shadowtongue

shadowtongue

Joined Member # 3380208
10 Posts 588 Replies 7,670 Reputation

The beta is not supposed to be fun. Making this mini game so much fun is going to completely alter peoples expectations of future releases. Also, my 6 year old daughter would now like to play this game.

53 Replies 226,274 Views

Sovereign customization? Well I suppose it was trivial to do. I just don't see the point in it. I'm starting to worry a bit that there are too many minigames in Elemental and wonder how the whole is going to turn out. Oh well, hopefully it's not fun [e digicons]:-"[/e]

49 Replies 91,621 Views

[quote who="Raven X" reply="1" id="2590786"] quoting post I don't think any of us were playing MoM right out of the box. I was. Then again....I'm old [/quote] I don't think that's what he meant. However, I played it out of the box for a couple years before I even realized there was a patch since I didn't know what a patch was when I first bought MoM. Hell the state of the internet at that point was pretty much usenet anyway.

10 Replies 9,125 Views

Can you either point me to one of those posts, or explain in greater detail? I don't see how 'vastly different games' implies AI moddability.

4 Replies 6,721 Views

Game AI is always such a huge discussion point, even when it is well done. So my hope is that Elemental will provide modders the ability to interact with the AI in more obvious ways than what a lot of 'balance' mods try to fix. I'm curious as to how possible this is and if it's interesting to the devs to work it in.

4 Replies 6,721 Views

[quote who="Tormy-" reply="80" id="2588260"] Quoting shadowtongue, reply 79 Quoting Tormy-, reply 78 Quoting shadowtongue, reply 77 I love the Dom3 combat system, but, it has a MAJOR advantage AI wise. Illwinter never cared about the AI actually. Doms3 is supposed to be a MP game. They've stated this many times when the game was released. Which has nothing to do with what I said, because I was talking about th

82 Replies 162,067 Views

[quote who="Tormy-" reply="78" id="2588225"] Quoting shadowtongue, reply 77 I love the Dom3 combat system, but, it has a MAJOR advantage AI wise. Illwinter never cared about the AI actually. Doms3 is supposed to be a MP game. They've stated this many times when the game was released.[/quote] Which has nothing to do with what I said, because I was talking about the tactical AI. Which the player is forced to use, whether against the computer or anothe

82 Replies 162,067 Views

Lots of interesting discussion, but ultimately if you put in too much complexity you face two important risks. 1) The AI cannot handle it and makes poor decisions on both the design front and the tactics front. 2) The auto-resolve cannot mimic the outcomes in a remotely reasonable way. now #2 may not really matter that much to most people, but #1 is going to be a major PITA if it winds up borking the AI.

82 Replies 162,067 Views

[quote who="Wade1" reply="37" id="2586932"]Distant Worlds has open space travel between systems and in systems, which are all on one "field" with excellent zoom parameters. The ships can stop or fight in open space or examine various stellar objects. Nebulas affect movement and shields. There are gas clouds to mine. The star systems have orbiting and rotating planets and moons. https://forums.galciv2.com/377079 (Distant Worlds; 4Ex Space Strategy; What do you th

39 Replies 129,961 Views

[quote who="Raven X" reply="35" id="2585695"]Open Space is the way to go. From a programming point though they all have "lanes" as all you have to do is connect every star in a system to every other star. This is usually what's done but the lanes are "invisible" to players. In a Open Space system the only thing you have to really account for is the fact that a player could send a ship to a open point in space with no star there. From a coding perspective that's the challenge, the open point t

39 Replies 129,961 Views

Oh jeez... Just unplug yourselves for a few hours already. I find it sad and pathetic the number of people who have to jump on their phones the second the plane touches down. I couldn't imagine my irritation if everyone were doing that in flight, it's bad enough in the terminal when everyone sitting next to you is blabbing away uselessly becuase they are too socially retarded to handle life without their tether.

29 Replies 63,145 Views

Well I've given up playing it until the updates, and even with all the fixes in 1.03 I don't think it will quite do it for me. The annoyance and frustration has overwhelmed the 'wow' factor, and I have the feeling that it's going to be a PITA to actually balance the game with all the changes in the updates. Oh well, maybe in another month I'll check back in again. Still, quite a novel game, and worth checking out if you have

156 Replies 487,815 Views

So I read in the latest dev journal how the team decided to move the resources away from individual locations to a global pool. I'm quite sure that this is not a bad idea, but I still wonder if it's not possible to somehow retain the ability to keep these resources actually located on the map such that you (as an enemy) can interact with them. The new space4x Distant Worlds has taken automation to an extreme, and I would not suggest that elemental needs to move

1 Replies 4,538 Views

taltamir- I believe that the rebellion issue you see due to taxes is actually enemy covert ops causing rebellion and not the taxAI randomly screwing with the rate, however, I am not 100% certain of this, it is something I have gleened from reading around about the issue.

156 Replies 487,815 Views

Some accurate descriptions here. I'm not sure where I will wind up standing on this game. I tried Armada and really thought it was terrible once I got through the learning curve. I'm not through the learning curve on DW yet, but don't imagine I will hate it, though I'm skeptical if I will love it either. I apprecaite the automation, but the UI is really frustrating, and getting in to micro the area(s) you want to (especially ships and

156 Replies 487,815 Views

Well Matrix has expanded their catalog, some of those titles would seem to appeal to a broader audience than the grognards. Though I'm more interested in responses to their criticism of Impulse.

3 Replies 25,686 Views

I'm pretty sure he doesn't like it already, yet it has the elements he desires (other than the real time on the strat level, though I cannot imagine why that is remotely important). And it does have raiding, it does have 'sabotage', it does have the ability to create games where only movement through warp nodes is available (well to you, the space monsters still move in their own ways). At least if you have all the expansions.

39 Replies 129,961 Views

[quote who="Whiskey144" reply="23" id="2572288"]Moving back on topic- My ideal space 4X game would be an RT4X (like Sins ), have a highly realistic spaceflight model, have a separation of entities (frigates and capital ships, a la Sins) with larger, more important entities capable of "leveling up" (also a la Sins of a Solar Empire), and also being able to have targetable subsystems/realistic battle damage effects (this wouldn't be done for less important units because it would pro

39 Replies 129,961 Views

Or at least one persons explaination of it. Stardock and Paradox are separate publishers with their own terms and conditions as well as different audiences, though they maintain that GG and Impulse are separate entities. They are not entirely DRM-free either, I believe GG is simply agnostic in that regard (they don't add their own, but if the developer/publisher wants

3 Replies 25,686 Views

[quote who="Ron Lugge" reply="5" id="2571159"] Now the real time battles are a turn off for some (myself included), My biggest problem had more to do with tying UI functionality into research, which really ticks me off.[/quote] Yeah, that was an interesting design choice. It didn't bother me that much though, since I normally skip those techs anyway and autoresolve a lot ;)

39 Replies 129,961 Views

[quote who="Whiskey144" reply="2" id="2571140"]I think the "starlane"-style approach is certainly interesting; however I am absolutely DYING to know what an open-space system would feel like. More than that however, I think that a perfect middle-ground would be: open-space star systems, with said systems connected by starlanes. Hopefully something that will be considered for Sins 2 eh?[/quote] SotS already has this to an extent. The tactical battles are

39 Replies 129,961 Views

SotS does not have starlanes, other than for 2 of the races. SotS actually has 6! different movement systems, though 2 are very similar (humans and Zuul), 3 are related (Tarka, Liir, and Moriggi) and the Hivers use gate ships to instantly jump their ships from system to system (though they move very slowly to new systems without Gates installed). I prefer star lanes generally, though the SotS system is also very interesting, and it does indeed provide an additiona

39 Replies 129,961 Views