Well Dwarf Fortress - that manages to at least be amusing. Mount & Blade also has procedural story, but it basically amounts to doing the same few quests over and over in different places. A lot of space sims use dynamic economies to produce quests in a similar way (e.g. the X and Battlecruiser series).
LOLCHRIST
I didn't notice that, but the ending is a bit anti-climatic at the moment. A bit of feedback when the citadel is low on health would be nice, as well as something spectacular (but short) when the game ends.
I have yet to find a procedurally generated story / quest system that 'stands out'. They tend to generate a lot of bland mediocrity. A quest may have been triggered off by this kingdom invading that empire, but if it's still the same bloody 'kill some guy, deliver a letter, harvest 20 bear hearts' stuff then it makes no difference. Unless Stardock intend to revolutionise procedural generation, I hope that they stay well away from it. I would prefer to see a system for community design
Don't know if you've used the Galactic Civilizations unit builder, but I'm pretty confident we'll be able to scale things as we like.
I've only played one 1v1 game, and it wasn't much fun: I beat the other guy by upgrading grunts while he bought items, with neither of us killing the other during the game. I'd suggest low grunt respawn rate to prevent being so easily overwhelmed. I agree that it's frustrating if you're the untouchable lord of the battlefield and get beaten anyway. It also has a bearing on very skilled players who will want to play 2v1 3v1 excetera, but won't be able to, because they'll just get beate
100% of both CPU cores indicates to me that there is a thread (well, at least 2 threads) waiting in an infinite loop. Bad luck, hope one of the appropriate companies fixes this for you.
Well, I was a bit rude about Starcraft in another thread, but to be fair I expect the full gamut of modded game modes from Warcraft 3 will make the trip over to Starcraft 2. I can't imagine it will be unvaried. I don't expect to be buying it either though.
Well the previews show it as having capturable buildings on territory points that you then pay to upgrade (there's an idea: pay to upgrade the gold mines if ytou think you can hold them), plus a single-building main base that is difficult to destroy.
Have you installed the patch / updated relevant drivers? If so, I suggest you get onto Bioware technical support, because it sounds like you're having some pretty bad problems. RE This: "I noticed that the computer was using 38% of its ram. Task manager quotes it as using over 500mbs. My computer when idle never uses more than 22-24% and on a fresh boot it starts at 18%" Sounds like Mass Effect didn't finish cleaning up after itself when it crashed. Probably some
A very good idea. Perhaps should also centre area of effect / ground targetting spells upon yourself?
I like the idea of Demigod King of the Hill, but am not sure how to implement it, because Demigod is based around two teams with armies of grunts, and we haven't seen any variations on that yet. So, for example, what would your grunts be attacking? Would the people who were not King be able to attack each other? How about attacking each other's grunts? If it's about capturing the flag in the middle, how would you decide who was to be the new King in the event of multiple captors?
Forgotten about Starcraft 2? Never on my radar to be honest. I didn't like the original much, no-one at the LANs I go to play it, and if the sequel is more of the same then I can't see that changing. But actually, what I was getting at, was that DoW2 and Demigod appear to have a lot in common: levelling up, purchaseable upgrades, no base building, territory control gameplay, small number of units to play with.
I too have found Bulk Rename Utility handy, and it covers pretty much all possibilities of file renaming.
Looks great, but you've missed the obligatory kart racing and football modes. "make sure multiplayer works as well as humanly possible" Hold that thought. Edit: I think you're going to have a lot of competition for that game of the year in 2009. Oddly I think your most direct competitor is going to be Dawn of War 2 - here's to a year of excellent LAN parties.
Maybe if flag capture was set to fast, you could teleport in to one of your enemies' portals, frost nova the towers and survive long enough to cap them and get out. Actually, it doesn't seem like a very sound tactic: you'd need to be pretty high level and well equipped to do it, and early creeps wouldn't last long enough to do anything against a cluster of 3 towers (which seems to be standard portal defence).
I liked it a lot. The story is very good, the world is interesting and well fleshed out, and the combat is actually quite exciting. There are some awful MMORPG style grind quests though. Thankfully they are optional, but still a horrible boredom trap for the compulsive completionists among us. And the floating tripods...oh God.
The artwork: almost all of it is beautiful and the animations fluid. Yet it still runs well enough on some pretty old hardware. Towers of light linking together. Tons of options for the game host to play with. Can really alter the play style. The basic underlying concept of the game (thanks DoTA and similar mods).
I think it's a really interesting system, I hope it works as well in the game as in the imagination. Regarding this: 'But there is no concept of "can't use X if Y is evil"'. What about the possibility of equippable items/resources excluding each other? Firstly, will players be able to mod in custom resources as well as design units? Then, assuming that, suppose for example someone wanted to make one resource that confers some extra magic resistance, and have that prevent you f
I agree, and also I would add that it would be nice to be able to select the difficulty for auto-filled AIs.
I also like the Civilization 4 system. It's quite exciting when your units earn upgrades, and never becomes a chore. If we get a choice over how normal units upgrade instead of it being merely automatic, then it should be quick and easy.
I would love to know more about the magic system if the devs have time to talk about it. It's definitely one of the more interesting topics. Good luck with your petition.
Title says it all really, I preferred the old flavour text, when it was just one paragraph. The new stuff has too many cheesy names in it, and seems paced wrong somehow.
Have this also. When I try to add the AI, the 0ms ping to myself disappears as well, unsure if that is related.
That's a good question, and I hope it will be addressed. I think it will vary depending on the router. I expect that the most widespread form of QOS will be that from the Linux based DDWRT/HyperWRT 3rd part router firmwares, which run on a variety of cheap consumer routers. That can prioritise traffic using ports and with deep packet inspection, so it's already quite complicated.
I kind of like it using gold, because then you have to choose whether to upgrade your citadel or your items. So I think the problem is that you can get gold just by sitting back - maybe you're just starting players off with too much gold income, and need to drop it down compared to contested points and enemies killed?