RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 434 Replies 29,808 Reputation

[quote who="Galacticruler5000" reply="9" id="3397850"]"Balbe" cannot tell if typo....or if the joke flew past me at hyperwarp III.[/quote] Epic typo. *facepalm* Meant to say Valve.

22 Replies 74,888 Views

I'm really not wild about Steam but so long as it is around to stay, you may as well bombard Balbe with suggestions to improve the sucker. Like a Library-only mode, so it's not hogging memory when all you want to do is play a game.

22 Replies 74,888 Views

A loose port could mean bad casing design, poor quality of manufacture, or just that it isn't seated/secured properly inside the casing. Repeatedly using it could break something, might not, but if it is under warranty you should get it looked at. Something that I'm not sure has been mentioned yet, laptops usually come with software which optimises your power usage and temperature control. It could be worth looking at this to see if you're running the optimised

20 Replies 55,968 Views

It's actually not difficult to remember a password that is over ten characters, if you use it every day. The problem your brain has (in my uneducated opinion) is separating and remembering the seemingly-random letters and numbers you chose. So use symbols in your password to break it into chunks. You play to the associative stregnths of the human brain this way, because you only need to remember one part of your password to trigger remembering the other parts and what

30 Replies 132,065 Views

Personally I think it's better for a human to remember an obnoxiously long password rather than change to a short but easily-crunchable one every couple of weeks. After months of use, it is much easier to recall. On the down side if anyone is listening to my thoughts then I'm like a goddamn password broadcaster. :P

30 Replies 132,065 Views

Yes in DA and onward, off-type defences do work to a limited degree, I think the value is the square root of their on-type value. In addition, when defences soak damage, they are weakened by that amount of damage for that round . Attacks from weapons roll individually against a roll of defence. It is possible to take hull damage without the relevant defence fully degrading, if attack rolls higher than defence. So the higher the individual weapon's damage,

7 Replies 17,645 Views

What I'm getting at is that (bearing in mind I'm using default designs for tiny hull fighters) the time the beam is on means that by the time the ship stops firing the origin point of the beam is far behind the ship. It looks weird. With a slow-moving bolt or other projectile, once they have been fired they don't need to be tethered to some imaginary line connecting the ship and its target. I searched and turned up this, also: <a href="https://forums.

507 Replies 1,009,778 Views

That's just it though, the Kinetic Streams animation is (by default) a single beam shot rather than multiple shots. So it doesn't really jive with the time the animation remains on screen. If it fired a slow-moving bolt of energy rather than a continuous beam, then it would be fine. You have to remember, there was a lot of stuff added in Twilight of the Arnor, and as we've already discovered not all of it works as it should.

507 Replies 1,009,778 Views

The thing I'm going on about today is that in GC2Types.xml, weapons have a Type tag. This has an effect on how weapons animate. So for example, with a value of 1 enclosed, you get a visual which lasts fairly long, long enough to show a slow-moving bullet or missile to travel to its target. Yes I know, it isn't exactly perfect, but it does something. So if you want to have a beam weapon which snaps on and off fairly rapidly, you instead want to use a value o

507 Replies 1,009,778 Views

Something interesting to know. Had a bit of trouble getting the new weapons to work. Not filling out the Explosion Image field is a Big Deal. ;) Fixed it and they're fine. Should definitely add that check to the validation tool. Won't have time to try them out for real tonight, tomorrow for sure.

507 Replies 1,009,778 Views

So I've put together a Fusion Beam weapon for the Arceans. It's actually the first time I've spreadsheeted some of the low-end weapons and little improvement exists moving from Laser V to Particle Beams I, apart from of course the reduction in cost. The Fusion Beam will be cheaper to research than lasers and there will only be three tiers of weapon. No Starbase beam module is awarded at the end. They will start out being more expensive than lasers and end

507 Replies 1,009,778 Views

Same old story with the test game. I get just up to the point where I can research Space Weapons, and someone decides to intervene on the behalf of the other guy, who attacked me . It's sort of ironic that I decided that I want a more challenging game and make a mod to do just that, and yet I'm complaining that the AI is militarising earlier than I am and making an incorrect decision about who started what war. The thing is, I don't know if I'm ju

507 Replies 1,009,778 Views

Everyone can learn people skills. That doesn't just mean developers, it means fans too. You can be passionate about what you hate (or love) about a game without being nasty or creepy or ridiculous. Just because someone posts something which you find provocative or wrong doesn't mean you should go in with PPGs a-blazin'.

25 Replies 131,573 Views

The actual formula for calculating a priority value is: Sum of Attack/(Sum of Defence + Hitpoints) Higher values go to the top of the targeting list, low or zero values to the bottom. This also means that if you have any damaged ships that you want to keep, you need to remove them from the fleet and get them repaired, otherwise they could be destroyed in the next battle. You can also use this against the enemy, turning a damaged ship into bait for the first few r

7 Replies 17,645 Views

In some ways, summoning is a bit like having a carrier which can launch a wave of fighters. They have the advantage of being numerous, fast and presenting a smaller target. On the other hand, once they're launched the enemy can pick them off if they so choose, destroying that advantage. You have to weigh the benefit of launching now versus the benefit of launching later, when you may have taken some losses of your own and need something to turn the tide of the battle.

51 Replies 204,435 Views

With regard to the summon being worth it, I think perhaps there needs to be a chance to get a critical success on the summoning and get two or more creatures instead of one, or a more powerful creature, or one that takes a turn immediately. Then the AI can weigh the possibility of the summoning turning the battle in their favour - as psychoak says, at the

51 Replies 204,435 Views

In UFO:EU it wasn't always possible to have radar to detect UFOs where you needed it. If you felt lucky you could send an interceptor from a nearby base to make a sweep of an area. Now it's a case of cranking out satellites and having uplinks to run them and interceptors to shoot UFOs down. And yet, I barely see any benefit to this strategy in XCOM:EU, apart from it shutting down abduction missions. I should be squeezing in a dozen missions a month with the w

17 Replies 97,141 Views

I agree. One of my biggest complaints about XCOM:EU is that you have to sit there very passively and react to each alien incursion in a very predictable way. At least until you have unlocked the story missions, anyway. In UFO:EU you could go find UFO activity by patrolling. You could find alien bases and go kick some alien butt. It might cost you soldiers if you got too aggressive, but it was your choice to make. The only way the game could get any more

17 Replies 97,141 Views

Hmm. It seems that actually, in my current game at least which is still v5F, the Krynn are developing weapons, just not very quickly. Messing up the tech pre-requisite must have meant that Space Weapons was available to them right away as part of an orphaned tech tree.

507 Replies 1,009,778 Views