I've always sorta thought that to be a truly great band, you need to do some really great covers of someone else's great songs. Now I'm sure. Dr. Teeth and the Electric Mayhem rule.
Philocthetes
[quote who="CariElf" reply="38" id="2454405"]Regarding using the Elemental engine for an RPG, unless you're talking about a 1st person view RPG like Oblivion, the graphics code requirements aren't that different than for a strategy game, the main difference would be in the camera code. And we're huge Bioware fans here, so we'd be making a 3rd person view RPG. [/quote] I'll raise Leo's digression to ask if there's any chance you dev types are thinking seriously about a refer
[quote who="Thoumsin" reply="34" id="2443332"]... So... as today, US and Europa are not very different... and it it continue like now, soon, America will know their own "inquisition" periode... a dark age where almost all who is pleasure will be prohibited and where freedom is only a dream...[/quote] Beg pardon, but to me there's a significant difference between legal limits on free speech and the so-called voluntary censorship that pressure groups in the US force onto media producers
Moosetek, is that ambivalence or sarcasm that's lost on me? I can't really tell whether you're endorsing nearly unlimited public speech a-la the US, something in-the-middle like the EU laws that forbid advocating genocide or national socialism, or mabye even something more authoritarian like the Iranian or PRC censorship practices.
You can tweak the pop-up time setting on the Gameplay tab. Default is .25 sec, max is 5 sec. The fixed location thing is vexing when you want to look at info on something in that lower left corner, though.
[quote who="psychoak" reply="18" id="2419677"]It's ok GW, eventually you'll end up a libertarian like most thinking individuals do. ...[/quote] You're half-right, except that I stopped at libertarianism somewhere on my way between my original love of philosophical anarchism and my current affection for democratic theory. If Aristotle had any major weakness in his basic analysis of political systems, it was that he never really considered Rule By None. If he had, maybe one of the recen
[quote who="psychoak" reply="9" id="2418899"]... Age requirements are retarded though, but all the nanny state idiots on both sides of the spectrum can't seem to figure out that they are supposed to be the parent on all issues, not just the ones they get mad over.[/quote] Here's another one where I'm a "real conservative" when compared to large swaths of both major parties: psychoak is correct--too many parents are more interested in raising a public ruckus about one particular child-
[quote]I'm hoping that as the beta goes on we get some kind of "outpost" option that lets you build say a logging camp to harvest a resource, but isn't a full blown city. With that in place, the need for a zillion cities goes down and the cost of building lots of them should slow ICS down some.[/quote] Like several folks around here, I want to have my cake and eat it too. For me, it would be very, very fun to have various limited-pop locations like mines, farm villages, and border for
Bara, I figured that was the case from what I've seen in other posts from Stardock. I'm disappointed, but not seriously surprised or offended. That said, I still very much believe that the long-term value of the forums would be improved with local hosting of attachments. Here's hoping that future success and general storage cost trends will give Stardock 'the luxury' of changing their minds on this point.
[quote who="kryo" reply="9" id="2399495"]What sort of commands would you guys expect to see in a unit movement context menu? I don't think we'll be having too many different things like you'd see with a former in SMAC for instance.[/quote] For unit movement, I'd expect commands along the lines of Move Here, Attack, Invade, Follow, Capture, and Enter, with only an appropriate few available in a given context. But the RTS reference has made me remember just how strong my keyboar
Am I just ignorant, or do the 'Segways' under the swarm of cops look like some combat and/or knockoff version? I don't recall having seen the semi-squatting posture before, and it kinda looks like the riders' shins are bearing weight or maybe a secondary guidance input. The latter seems more plausible given the rifles...
[quote]I thought you could build additional cities for free if the ground was already infused with Life Essence. But then, it's not exactly clear how Life areas expand.[/quote] I have one of the balky systems that won't play nicely with the builds so far, so I can't strictly claim what I've seen as 'normal,' but it looks like you can also found cities on viable terrain that is either just there on the map (presumably having survived cataclsym) or there because of a dragon fountain.</
Despite being with lamperti about the current functionality just feeling a bit odd, my larger interest is in seeing the right mouse button made more generally useful via context menus and/or as the way to access rich info like the 'cards' vs. simple info like a ScreenTip on MouseOver. p.s. to Raven: does it really need to be in the other topic area to get on your idea summary?
Pretty sure that it's the Chaitén volcano in Chile. Pretty sure I'm at least 5 or 10 years from owning a video card that could handle imagery like that in a game, but it sure seems like the devs should have a poster-sized print of it somewhere on their walls.
Jeff Wayne's War of the Worlds
I like Option 2. In terms of game abstraction, it's neither too broad nor too narrow, and Option 3 seems a bit too impersonal for a sword and sorcery story.
The first thing the thread title made me think of was lamperti's thread about movement and right-clicking . I'd prefer to see MouseOver events yield just a simple text label, and avoiding an involved MouseOver pop-up like that seems like it might also help with support for 'low end' hardware.
/so ferociously missing the old Watch This Post function.../
[quote who="SnallTrippin" reply="7" id="2392918"]Meh, the fun of large maps is trying to put together a huge, and stable, empire.[/quote] There's more than one kind of 'fun' for large maps, and for the fantasy genre in particular it seems important to have sustained and engaging game paths that are based on things other than the material luck of map placement or the mundane value of 'efficient management.' But then again I'm not at all sure that I really understand auboy's con
[quote who="Tridus" reply="23" id="2391612"]...Far as I know, they're not. I'm not sure what beta release those are scheduled for, but I haven't seen a post saying anybody has gotten one yet. The current beta phase is mostly "does the game run on peoples systems?" We're tenatively scheduled to get another beta version today that may have some new stuff.[/quote] They aren't called out by name in Brad's Beta Schedule post ,
I'm not going to hold my breath, but I would love to see Elemental ditch the right-click-sets-destination thing in favor of enabling context menus and/or info pop-ups throughout the game. I've played GalCiv2 for years, and it still seems 'off' somehow to me as well.
[quote who="kryo" reply="21" id="2393307"]... Not really. As you'd typically build a teleporter in every city, it just boils down to how near enemies are to any given city of yours, and whether you have your own stack of doom in or near any other city of yours.[/quote] That assumes that Elemental will fail in its ambition to encourge diverse settlements and avoid the tired old 4X tesselation of nearly-identical cities. What if each and every Gateway you wanted to build in a settlement
That fancy drive stuff is just about convenience. Good seating is the more important long-term investment. A few decades from now, you'll still have the same back you were born with, but storage tech changes likely will make those handy eSATA docs look as quaint as Brad's old OS/2 rig.
[quote who="ChongLi" reply="5" id="2389153"]... The solution, of course, is robust build queues that can be named, saved and applied to cities both singly and in groups via a flexible multiple city management screen. ...[/quote] I had high hopes that the addition of Planetary Governors in GalCiv2 would work like this, but it didn't quite work out that way. Here's hoping Elemental includes something clean and simple along these lines. The optimization thing is not such a big de
"But why no categories?" asked the lazy man.