Happy Birthday! [video]http://www.youtube.com/watch?v=Z1OCC1GWczo&feature=player_detailpage#t=4s[/video]
marlowwe
[quote] I've had to stop playing this. I always like the playing field to be even in my video games - because having fun is more important to me than overcoming the challenge. This doesn't mean I want to fight battles with the same number of troops on each side or something similar. I simply prefer that all players are subject to the same rules. [/quote] Have you tried the multiplayer? Wouldn't that let you face an opponent on an even playing field?
[quote who="Derek Paxton" reply="82" id="2917480"] Quoting Kadrium, reply 80I just feel that rock/paper/scissors styles weapon and armor interactions restrict viable choices and remove flexibility and variety by pigeon-holeling the player into tactical unit matchups. I think RPS designs make for dull gameplay. Unit A beats Unit B which beats Unit C which beats Unit A isn't an interesting choice, its the illusion of strategy. Instead of RPS we want a unit s
[quote who="Kadrium" reply="80" id="2917438"] Quoting marlowwe, reply 70 Quoting Kadrium, reply 66I'm kinda disappointed we'll be going with a rock/paper/scissors system with cutting/piercing/crushing. May I ask why? I'm just glad there will be a system period. Right now there's no unifying design theme with respect to weapons. Such a system really actually works to remove your choices in combat. If you have piercing
[quote who="Kadrium" reply="66" id="2916731"]I'm kinda disappointed we'll be going with a rock/paper/scissors system with cutting/piercing/crushing.[/quote] May I ask why? I'm just glad there will be a system period. Right now there's no unifying design theme with respect to weapons.
[quote who="soldyne" reply="20" id="2912221"]*****edit***** I figured it out! I was running the 64 bit eclipse version, but, apparently I have a 32 bit install of java (eventhough my 64 bit system including IE seems to work fine with it). I got rid of the 64 bit eclipse files and downloaded the 32 bit version and it seems to be working now without any adjustments. *****edit***** I know this is an old thread, but, I just downloaded Eclipse classic f
[quote who="WhiteElk" reply="96" id="2916432"] Contrary to having too much time on my hands, I'm a little frustrated at the time I've been compelled to invest in order to learn about the entity which now holds the keys to my electronically acquired software. After having had two bad experiences with electronically distributed music, I still embrace the idea of ESD. But I won't blindly enter into a transaction. I researched steam prior to buying Civ5 and halted my
[IMG]http://img832.imageshack.us/img832/6935/frogtroll.png[/IMG]
Lookin' good. Have you tried Firefox 4? It feels a lot like chrome but with better plugins and addons (IMO).
A lot of people have been saying that the AI is challenging and a great improvement over previous iterations of the series. For those who have the game, can you confirm whether this is because it is actually smarter or is it simply because the AI gets a lot of bonuses over the player?
[quote who="kenata" reply="1" id="2898065"] I have heard the argument many times, and while I don't disagree that flank would increase the meaning of maneuvering, the current mechanics does not have an overall lack of meaning with respect to manuevering. In the simplest of scenarios with very small size armies, movement beyond reaching a unit is not very important. Yet, in larger encounters, manuevering has a much greater meaning, as finding a good vantage for an attack means carefully p
I agree with you completely. To add to some of your points, introducing special abilities also makes it harder to design the AI like you mentioned. Each special ability has its advantages and disadvantages in different situations. The circumstances under which a special ability may be good or bad is relatively easy to identify if you are the player. For the AI however, special abilities introduce a "special case" which must be programmed in advance and look for those situations where the use
Can someone confirm that the Limited Edition gives the buyer an online advantage? Unless I misunderstand something I consider this to be a big deal and probably won't get the game because of it.
Here's an interesting interview on being a game developer by the lead designer of Crate Entertainment, Arthur Bruno. He talks about the highly competitive nature of the game development industry and the qualities that are needed to be a successful game developer. He also talks about the dynamics of working in a small group of developers. Here is an excerpt: [quote] What skills are most important to have as an employee and as a manager in this industry?</str
AT RELEASE: E: War of Magic: F RUSE: C+ Starcraft 2: A- BF:BC2: B END OF 2010: E: War of Magic: D RUSE: B+ Starcraft 2: A BF:BC2: B NOW: E: War of Magic: C- RUSE: B+ Starcraft 2: A BF:BC2: B
[quote who="Heavenfall" reply="26" id="2884030"] Quoting Chibiabos, reply 25I think people (such as the author of the complaint quoted in the OP) confuse 'strategy' with 'tactics.' 'Strategy' inherently requires more than ordering units around, it requires a grander scheme to have a robust production capacity and not stay limited to the units you start with. Tactics are the battles. If you dislike basebuilding, you dislike strategy; if all you want are battles with no e
[quote who="Chibiabos" reply="25" id="2884020"]If you dislike basebuilding, you dislike strategy; if all you want are battles with no economy or bases, you want a tactical game, not a strategic one.[/quote] I like the way you put it. I would argue that base building generally enriches all elements of strategy in RTS games. Things like long-term planning, unit composition, and weakness exploitation are all amplified and play a greater role in games with base building. I'd like
Today I stumbled upon a blog post where the author argued that base building in today's RTS games is a chore and feels a lot like work. Here's an excerpt: Anyone else get that feeling when playing any of the recent mainstream RTS games? It was novel at first. But now, it is work. When you are playing anything but "no rush 5 minutes, n00b game"s, be it single player missions or multi player matches, you are bu
For those of you suggesting C++....are you serious? Do you not understand how unfriendly this language would be to someone who has little or no prior modding/programming experience? Given Elemental's....unique...release circumstances the last thing it needs is C++ as its modding language. Whatever language is chosen, it needs to be *accessible* and easy to use. Python and LUA fit this requirement perfectly. Modding may be the one thing that might change Elemental's negative perception
Will players be able to change the AI as you are doing now with the future Python tools?
Finally broke down and got RUSE. Gonna be shweeeeet.
You just have to spam arcane labs and studies. In my games I usually have one city fully devoted to arcane research, one city devoted to tech research and one city devoted to gildar production. Take the bonuses that benefit each city and then just building as many labs/studies/markets as you can.
[quote who="Aeon221" reply="45" id="2850722"]Not sure where the spite comment comes in, since I repeatedly apologized and provided massive :words: of feedback. Speaking of which, anyone know what program Brad is using to film? I'd be willing to narrate a game for feedback purposes.[/quote] I'm guessing Fraps?
Indeed. The whole single unit/group distinction in-game seems artificial and arbitrary.
[quote who="icen9ne" reply="110" id="2849634"]Is Organized supposed to be missing now from the Talents in Character Creation? Some of the default Sovereigns have it still.[/quote] I, and several other people, have posted about it this outstanding issue.