I'd assume this post was directed at me, but my post count has been pretty low recently. I don't really mind being moderated, I wont even mind being banned for my numerous, flagrant violations. I've earned it in spades after all. Please, no over achieving swear filters though. Nothing is worse than not being able to get a point across because you can't describe a fucking vacuum cleaner. :( I once wrote a post of
psychoak
The team said they would not be doing FFH2 for Civ 5 way way back. So the casualty doesn't arise from his place of employment changing.
99.99% of the people using computers don't have a clue. I wouldn't be so quick to assume it's not a user created problem...
See reply 211 for a detailed explanation of why being in a war doesn't make you knowledgeable about it. The first bit of that is someone elses text as well, you quoted a quote. :)
Faction tagging. It works, but it's largely irrelevant for what you're trying to do. What you want is a branching quest, which is achieved through, and only through, QuestChoiceDef. Faction tagging be QuestConditionDef usage. Currently, I believe you have an impossible goal. The condition system does not move a quest forward when you complete one of many conditions, you have to complete them all. The only thing you can do w
[quote]Rise of Nations. In that game moving units onto water turned them into boats automatically. All naval AI issues solved.[/quote] Hey old man, where's your old school reference to Warlords? For the young uns, there were docks placed around the map at creation, functioning similarly to the later RON mechanic.
When I hit up sales support for something, I always get useful help in response. That it takes a day or two doesn't really bother me that much. All you get from most companies is a cookie cutter response that's utterly meaningless when you're not a complete retard with your brain dribbling out your ass that did something remarkably stupid while expecting it to work. The actual problem can take weeks to get anything useful done. I've played phone/email
[quote]i think too many people are creating artificial limits on themselves or others, as if "cheese" is bad or there's some un-spoken rule on when/how it is acceptable to play. the games where two equal combattants are trying their best to win, produce the best games (both to play and to watch).[/quote] If I didn't create artificial limits for myself, "fun" would never have existed for the Warlords:Battlecry series. They're too poorly balanced, and have some
I'd rather they don't. I like my previous bugs fixed and verified internally before they send it out to the masses only to discover that fixing one thing broke three others and killed off half the player base.
That's probably because he posted actual complaints instead of "OMGQWTFBBQSAUCE! THIS GAME IS SHIT! BURN IN HELL STARDOCK!!!11111 " "I hate this steaming pile of crap and I uninstalled it" just doesn't cut the mustard. He gave actual explanations and skipped the utterly unproductive and pointless "Stardock sucks" rants we've been seeing. He was also polite about it, but you can probably guess that I don't personally care about that part myself. <p
I put a few people through rehab in the WBC series. I'm an asshole, and I was a bad bad man with a keyboard and mouse at the time, so it wasn't too difficult to convince them that I could smoke them like a cheap cigar if I wanted to, but just wasn't interested in a ten minute game of click wars. I got a few die hard cheeseball rushers to actually play things out and enjoy the whole strategy game, instead of just individually clicking spell buttons on walk through
Yes, very sad that. Oh to have an AI that knew what the hell it was doing with all that FFH cheese.
[quote]This is the tried and true method and I think it is a good method. In my ideal world, most resources would be local and would require transport to get them to other places. So if you had a city with a mine producing metal and another city with unit producing buildings, you would have a caravan transporting from the metal city to the unit creation city. I think this would add an incredible amount of depth and complexity and would give caravans a real infrastructural role. That way
[quote]I want to play the game, not watch the game be played via the work of the programmers.[/quote] You want to play a game, defined as pointless tedium, reconnecting your trade lines over, and over, and over, and over, and over, and over, and over... We don't even have a real production system and I already spend more time replacing my god forsaken caravans than I do my troops. When you have a thousa
[quote]When your Workshop starts moving around between cities and can be destroyed by roaming monsters, give me a shout.[/quote] If my workshop can be destroyed by roaming monsters, why do I need to manually recreate it every time? [quote]I am/have always been in favor of a true Economy Model f
[quote]I don't know where to begin with this statement, as it is simply wrong. Computers were not created to simplify complex systems, as the computer itself is a highly complex system and the original computational systems where huge device capable of only well defined tasks. Modern computers still do not allow you to simplify complex systems magically, but utilize complex methods of data abstraction designed by humans which break these systems down into more manageable parts. In gener
[quote]This statement seems like it would be nice and easy. Yet, one does not simply wish away the complexity of managing any such system. To remove such complexity, one would have to either create some kind of grand abstraction, which is not what you were suggesting, or handle all of the complexity in the background using equally complex back end mechanics.[/quote] This is why computers were invented, simplification of complex systems. You write software that
Screw that player created stuff. Skip creation entirely. Caravan is automatically generated at need to transport stockpiled resources to a point of demand. Management should be after the fact. Drag and drop pathing to change their routes to go around danger zones, manual override for optimal routes you don't want to have. Say you have an armory you want to keep loaded up, a nice Boolean switch or slider to keep it so supplies are pulled from else
It's wonderful how that works, break the formatting and blow away the edit button so you can't fix it...
Meh, caravans are a unit. Let us upgrade the squad size and arm them and we've got a driver and guards to fight. Also, you broke ze formatting!
Nooooooooo! First strike should be weapon specific and action specific. We need charge function, facing, and weapon lengths!
[quote]The thing about Elemental is that end units seems to go away from the underlying philosophy of behind custom unit creation. If one type of unit is inherently superior to another, then this is the unit that players will build. It doesn't matter that the player has various options for armors and weapons, as this "end unit" will be the unit that players are attempting to create. Now, say you want to make this rush harder by implementing a complex resource system, players will simply
[quote]Ok, let me try and explain this to those who don't seem to get what I am saying. In Elemental, Population comes from nowhere. That is, there is not some population pool which expands and contracts based upon the birth and death of the population. Population is merely an abstracted resource which is increased per turn based on the prestige of the city and decreased when used for some purpose. So a level 1 and a level 5 city will grow at the same pace as long as their prestige rati
[quote]Yea, I know I rub some people the wrong way. I do curse like a sailor and I can be reactionary, but most of the time, I am trying to just to make people laugh. If people mark my post, that's fine, I trust the mods here. I am on thin ice here anyway, I've been suspended once before, and I deserved it, so instead of continuing to argue on things, once I have made my point, I have just let it go. I don't want to turn threads into people fighting with me.[/quo
[quote]This is fairly funny. At the end of the day, you find a complex resource system to be inherently fun and I think that this is ultimately unnecessary to add to the fun of the game. What I want from Elemental is fairly simple. I want to have a faction and watch it grow. I want to have opponents that push the limits using diplomatic and war strategies. I want to experience the story of my civilization and the heroes struggling to make their place in the shattered world. Yet, at no t