Uranium - 235

Uranium - 235

Joined Member # 2586033
22 Posts 340 Replies 14,916 Reputation

[quote]The mind of a PC elitest at work, notice the complete dismissial of any concept of tolerance and immensly biggoted attitude it displays[/quote] I am a PC elitist. Oh I wasn't always, it wasn't until around 2005 or so when the Xbox had finished completely raping and destroying my hobby, and my hobby became "accessible" to every retard who [u]never gave a shit about gaming before in their lives[/u]. Prior to dumbing-down every single aspect of gaming, even down to the cont

65 Replies 45,712 Views

[quote]Which platform was Crysis released on again? That would be the PC, wouldn't it? And don't forget how amazingly creative, imaginative, and smart Crysis is compared to, say, Mass Effect.[/quote] The sad thing is, Crysis was still smarter than the best console FPS.

65 Replies 45,712 Views

[quote]However, I have NEVER seem any console community be nearly as unwelcoming to PC gamers as most PC game communities are to console gamers.[/quote] That's because the "console community" is composed of frat-boys, morons, and is pretty much the 'catch-all' of any retard who's never played a video game before in their life. A condescending console community is pretty much the lowest you can get. Besides, what are the console gamers going to complain about? How 'smart' PC games ar

65 Replies 45,712 Views

[quote]This thread is starting to feel like a countdown to a big UFC fight-night event.[/quote] Reminds me of professional wrestling 'rivalries'. And just like wrestling, it's just two sweaty, nasty, untalented Neanderthals pointing and yelling a lot, whose self-importance is hinged completely on the opinions of idiots.

84 Replies 107,299 Views

I have a PQ30 planet that has a 700% research tile, is covered with Discovery Spheres, has a Research Coordinator, Technology Capital, a handful of defensive improvements, and pumps out hundreds of research points a turn. I also have a diplomacy ability that is pretty much ten times better than anyone else's in the game. The AI won't pay anything more than a couple hundred credits for this planet. I have a Precursor Ranger, that is far beyond the capabilities of any military

48 Replies 28,884 Views

[quote]I know the tech trees are all race customized but I found that effect to be largely homogenized later game due to extensive trading between races.[/quote] I turned off tech trading for this reason, but the end result is just as painful in the other direction - no tech trading removes a pretty vital part of the game. My preferred fix is that if you do not have the tech on your tech tree, you should not be able to trade for it. This will eliminate unique tech acquisition,

12 Replies 13,693 Views

Litcube - well, our problems might not be related as much, you said yours just *POOF* go away - mine go away due to major code mixups that I can recreate, and it's done by my action. At any rate, my problem could be solved by using unique ID's to flag ship designs, not names.

9 Replies 13,248 Views

[quote]On my main machine it's not an issue (about 20 seconds for immense) but my laptop takes quite a while longer, even on small maps. More than once I thought it simply locked up under the stress.So, yes, an indication of "I'm still alive" would be nice. Maybe a progress like in the Dominions map generator (who tells you at what step in the process it is).[/quote] The length of loading actually depends a lot on the complexity of your ship designs! For a while I created absol

9 Replies 9,843 Views

[quote]Galactic Civilizations II: Twilight of the Arnor is the final expansion pack planned. After that, there will be a few months of additional updates as is our policy (including a Galactic Civilizations II 2.0) but then that's pretty much it. If players want new features (such as more diplomacy features, a better United Planets, more ship components) there will have to be a way to pay for those things.[/quote] Can I ask what's the biggest difference between say, a full-size

145 Replies 124,159 Views

[quote]I'm going through all the civs with AI updates and such but are there any civilizations in particular you would like me to take a look at in depth and if so, what changes would you guys like to see? Also, I want to reassure you all that just because Twilight of the Arnor gets released doesn't mean we won't be doing updates. I LOVE working on the AI and doing updates. I'd do it for free. Twilight of the Arnor is simply the last thing we currently plan to charge for. It doesn't mean it'

21 Replies 11,500 Views

[quote]All of the sudden, two of my ship designs go missing. Anyone know why this would occur? I did not delete the designs. I reloaded, and after the same turn, my designs go missing again, so it's recreatable.Have you encountered the plague/disease event? One of the two reduces all your abilities, so designs that require miniaturization will be unavailable until you cure it.[/quote] Kryo I have the same bug. It occurs mostly with upgrading and replacing ship designs. It's really qu

9 Replies 13,248 Views

[quote]With no plot or storyline to follow, there is only one reason to play single player: you just bought the game and have no idea yet how anything works.[/quote] Because playing with whining, socially retarded ADHD competitive whiners like you is clearly a superior experience. Last time I checked, the AIs weren't as annoying as you.

36 Replies 21,909 Views

"...There hasn't been that many [RPGs in that style]," he said. "I don't understand it, because I think there's still a market," he said, adding that a well-produced RPG in that vein could sell 200-300,000 units worldwide on a budget of $6-8 million. ... I suddenly want to work at Stardock as a writer :p

11 Replies 13,419 Views

[quote](10) I'm gonna have to mark you -1 for this example. Any team-oriented game is gonna be exponentially more competitive than a one-man oriented game. From this, it follows loosely that a game that's more team-oriented than player-oriented is gonna require more skilldiff. This is only in general, obviously. You can add in factors to make one-man games require way more skilldiff and so on.[/quote] You'd have a point, but from what I've seen, 1v1 Starcraft games, Quake 3 deathmatches

145 Replies 124,159 Views

[quote](8) Maybe some people want that, but I wouldn't paint all those people with the 'competitive gamer' brush. Most of the progamers in Starcraft are looking forward to the changes in SC2, though there are some debates on specific points. It keeps things fresh. I could simply counter-argue by saying that all the 'casual' gamers wanted this game to be MoO in 3D. It wouldn't be any more or less true.[/quote] They are? Looking at Starcraft 2, I've yet to see anything original i

145 Replies 124,159 Views

[quote]I paused a while when i was making that list on this ability. 800 damage is nice, but you're right it's really doing about 350. It does underperform earlier on, definitely. BUT it has a really short cooldown. (800[minus mitigation] every 6 seconds!) What really limits the ability is the AntiMatter cost. If you combine it with Flux Field and/or finest hour and/or am upgrades it can be insanely devastating. Its just early on that it's weak. So i'd be weary of making it too

104 Replies 161,334 Views

[quote](6) Where'd you get this number from? Of course an arbitrary amount of capital ships can have an arbitrarily high cost, but more than 10 is pushing it even in the biggest games possible.[/quote] The cost of the logistics + the cost of supply + the cost of the ship + the cost of training, you can even add the cost of the research tech for more training to boot. And then, the incalculable cost of time. Depending on what point in the game it is, at the midpoint, it can cost you over

54 Replies 84,392 Views

[quote]Never is a long time, by the way[/quote] As I said, Starcraft's popularity was driven by a lot of factors, far more than because it was 'competitive based' or something. Even two things like Battle.Net and the Custom Rules Maps. Prior to Starcraft, matchmaking had to be done via clunky IP-based lobby systems, like Westwood Online. Custom Maps really drove multiplayer's success as well - back in the day, over half the games were custom rule sets (90% of them being *********DRAGONB

145 Replies 124,159 Views

[quote](10) A lot of the conflict just proves that people care about the game. There's a lot of noise for sure, but that happens anywhere. A game staying alive longer is pure proof that the community is invigorated. There is a certainly a lot of crap and noise going on, but the game is better for surviving it.[/quote] I don't think so. Let's take two old games off the top of my head - Allegiance and Natural Selection. Both of them still have players, but 'died' long ago. How ma

145 Replies 124,159 Views

In before tl;dr :D By the way, I should mention the Gauss Rail Gun is NOT fine. It's affected by shield mitigation, and a SINGLE blast of the Kol's main beam array is enough to put any ship at max shield mitigation (or damn near). The Kol is pretty much guaranteed to fire this weapon at the target ship as it slowly turns to be in-line, meaning 90% of the time you use the Gauss, it's going to do less than half damage. For this reason, Gauss is among one of the worst Kol abilitie

104 Replies 161,334 Views