. (The horrible SNES port of MW1 doesn't count)
If you immediately know the candlelight is fire, then the meal was cooked long ago. I'll have the waffles.
I like the black outlines. They add to the whole children's-fairytale-storybook vibe, and they also give the important map features some much-needed visual "pop". My eyesight isn't all that great, and I find most newer games are so overly intent on being "photorealistic" that they let important elements get lost in the background clutter. (The latest Super Smash Bros. and Burnout games are particularly strong examples of this.) I can see everything very clearly in this screenshot (exc
This actually sounds like a much more interesting way to go about making AI opponents. I remembery playing a Mac version of Risk many years ago, and it had several different AI "personalities" rather than difficulty levels. You could have an "aggressive" AI that would attack frequently and rather recklessly, a "defensive" AI that would never attack first but would fight tooth and nail to reclaim any territory it lost, and a "chaotic" AI that would just make choices at random, among others. It
Rolling your own AI and watching what the logs bring in could be a game in itself. [e digicons]*_*[/e]
[quote who="vieuxchat" reply="19" id="1939651"]elementalfanatics.com would be a good choice, imho. It is informative, easy to remember. ewom.com (not ewok ) would be just too cryptic. everything with "notmom" would be hard to remmeber for anyone thaht don't know Master of Magic. Simlicity is win![/quote] ElementalFanatics.com would cause me to assume the site is associated with CivFanatics.com
The Fallen sound very similar to the Ringwraith; men who were corrupted by dark forces, gaining great power but losing their humanity in the process.
Oh, a fansite! Sounds like fun. I'd be interested in helping, but I have a lot of real-life issues taking up most of my time. I can contribute occasionally as I have time, but can't really commit to anything consistent. As for how to help... I've worked on a couple of fansites before. I just did news articles and a small tutorial, but I like writing and would enjoy making guides and tutorials and such on a sporadic basis. I've also recently starte
[quote who="TexWolf" reply="13" id="1937185"] Jalicos: I believe that the guardian wolf looks alot like Okami who was a wolf. Just my opinion. [/quote] I think that's where the "guardian" part comes from. The script-like markings are nearly identical to the ones on Amaterasu Okami, and wolves, especially white ones, are often depicted as nature guardians in Japanese myth. What bugs me are the other markings, on the paws and tail. They're more indicati
[quote who="Spartan" reply="16" id="1935586"] BTW: Your avatar is pretty nice.[/quote] Thanks! I made it in a hurry as soon as I saw the concept art, because I figured everyone was already furiously copy/pasting their own. I guess I didn't need to rush quite so much. Didn't plan on adding my name, though; I just couldn't stand the empty space in the corner. Maybe I'll make some more avatars, using the rest of the concept art. And now that I think of i
[quote quoting="post"] OK. Call me anal but all the gradient silhouettes are driving me nuts. [/quote] Know what drives me nuts? People who use the same avatar. I already have three of you mentally filed under "castle guy", and that just won't do. Imagine if this catches on! I might actually have to remember names ! [e digicons]8C[/e] Still, it's good to spruce the place up a bit. These look really nice. [e digic
I've really only played DA and ToA, and I didn't much care for the Sins demo (ironically for the same reason I hated the DL demo), but I wouldn't mind trading emails with the press. No talking, though; phones scare me. [e digicons]:X[/e]
Spells this powerful should be a double-edged sword. Effective, yes, but inherently risky to the caster. Sure, you could call down meteors from beyond the sky, but how good is your aim, really? Maybe you can unlock the waters of the deep to flood the land, but some of that beachfront property is yours, too. My suggestion: A spell that greatly enrages the beasts, causing them to become much more powerful and aggressive. Prepare your own defenses ahead of time, and you ca
[quote who="LDiCesare" reply="16" id="1928386"]Weather system would be nice if it was localised because it would open up the possibility of weather spells. If one could continuously cast draught on an area and cause it to dry and become unproductive for instance. Or other more or less subtle effects to ruin your opponent's land (yet another thunderstorm).[/quote] Oh yeah. Cast some fog over an open field so your swordsmen can make it across without being massacred by ar
[quote who="Ilumino" reply="13" id="1926928"] To get an idea of what I'm talking about, check out Dwarf Fortress. The developer of that game has done incredible things with world/lore generation. [/quote] Dwarf Fortress may have a crappy interface and I never got used to the Nethack-style (lack of) graphics, but the map generation definitely qualifies as "insane". I'd love to see something like that here.
It's obvious that the corner symbols are the elements, though I had Earth and Air switched. I guess that's because I'm thinking Air/wind and you're thinking Air/lightning. The black symbol in the middle is probably Life or whatever they're calling it.
[quote quoting="post"] Perhaps just an astral or ethereal plane that was mostly empty until certain magical structures get built in the material world or a spell-caster banishes someone or something? [/quote] I like the idea of an alternate plane that is strongly affected by what happens in the normal one. Always wanted to make a game like that.
[quote who="GCFL" reply="7" id="1926067"] In fact, not that I am advocating this, entire weather systems could move across the map utilizing a drifting grid coordinates over a period of time.[/quote] I'll advocate it if you won't. :) Just think how cool it would be to spot a storm front approaching the mountains and knowing that if you can lure your enemy onto the windward side in a few turns, there's a good chance they'll get stranded
Guardian Wolf? Really? Let's see... Long tail, large ears, narrow pointed snout, dark markings on legs and tip of tail, not to mention a white/pastel color scheme that matches at least one person's depiction of a myobu kitsune . Really not seeing a wolf here, but that's what it says. I think I may have found a taxonomy bug. Good jo