[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
RonLugge
[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
[quote]SMAC was before the age of broadband pretty much.[/quote] Which is the point: not everyone has broadband. Some people are still using crappy little modems. Not even the 'good' 52 something modems, but old, OLD, 8 unit (baud?) ones.
[quote]Sounds pretty bare bones. What exactly will we be testing for in betas 1a and 1b?[/quote] Engine. Does it crash? Does it run well? Can it survive alt-tabbing? Etc etc.
[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'
What's wrong with that?
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
Speaking of Lords of Magic, isn't that game out on gog.com now? :D
Count me amongst the ./drool crowd.
[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]!
Ok, those backpacks? Serious ./drool! I wonder if SD sells any laptop carrying cases int he same vein.... I'm about ready to need one... hrm...
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
[quote]EA isn't as bad is they used to be. They puttin out new IPs guys![/quote] You're joking, right?
[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'.
Drool, cool!
She is the 'model' when it comes to nasty ugly bitie things though :D
[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.
[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
Looks cool I want!
[quote]Which quote? Do you mean this one,[/quote] I was thinking about the one where he made SD to be his own boss adn write his own rules.
Makes me wish I could go to PAX!
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
There will probably be a CE, and people who pre-order will probably get it automatically.
[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
[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