What I've seen of it so far strikes me as leftist, Canadian, metrosexual, Hollywood, conspiracy to dumb-down America crap; but I like videogames, comic books, and magical realism; so I'm planning to watch it as soon as I finish reading the books.
otakucore2
One can't make a political argument for changing a game, and then claim that discussion of politics has no place in the discussion and we should just focus on the game. Political arguments, by their nature, require political discussion.
[quote who="Cruxador" reply="232" id="2738292"]This is a myth, nobody actually makes money off of prisons right now. (except prison employees, but they don't have any say over how prisons run, so they don't count for these purposes)[/quote] If it's true that no prisons make a profit, why are there still private prisons? Not necessarily contradicting you, but maybe they should look into their business plan if they're not making profit. In thinking about this earlier, I
Hey, this came to mind when I was driving earlier. About how it might not be so bad to have a kappa fight a hopping vampire. What if the plot involved a war between the Chinese and Japanese monsters? The Sino-Japanese Yokai War! A lot of monster movies involve clashes of folklore like that. One of the Mr. Vampire movies, I think, had a western-style vampire as the monster. <span style="text-decoration: unde
Ah, yeah, linking pokemon to shard control is a good idea. If the pokemon special abilities are spells, those spells could increase in power based on shards controlled. At least, I think so--that would require pokemon to use essence and might require more modding to treat them as champions. Maybe there's a way to link summon spells to shard control, such that control of three fire shards, for example, would enable one to summon the level 3 evolution of a given pokemon.
[quote who="DisturbedComputer" reply="177" id="2692453"]The whole idea (in theory anyway) of prison is that a person can be reformed. I think that basically these types of rules are saying that any convicted felon can never be reformed since they will be punished for the rest of their lives. If the courts decide that you can't be reformed, then that is what a life sentence is for.[/quote] That used to be the idea of prisons, back in the 70s. Today prisons, in the US anyway, are
That would be awesome. You're pretty hardcore to have read all those books. I've only read Volume I of Journey to the West and a bootleg Louis Cha novel. I'm much more versed in the wuxia movies. I suggest focusing on one or the other Asian mythology. There's some crossover, but Chinese and Japanese mythology are pretty distinct. Since so much Japanese media (Dragonball, Monkey Magic, Saiyuuki) has borrowed from Journey to the West, and since you didn't m
It's definitely possible. http://oceanquigley.blogspot.com/2009/07/how-to-export-spore-creatures-to-maya.html I don't know how EA feels about modders using it for other games, but they put it out there. I don't see why you couldn't use it as a starting point for a mesh. Exports are going to need lots of editing, so who's to say it's a product of Spore in the end.
Is--or will there be--a way to view the 3D model, with the texture applied, and paint on that texture while it's on the 3D model? Or, if not that, is--or will there be--a 3D model preview application, so we can make changes to a texture and preview it right away, without first putting it in the game? Meshes may be off-limits still, since we don't have the conversion utility for Intel Havok files. But maybe there's a way to view them for preview purposes only. Blo
Hmm. I didn't think this would be a roadblock. I'd like to know how to do this, too. A possible workaround: Maybe you could lay out starting points and resources in such a way that AI will have to build cities in your chosen locations. (Hope the AI is smart enough to do that.) Problem there is you won't be able to name the cities. Or, if the city location is only for decorative/narrative--and not strategic--purposes, you could just make custom til
You're awesome, turgotZ . That utility is going to be a huge help for all sorts of applications.
I think I haven't found the sweet spot on difficulty settings yet. The AI seems as passive on the default setting as it was in Beta 4. The quests and monsters are nicer. Still, I don't see what all the complaints are about. You'd think any complaints about the core design could have been made weeks back instead of coming out now. I hope to see lots of feature bloat in the coming updates. Make the game as complex and complicated as only the hardest-core PC
There used to be a program called GameOverlay that you could use to overlay other windows on top of a fullscreen game. It doesn't seem to be available for purchase anymore, but you might try the shareware download . Also, if you have a video camera and a second monitor, you could rig something together.
UI modding is supposed to be possible. I think I read a post from a dev mentioning they used Stardock's own commercial (and freeware?) UI tool to make it all. (Even if it's commercial version only, I think it was pretty inexpensive.) Looking forward to see what's possible with that. You could definitely change the fonts and quest interface to make it look like a DOS command prompt. (Not sure that's what you're going for, but it would be awesome.) The tric
Keyboard shortcuts for moving, rotating, and scaling the objects would be nice, too; so that way we could use a 3D input device.
Won't this be a concern for modders who add tons of units and tiles? If so, then cutting units and tiles will only be a short term solution that will cause problems later.
You can open these in a text editor, and the scripting looks really clean, even commented, so it shouldn't take too much work to start tweaking these files. http://www.toymaker.info/Games/html/effects_files.html
We'll probably see weapons, hair, buildings, other non-animated models first, and maybe some mesh alterations (e.g., removing part of a shirt to make it sleeveless). I hope to have time to play with Beta 4 this weekend. I'm still not sure modifying or importing 3D models is even possible at this point. So my request is for someone to prove that it is possible, even with a simple mod like those I mentioned.
Is there no way to move the sliders using keystrokes only? If that were possible, we could map the keystrokes to a 3D input device, like the Connexion Space Navigator or Sandio 3D mouse.
There are tons of Poser and DAZ|Studio freebies. I download one every week from the DAZ newsletter, and there are forums and sites where people post their original work for download. Most are relatively high-poly models, intended for 3D art; but it's easier to down-res a model than to make one from scratch. Just in the past month or so I downloaded several fantasy weapons that could work in a mod. Gotta figure a lot of people are better at or more interested in model
I had an idea for a mod involving minotaurs. I second that request.
I can't access the other forums anymore. Whether the url says 503 or 716, the Recent Posts always/only show Dev Journals posts.
Someone posted a zombie mod idea, where the zombies would transform fallen human units into zombies. Something like that would be cool with vampires and werewolves, too. Those factions could infect/transform human enemies. (Imagine a Daybreakers scenario in which nearly all humans have been transformed into vampires.) Vampire Hunters and Werewolf Hunters (Van Helsing types) could be the ultimate weapon (end of a tech t
Have you tried adding additional crest images? It looks like you could just add a new image, using the same sequential naming scheme.
I'm not a Twilight fan at all. I just think it would be hilarious and awesome to have a super-obsessed Twilight fan mod. Factions: vampires, werewolves, Cullen family ("vegetarian" vampires), humans, Volturi Map: detailed world map including all major landmarks from the books and movies Map reference: http://www.forkswa.com/twilight Special ability: sparkle (does nothing, just makes the