Logitech G9
Ellestar
[quote who="MetaNerd3ooo" reply="12" id="2262976"]What's wrong with huge maps? They're great fun. [/quote] It's sooooo much fun to wait while your units crawl from one end of the map to another in real-time. For hours.
[quote who="Luckmann" reply="13" id="2261068"] You're being way too literal with the interpretation of 'a' general order. Regardless, for the average troop, it's still just "select default order for this squad" and then, if you chose an attack move, select preferred target. Unless you know some secret UI access that aren't documented, more specific orders are still restricted to heroes, like I said, where you can stack a variety of actions. I checked it just now, just to make sure that I
[quote who="Ryat" reply="1" id="2261598"]YES!!!!!! Remake Emperor of the Fading Suns! That game rocked! At least in theory, it was buggy and slow as hell to play. They had to patch it multiple times to get it to move faster than 20 minutes a turn. [/quote] I'm reading a manual right now, looks like an interesting game. It seems like a tabletop game converted to a PC game, and these game frequently have a very interesting game mechanics but a
Well, Dominions 3 system is ok too but i think it's too tactical and not as fun as a direct control.It may be nessesary for a PBEM 4X game (as it gives more control than just an autoresolve), but it's a bad choice for a primarily singleplayer game like Elemental (tactical battle with a direct player control is more fun and much easier to manage) or online multiplayer in Elemental (it takes too much time to give such complicated orders like in Dom3, simple autoresolve is better for online mult
Yes, i played Dominions 3 a little. You can give up to three orders per unit, not one (so who didn't play it? i played it at least a year ago and i still remember it), that may be an attack order, cast a spell etc. It's relatively easy to give some orders. However, for new players it's difficult to give good orders because you need to know how AI works and experiment a lot so to use that system effectively .
Dominions 3 system is too hard for new players. I think MoO3 does it the right way - it's possible to autoresolve combat but you can give a general order to your fleet - for example, stay on long range, close to point-blank etc. Also, each ship belongs to a specific ship type with it's own AI - say, carriers launch fighters etc.
[quote who="psychoravin" reply="10" id="2259760"]Really? Go play Spartan on hardest or impossible and tell me how well you beat several ai's. You try to qualify your agenda with ignorant statements about playing other humans which is totally unintelligent of you and comparing apples to oranges once again (Can anyone stay on my subject matter? guess not that is typical of carebears).[/quote] LOLNOOB <a title="Carebear" href="http://www.urbandictionary.com/define.php?term=carebe
[quote who="Raledon" reply="14" id="2248804"]If you like strategy, you should play these: Star control (1) You should also try: Star control 2[/quote] IIRC Star Control 1 is arcade space shooter, not a strategy. Star Control 2 is a strategy/action/quest, but it's real-time, not turn-based. Well, i recommend Star Control 2 anyway because it's it's on a first place in my personal top.
[quote who="Scoutdog" reply="5" id="2259012"] I was not referring to Civ4's entire modding system per se. I was referring to its XML component as an example of what an XML system looks like, for people who are not familiar with it.[/quote] I still think it's wrong to mention Civ 4 in that context. Most good Civ 4 mods are C++ mods. Something like Fall From Heaven is impossible without C++. So, some people may see Civ 4 and think "Civ 4 had nice mods, i want something like that in
[quote who="psychoravin" reply="19" id="2258590"] Hardly prehaps you should try a game of Spartan 1.13 before you make such unintelligent an uninformed statements. It's the ultimate form of challenge by the ai. It's the best way for games with ai's to continue to be challenging to the end. IF you can make it to the end. lol Most players as I see are carebear players though and probably rarely if ever play on any level higher than normal and whine and cry about ad
[quote who="Thanaeon" reply="18" id="2258531"] I thought I was pretty clear on that. The point is so having a bigger empire does not guarantee victory to the extent it does in most 4X games. Now, don't misunderstand me (though it kinda seems you already have) - I'm not saying a big empire should not provide benefits and shouldn't be a powerhouse. I'm saying that a game in which continual wars of expansion is the only viable gameplay strategy and in which simply being a bit bigger is an i
[quote quoting="post"] There's been a thread about the desirability of the common state in 4X games where once a faction gets big enough, no one can stand against them since they can simply field too large an army for anyone to survive against, in addition to other benefits like massive research fund advantage and so on. Personally, the "steamroller effect", where once a player gets big enough the game is practically won (typically in the middle phases of a game) even though
[quote who="psychoravin" reply="12" id="2258275"]The optimum way to combat the steamroller effect vs the human player is quite simple and M2TW does it, but, it doesn't do it well because it doesn't protect itself while doing so. Spartan by Slitherine also uses this method and even MOM used it. Once the human player has reached a certain "advantage" or even before as in the games mentioned above. The Ai surrounding him allies or at least becomes neutral to one another and all go for the human
1st option is wrong. Civ 4 has C++, Python and XML modding capabilities. You seem to mention only XML in Civ 4.
Fantasy Wars - classical wargame, a modern Fantasy General with a good graphics and some extra features Valkyria Chronicles - tactical TBS like Jagged Alliance etc. Space Rangers 2 - THE best remake of Elite (Elite was the first game with <a title="Open ended g
The first one i remember was Elite on Sinclair ZX Spectrum 48. I guess it's still in my top 3.
[quote who="Draginol" reply="0" id="2237631"] Another idea we’ve had is for Elemental to have various game modes. Basicially, vastly increase the number of winning conditions that people can put together in order to set up games that could be played in less than an hour. [/quote] That's exactly what i wanted :) [quote who="landisaurus" reply="9" id="2237542"]curses, but a teaser! not much specific information. what kind of modes would let you play
[quote who="pigeonpigeon" reply="9" id="2230458"] You just described a version of the caravan distribution system, with shipping routes and everything. The only differences are that in your version, you make the caravans invisible and to raid them you just attack the actual trade route, and caravan transportation is instantaneous. The caravans are still there, as code and calculations, and under the scenes everything is still there. The removal of the caravans achieves nothing in this ca
[quote who="pigeonpigeon" reply="11" id="2228937"] Starcraft is a good game, but it isn't really any different than any other decent RTS of its time. What made it stand out over the rest were its marketing and (for the time) a very functional multiplayer matchmaking component. And your statement about Korea's crazy obsession with it is irrelevant - Korea has, and has had, crazy obsessions with much stranger things than Starcraft.[/quote] Starcraft had the best multiplayer by far
[quote who="psychoak" reply="5" id="2228457"] Well done, point made! I'd never have thought to use Starcraft, it's so... Blizzardy? Why are you providing an example for my argument? Starcraft, a game with actual workers carrying actual resources from their extraction point to a storage facility, allows you to raid that resourcing operation and kill actual workers, stopping actual resources from being recieved. Non abstracted raiding is not dependant on complexity, ju
[quote who="Szadowsz" reply="24" id="2228175"] You used the example of Gandalf vs Saruman first, not me. I was merely pointing out the sheer absurdity of your comparsion used in an attempt to support your points. See also the second bold paragraph below this.[/quote] Actually, it was GW Swicord who used an example of Saruman
[quote who="pigeonpigeon" reply="23" id="2228085"] Actually, Saruman tricked Gandalf into coming to Isengard, then simply imprisoned him. There was no fight (even if Gandalf could have contested Saruman, he couldn't contest Saruman and a fortress full of orcs and other nasties). There was no fight, just deceit. And regarding Saruman's activities in the Shire, he did steal, connive and shroud his activities in secrecy - largely out of jealousy of Gandalf.[/quote] In a moive ver
[quote who="Legerdemain" reply="21" id="2227982"] That's just a rough idea, but it is certainly possible to handle interface-wise. And that coming from me, who likes the hands-off approach from camp 3.[/quote] I liked your description, but i think it's too much to manage. One of the problems is that there are just too many screens and too much information. And that interface is not action-oriented. I mean, ok, you can see all that data, but so what? What you real
[quote who="Tridus" reply="16" id="2227594"] Somebody actually said Starcraft isn't a real strategy game? [/quote] Yes, several people in that thread https://forums.elementalgame.com/345012/ - 1st post on 3rd page etc. [quote who="Tridus" reply="16" id="2227594"] I'm guessing you were also standing behind the Wright brothers, saying "nobody else has managed to do this Flight thing, you shouldn't bother with it." Human history is ful