Well yes, to be more specific I mean that such skills shouls not be the end of the story. Elite units will stand thier ground to various degrees while raw recruits might run away on sight. All those modifiers might not affect everyone equally. Bear cavalry getting charged by bear cavalry would not have any negative affect. Both sides have bears, they cancel out!
Tamren
Ah now I remember the word I was looking for. 9. Add a resume feature activated on exit. Whenever you quit the game or simply return to the main screen the game should save the state of the game at the time you exited. When you want to continue, instead of loading up a savegame you simply hit a button labelled "resume" and then pick up where you left off. This would not allow for save scumming because if you load the game and quit again the old resume savegame would be overwr
I have no idea why but dual pronged ships seem to be incredibly common in space scifi. Even though such a design is horrible weak from a structural standpoint.
Agreed, its entirely possible to play chess and checkers with nothing but ripped up toilet paper just because the base mechanics are well known and easy to grasp. If those mechanics are not up to snuff, it wouldn't matter if your king and rook were made of solid gold, the game would still be crap.
Some games that rely entirely on checkpoint-based save systems run into rather stupid problems. I remember reading one player's experience with mirrors edge. One level of that game takes place in a really big pit, I've never seen it myself but the description sounds a lot like a missile silo. The objective is to essentially climb out of the pit through any means available. The problem that player had was that when he took a big fall off a platform and died at the bottom of the pit. The bottom
Those two things are exactly what I had in mind. Terrain editing like what you can do in Rollercoaster Tycoon combined with the tunneling and other options from Dwarf Fortress. Even with a very limited palette of shapes it is still possible to create very advantageous terrain. For example, if you were building a military fort out in the middle of flatland nowhere it would be helpful to modify the terrain to give you a defensive bonus: <img src="http://img147.imageshack.us/img1
Multiple monitor support is not as important as the ability to divide our screen space between tasks. Having more screen space is only useful if you have something to put there. And for those of us with limited screen space we need some ability to divide it as we see fit.
Its quite funny really. Electronic gaming has been around for quite some time now. I myself have been plugging away at games for well over a decade. And yet in all these years of innovation there are still some problems that never get solved. Think long and hard about simple problems that we could have easily avoided, but didn't. Come back to this thread and add them to the list of past mistakes so that us as players will hopefully never have to deal with this crap ever again. In othe
It would be rather neat to zoom in on the paper map and suddenly find your view blocked by clouds. Zooming in further will push your view through the clouds until you have a birds eye view of (stylized) realistic terrain. Clouds are only one method that might work, but I'm sure you guys could think up other methods of transition.
I think morale should be a bit like sisyphus and his boulder. The morale of your units can be imagined as those units pushing a boulder up a slope. The boulder will naturally want to roll down the hill, this is unavoidable. A disciplined unit will have no trouble keeping the boulder moving along. When things start to affect morale they can take many forms. Perhaps units pushing the boulder could get tired or the hill could be getting more and more steep. The harder your units have to
Sounds good, but will such a system of numbers have enough randomness to it? If I can hear the dice rolling in the background you need to make them a little more subtle. In other words, morale is not a thermometer. Or if it is, its one full of air.
Hmm, I designed a basic system to show how this could work. I think its simple enough that I could draw most of it in Paint which would save me and the rest of you from yet another wall o text. At its core its about assigning some arbitrary measurement to levels of elevation. This could be as simple as designating sea level "level 1" and atop a small hill "level 2". This is the minimum required in order to have variance terrain elevation and a flight ceiling. EDIT: Okay here i
My first thought was "what the hell is this?" My second thought was "and why haven't I heard about this sooner?!" Awesome stuff.
Avernum is great, its actually a remake of an older game called Exile. The company that makes it has a long history of kickass RPGs, all of them with good demos so you can try them out. I highly reccomend Nethergate and Geneforge as well.
Der... well thats even worse. Ah well I probably won't have enough time to master the gameplay enough for multiplayer but singleplayer at least should be a blast.
Flight should have limits based on what grants the capability. If your form of flight is magical then you can maintain it so long as you have power or mana or whatever. If flight is granted from a natural ability, such as having wings, then it would be limited by stamina. Same goes for units using flying mounts. Flight range should be limited both in terms of distance and altitude. If you have the energy you could fly upwards to scale a cliff or fly a certain distance over land. So it
Will Dawn of War 2 be Steam dependant for patching and multiplayer and the like? In essense just like all of Valves games.
I haven't been too active on the ideas front recently. This is a combination of lacking free time and managing eye strain. But I have been thinking on the existing threads and how to continue them. One nice thing to have is space to reflect on what has already been discussed. During these periods of "idle thoughts" your mind tends to fly and land in strange places. So I was thinking "hmm what have we not talked about?" and what did I think of first? Stairs. To the best of my knowledge
The only real problem with 3d systems like these is that they are not fully immersive unless you have a screen that curves all the way around your field of vision. If you rely on a projection that is flat then the perspective will become skewed and the border where the 3d ends will stand out.
Crashes? Ugh. Nothing irks me more than games that don't run well. I will probably pick it up in the future but not before a price drop.
The website for warpfire doesn't have much info. Anything else you can tell us about it? It sounds alot like all those other sort of free browser games.
That doesn't account for how many missiles there are. There were points where I tried sending in ships armed with nothing but point defence. All of the platforms targetted one ship and it was quickly destroyed. There were so many missiles flying in that they got through because the point defence was busy recharging. I got bored of it pretty quickly though so I never took the time to integrate any advanced tactics.
Sword of the Stars can get extremely boring at times. Late in the game every single enemy planet will have a full complement of defensive platforms. Meaning that your fleet will just get HAMMERED by wave after wave of super long range undodgeable missiles. Your fleet will always start far away from the planet and the only ships that can survive the barrage are point defence ships and shield ships, both of which sacrifice so much offensive power that they can barely take out the turret
Oddly enough, causing a disease outbreak would fall under the wing of life magic. Curing a disease outbreak could be either life or death magic. A disease is not meant to kill. All a disease wants to do is exist, killing off all of its potential hosts would counter productive. Normally what happens is a percent of the infected die off and the rest develop an immunity. Dealing with disease using live magic would amount to keeping people alive until they can build that critical mass of
Thats a great book! When I first read the book it suprised me how much of it didn't actually deal with any of those three. When I brought up the example of spanish vs the aztec I was specifically talking about combat between the two parties. It could be that disease allowed them to "win the war". But without the advantage of guns and steel the spanish probably would have gotten fubared after the first battle or two. The aztec had more than enough troops to simply suffocate them by wei