RonLugge

RonLugge

Joined Last seen Member # 1185464
34 Posts 2,633 Replies 22,572 Reputation

[quote]You could also limit the permission to just the user you create. I would recommend this instead of giving the full permission to Everyone. Also I would not give full control. Start off with Modify permission first and see if that does it.[/quote] Neither one appears to work; the game still wants my admin password to run. I guess they ain't playing oblivion then! Hopefully, they aren't interested in that game :D

9 Replies 51,279 Views

[quote who="SavageBananaMan34" reply="6" id="2365433"]Nothing really I'm just being a jerk. Just sounds awkward to me [/quote] I suppose it is a trifle awckward, at that :D

22 Replies 89,980 Views

[quote]I agree, there should be a unit such as a "ranger" who would have the ability to identify what's probably living in the ruins. A regular guard who's only been trained in spears wouldn't know a group of harpies is probably living inside the ruins, however a ranger could identify the claw marks and perhaps waste droppings as those of harpies.[/quote] NO HALF/N/HALFS! NONONO! :D If we're going with unit design (which appears to be the case) don'

29 Replies 20,147 Views

I'm playing around with the security stuff on Windows 7, specifically creating a limited user account that can't access my files (and most of my software :D ) without my permission, but can do other stuff (like play Oblivion / watch TV using the built in TV card). I'm having a small problem with the process, however, as some programs (let's take Oblivion for example) pretty much require admin power to run. If I try to run without giving them admin permissions, they don't r

9 Replies 51,279 Views

[quote who="phyrani" reply="79" id="2362667"]The "mere" pikeman also happens to have the 'negate first strike' and 'armor piercing' abilities. [/quote] ... Oh, I didn't know that. Betcha it was the last one that did me in. Edit: Still, one-shotting my hero... just [i]sucks[/i]!

99 Replies 321,318 Views

I think he's talking about the way dice rolls can totally screw you, at random, no warning. Take, for example, a recent game of MOM I was playing. I had a hero, buffed to the max, who could take on entire armies if he wanted to. He wiped army after army after army of mixed paladins, priests, magicians, and more off the map. But by pure chance, a mere pikeman who got an 'iron skin' buff took him out in one shot. One shotted a hero who could, mor

99 Replies 321,318 Views

[quote who="ChongLi" reply="16" id="2361782"]"Continuous turn-based" is an oxymoron. The definition of turn-based is that each entity or player may act only when it is his turn, all others must wait. If multiple players can act simultaneously in real-time, it is not turn-based.[/quote] Oxymoron or not, I can't think of a better way to describe BOTF's combat system, or SEIV with turns set to 'simultaneous'.

46 Replies 50,901 Views

[quote]Until then, it's difficult to form an opinion.[/quote] QFT We're speculating in an absence of information here.[quote]what is the scale? should we expect ~10 units like (MoM) or thousands of units (Total War)?[/quote] Supposedly, we're talking about armies in the tens of thousands end-game -- by people count.

46 Replies 50,901 Views

[quote]If there is some kind of hybridization possible between turn-based and real-time, or between grid-based and free-form that people know of and have been made or potentially could be made into a decent game I would like to hear of it.[/quote] Star Trek Birth of the Federation utilized a combat system that was both turn based (give orders to your ships on your 'turn') and real time (those orders are processed and played out in real time). E. G. both players

46 Replies 50,901 Views

I'm in a computer graphics course this semester, and we get to pick our own topics for a project. A friend and I both want to go into game programming, and decided we felt like doing something in that direction. Our project, so far, is 'rendering'... ...And I'm wondering if anyone out there can point at some useful information / resources / papers for someone looking to work on this stuff? Wiki is great to start, but we need to work out into the direct

0 Replies 20,565 Views

[quote]Ron, that's a UI improvement.[/quote] Thank you for getting my point :D That said, while the actual 'core' graphics of the game are of lower priority, you screw those up enough and the UI can't help. For example, dark green squares representing troops, on a light green field of 'grass'? Really hard to see! :D

58 Replies 39,050 Views

[quote]I dunno if I'm there, but hell, the mod will be WAY closer than the current balance.[/quote] Right up until someone figures out which unit is 'god' and spams [i]it[/i] :D

137 Replies 318,550 Views