Aeon221

Aeon221

Joined Member # 3112614
2 Posts 52 Replies 9,690 Reputation

[quote who="Frogboy" reply="8" id="2952343"]Rish and others - I fear some of you are taking the wrong lessons from War of Magic. With Twilight of the Arnor, we knew (and so did the players to a large extent) what could and couldn't be done with the engine. With War of Magic, we didn't. 90% of the time we agreed with the beta testers. But also a great deal of the time what we wanted to do couldn't be done with the engine. Now, that in itself w

27 Replies 73,354 Views

Pseudocode! [code="c++"]if(enemyPower > ourPower && (humanHasRanged != true && humanHasCaster != true)){ lookForDefenseBonus(); sitOnThatBonus(); } if(weHasRanged != false && enemyHasRanged != true){ lookForDefenseBonus(); sitOnThatBonus(); } if(ourBestDef waitForThemToApproach(); } [/code] AI needs to know

5 Replies 7,743 Views

Well these changes look good. Keep cutting the fat and you'll end up with an awesome game. [quote]+ LOTS of code to handle the increasing costs in terms of people to run your improvements. If anyone thinks that getting highly talented people remains equally easy as you grow, ask google, microsot or apple about that. It's not.[/quote] Oh hey there bug central. <a href="http://forums.impulsedriven.com/402688/page

89 Replies 174,973 Views

Now, don't take this the wrong way, but I was going through Impulse deleting games I haven't played in a while, when I realized a pattern was emerging: [IMG]http://img156.imageshack.us/img156/8632/howigotmorespace.jpg[/IMG] Don't be angry Brad! =( I was actually kind of shocked, because I am a big fan of Stardock and co's creations, and I've played the crap out of

3 Replies 22,701 Views

As oil prices go up, other options become economically viable. Higher price point allows alternatives to emerge. No biggie. The Economist regularly runs articles on developments in alternative fuels, as posters have noted everything from carbon capture to algae based plastics and fuels. Some of it is purely speculative, other stuff is being ramped up for commercial production as we speak. To posters earlier in the thread, some dude back in the 50s may have come up with

159 Replies 436,021 Views

[quote who="Frogboy" reply="15" id="2918002"] I guess the quick answer is to ask everyone here a question: How many different things can you focus on at once? Let's look at War of Magic as one example. Why did it suck at launch? Lack of money? Nope. We could have delayed it. Lack of time? Nope, it had 3 years of development. So you tell me, why did War of Magic suck at release? To answer that you need to really make sure you're n

118 Replies 461,196 Views

Ballsy move selling Impulse. Seems odd that someone who was previously a champion of the conglomerate model has rejected it so thoroughly. I mean, you've said a million times that you derived significant advantages from having multiple income streams (desktop apps, publishing, retail, games). Why the sudden urge to dump one of the fastest growing segments? I suppose not wanting to run a big company makes sense, but there's no reason you couldn't have pulled a founder

118 Replies 461,196 Views

In response to the duder who suggested 5v5 online, I'd have to disagree that this is in any way an appealing or entertaining means of spending time. Firstly, the set up was incredibly time consuming, with players seemingly incapable of agreeing on anything at all. The game, once launched, experienced regular lag, with multiple people dropping. There was little interaction between players, other than the occasional request for feeding, and the fight was in no way ins

116 Replies 126,681 Views

[quote who="1Tiberius1" reply="61" id="2915399"]The carrier thing happens already when you send them in without them belonging to a fleet. Instead of building fleets, you might consider just hotkeying capital ships and managing ships without the time wasted to 'reform' the fleet.[/quote] [quote] Sure, you can already do this kind of stuff if you split your fleet into smaller fleets, but what's the fun of that? The whole point of the fleet mecha

103 Replies 305,584 Views

Clearing stuff up, am I "the ass"? I mean I know my ass is fine, but I'm rarely referred to by my beauteous behind. I have been called a cock before, and once even "the cock" but it was to my face (and not my scrotum) so it was easy to figure out. In related news, bad ideas bashed for being bad, thread refuses to die. Perhaps what this thread needs is a larger thread that will carry it to oblivion slower than it's already going! That would be awesome!

103 Replies 305,584 Views

That would explain why the campaign feels as finished as an aborted fetus, and is nearly as ugly. Would it kill you guys to ditch the campaign concept in favor of, you know, not having half finished abominations hiding within the game eagerly awaiting delicious newbies? I mean, seriously, that campaign was bad. It was so bad it made the release version of the game look good. It was so bad it made the GalCiv2 campaign look good!

47 Replies 180,661 Views

Most of what players suggest, like dedicated supply ships, is one of three things: pointless duplication of features already better implemented by the game, entirely unworkable in the existing engine, or needlessly OCD and micro heavy detail. I put a list of suggestions up, and I know for a fact three are either accidental duplications of existing systems or dumber than dirt. Shit happens. So now I'm going to brutalize your suggestions, in the hope that you'll pick up on the d

103 Replies 305,584 Views

Your sons are men! Manly men! They just want to love and be loved (in the butt). Bad jokes aside, I fully support allowing the sov to marry anyone of any race or gender. As to how they make babies, magic. If sov's can make volcanos, they can probably manage a baby. And if not, well, there's always surrogates. Or maybe they adopt? Anyway, I see no reason why you couldn't have gay marriage amongst the children of the sovs

20 Replies 13,361 Views

I'm waiting til 1.3 to reinstall. I figure by then they'll release that spreadsheet thing (or I'll have gotten around to buying Excel and VBAing one up) and the gameplay will be more interesting and less experimental.

5 Replies 8,261 Views

Based on the mind numbingly awful campaign, it'll be that chick who rules Pariden. She is: super magical reclusive angry at the hero a chick That's pretty much all you need to speculate her into the foozle. I'm kind of hoping I'm wrong, and that all the lore from that campaign will be burned in a firey fire of doom somewhere, with something new, simple and less friggen "yay multicu

18 Replies 13,543 Views

Yeah, I completely fumbled on allegiance. Advent much? Even funnier that I remembered it by the end of the post, but didn't tie it together. The system I suggest is clunkier, so I withdraw it in favor of the current one. Maybe with a slight decrease in the number of colonies you can maintain before it gets to be pointless but, still, it's a better system. A harder soft limit on colonies would mean at least some neutral planets remain, because they're not worth the effort of grab

12 Replies 13,912 Views

You don't think they'll be implemented because why? I was careful to stick within the limitations of the game engine as I see them, and to minimize the need for major interface or art additions. Much of these suggestions are reuse of demonstrated existing functionality, to keep the need for new code to a minimum. As far as suggestions go, they're a lot more conservative than the usual add twenty factions and also land battles and Mr Potato Head kind of thing. <

12 Replies 13,912 Views

Here are some suggestions for Rebellion that I'd love to see make it into the game. I'll start with the simplest ideas first, and then head into the more offbeat ones. 1) Force limits for stations: -Stations would have a hard limit (tech expandable) so as to reduce the overwhelming might of defensive installations. Constructors would take up a slot in the station force limit rather than the ship one 2) Local defenders repop if a gravity we

12 Replies 13,912 Views

You can build a transport ship, which is about as useful as tits on a bull. Other than that, nothing.

9 Replies 5,512 Views

Titans in EVE also used to have an AOE doomsday, which broke balance and was removed in favor of a single target death ray, which got nerfed because it was used for driveby nuking of caps. In their current form they're much less useful than super carriers, which kill pretty much everything with fighter bombers. Dreads are mostly a bad joke these days, standard carriers exist to rep things. The previous meta was big on long range battle ships with just enoug

181 Replies 539,532 Views

Why on earth would you need that much processing power to play a video game? Fear my Pentium IV of doom! With it I have seen many C-Beams, crushed many Cossacks and, oddly enough, collected ho-cards in the Witcher! Every game needs ho cards. I don't think I ever gave a crap about video game relationship garbage until they added the Pokemon factor. I went from "kthnxbai" to "Gotta poke em all!"

181 Replies 539,532 Views

Capitals are theoretically a late game counter to lighter ship classes. This is sadly not the case. Adding an even larger combat focused capital will have one of two potential effects: 1) Caps are even more relegated to the background (pounded by small ships and titans) 2) The titan is useless (too weak to counter the horde) Unlike most of the other posters, I'm a big fan of the strike craft focused meta. So I don't think that

181 Replies 539,532 Views

Essence was a great concept, I wouldn't mind having it back. Mana pool needs to go. Having a pool rewards passivity -- if you do nothing now, you're stronger later. That is _bad_ design. Mana should use a flow system. You generate X amount of mana per turn, and whether you use it or not you have the same amount of mana next turn (unless you lose or gain the ability to produce mana). In other words, the same system used for movement points: just because your 2 mo

56 Replies 31,302 Views

Anytime you have a spell, variable, item or tech called SOMETHING #X, you've failed. It's like programming with variables called a1, a2, a3 etc; if you can't give it a descriptive name, you probably don't need it. When adding spells, ask yourself if they are an incremental update of an existing spell, or if they add a new tactical or strategic capability. A +3 movement spell when a +2 movement spell already exists is needless duplication -- if you want the player's capability t

29 Replies 27,475 Views