Amen! [e digicons]:beer:[/e] However, my esteem for Stardock now goes even beyond their penchant for publishing great games. I cannot praise Mr. Wardell & Co. enough for not just making Elemental the next great fantasy game, but for designing it to be a showpiece for the power of PC gaming as well. In an industry overrun with game devs / pubs that seem all too eager to ditch the PC in favor of the easy money of the console world (and slam the PC community
RooksBailey
Troubling? I think it looks great! [e digicons]:grin:[/e] The TW series went with the different poses for individual soldiers...and it didn't really add anything to the game. In some ways, I would like a more "miniatures" flavor, especially for a game like this. Can't wait for beta 3!
I think I understand what the OP is getting at. In the vast majority of computer games, the player has god-like control over every move of every unit in his army...which is unrealistic to say the least (yes, I realize this is a fantasy game, but 'fantasy' is just another word for 'medieval'...just with monsters/magic added). I think it would be a nice change of pace where the commander did not have total control over every unit, but had to issue orders to sub-commanders who would
An Alpha Centuri mod! Or something like that. I suppose magic could be replaced by nanites! [e digicons]:D[/e]
Here's a follow up question to separate the men from the boys: What was the original name of the Infocom newsletter before a certain major publication threatened a lawsuit?
[quote quoting="post"] WINNER. TAKE. ALL. This is the part where we want to hear your opinions. We do ask that you keep an open mind on what we ultimately go with. My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them. The question is, what should determine what N is? Or should we allow retreating? Shou
[quote who="Nathikal" reply="145" id="2629667"] Regarding Tactical Combat To that end, I think that it'd be best to go with the whole "both sides give orders, units react" thing. This could have numerous advantages! First, there is no need to worry about reaction time - you and your opponent both 'move' at the same time. There is strategy - predicting your opponent's move and countering it, reacting to their moves. Everything happens at once, so there's no need to
Is it just me or are these blogs more annoying than entertaining? As for K&C, it may make for a good replacement for the threadbare Medieval: Total War, but I think I'm going to much prefer Elemental. I've always been only lukewarm on GPG. I never cared much for the original SC (there's something off about that game), and the sequel was just a console port. Demigod seemed alright, but it was not my cup of tea. All in all, not much of a record for me to get
Thanks for the response (I thought I was the only insomniac up at this hour [e digicons]:zzz:[/e] )! Whether or not all the bits of chrome make it in at launch, this game sounds like it will be great! Can't wait until August (between this and Elemental, it's going to be a looong summer [e digicons]:-"[/e] ).
Wow! This sounds really good! I particularly like: Ships whose individual components can be compromised, destroyed, disabled, repaired, and renovated o Catastrophic failure of critical systems (such as a fuel tank exploding near a munitions cache which detonates, damaging the ship's power supply and control systems, leading to the failure of life support systems and imminent crew death if the ship isn't rescued or if the crew can't r
[quote who="DirtySanchezz" reply="1" id="2625924"]The answer to your second question is that you were probably attacking a Vasari planet where the enemy had hanger bays in the gravity well. If you look at the Vasari "Fortification" tech tree you will see a Level 4 ability called "Phasic Trap". It's something that can be researched and put on a hanger.[/quote] Okay, I suspected something like that. Thanks f
I have a question about pacts. In my current game, my AI ally keeps offering me two pacts (one for minerals and one for phase jumps, IIRC), but every time I go into that screen and accept the offered hand, the AI then rejects the pact. Why would it offer it in the first place? Not only that, as soon as it rejects my acceptance, it then offers the pact again. WTH?!? What am I missing here? [e digicons]:maybe:[/e] On an unrelat
Nicely done! That was one huge battle! [e digicons]B)[/e]
Good work on the vids! Sins needs more vids to compete with those EvE folks. [e digicons]:banhammer:[/e] [quote who="myfist0" reply="7" id="2569932"]I was thinking of making a movie for my upcoming Sins of Humanity mod. It will include 100s of real military missions radio chatter sound bytes. I have been collecting and editing these for some time and maybe now have enough to complete all the frigates, cruisers and strike craft (my favorites). Preview here.<
[quote who="Tyjenks"]There is nothing like a well made strategy title that actually involves meaningful strategic and tactical choices rather than just a ton of features. Plus, the subject matter, characters and graphics are infinitely more mature. And a real storyline that does not include a brooding teen and a kidnapped, fully busted girl in distress.[/quote] [e digicons]:grin:[/e] That last line also summarizes all the movies coming out
[quote who="Tyjenks" reply="6" id="2621604"]There is a relatively, healthy discussion about the game here. I have decided to wait until more of the single player aspects are implemented. With games of this type that have online play, I always fall in the category of "People who get pounded by those who have more time to perfect strategies".[/quote] That is always a concern. For me, as a rabid chess player, I've developed a pretty thick skin as that is the stock and t
From watching some of the replays on Youtube , it seems that the maps are too small when you have such powerful weapons as rocket launchers. LSN had sizable maps with lots of buildings, some of which offered protection even from explosives, but FS seems to play out in a relatively confined space with fully destructible structures. This seems to make every engagement short and brutal. <
I love turn-based tactical games. It's like Chess. LSN was a good one, too. The only possible negative with this game is that each match seems to last only six or seven turns (30 seconds total), which is a bit short for me. The battles in LSN lasted about 15-20 turns, which was just the right amount of time. But I'm still excited by this. Seems to have all the right features, too! I hope it will come to Impulse.... [e digicons]:pout:
It's only in early beta (which you can buy into), but this looks like a lot of fun. Frozen Synapse Vid Here is the planned feature-list for the full version: Multiplayer: Hostage Rescue, Disputed, Secure (bidding-based mode), Extermination Single player: Campaign, Skirmish, Puzzle Com
Nicely done! While I haven't played the game, your review matches what I heard from other people. Would I be far off the mark in saying that Metro is just the console port of STALKER (i.e., Stalker-lite)? IIRC, Metro was even developed by some of the Stalker team. Again, nice review! [e digicons]:beer:[/e]
Looks good. If it dealt with the medieval period, I probably would be more interested, though.
[quote who="Shurdus" reply="40" id="2615833"]Some very good suggestions in this thread already. Also in 1z4 -yes it FINALLY works for me - I find that the world already has a lot of flavor simply by the merit of quests popping up. What I would like to add to the game though are these factors that simply are out of control for the player, that add very little outside of flavor but are still a joy. For example, suppose there would be this carnival that was traveling the land. At som
Sounds good to me! I look forward to the mod!
[quote who="Goontrooper" reply="35" id="2614920"] This, and the news idea, are EXACTLY what I would like to see. As long as the gameplay impacts are clearly defined, this would be a great addition. The player shouldn't have to guess to figure out the gameplay impact of a news story. So, for example, you get a news item with lots of dynamic flavor text, and there is a small explanation of the actual gameplay impact afterwards. For the events, the system seemed in ma
My mention of the old 8-bit game Dragon Riders of Pern jogged my memory about something. I recall that in that game, there were certain social events that you could use to your advantage. For example, I remember that when one of your dragon eggs was about to hatch, you could invite representatives from other kingdoms to the party. If the party went well, you could improve your relations with them. If it went bad, there was a negative effect. I would love