[quote who="xthetenth" reply="6" id="1866942"]Why keep the player out of interaction, making decisions, and being engaged for that long? Exactly. I can't think of any other similar games that do that. Even the battlefield games let you screw around on the map picking spawns and kits.[/quote] These days, in terms of successful game design, the trend has been to always keep the player making meaningful decisions. It's a good trend. Interestingly, they don't have to be maki
SquidLord
[quote who="xthetenth" reply="22" id="1866792"]It's much easier to play if the visual size reflects the importance, a la egyptian heroic art. [/quote] Dude, you just officially became one of my favourite people on the Stardock fora. Any reference tying together Egyptian heroic art and asthetic game design fills me with such bubbling glee I can hardly contain myself. Egyptian, Aztec, and Byzantine art were all about portraying epic figures surrounded by less important cha
[quote who="TyoArk" reply="3" id="1866877"]Hey all, wanted to drop in and give an update on the Torchbearer. In the next build: Torchbearer can toggle between ice and fire at will. Deep Freeze at higher levels adds a movement and attack speed slow. Permafrost has an additional level, which adds an aura based mana regeneration. Rain of Fire has been removed to make room for Frozen Heart(How you transition back to ice mode)<b
I think there definitely needs to be access to the Character Screen and the Skills Screen while one is dead. There's a perfectly reasonable time to spend any skill points you've accumulated and later in the game you're out 30sec+. Why keep the player out of interaction, making decisions, and being engaged for that long?
[quote who="TyoArk" reply="10" id="1866872"]For controls I'd love to have wasd for camera pan, 1234 for abilities and F1-F4 for items. That would help considerably. Working my way through threads. This is great feedback and we'll be incorporating it into the next build.[/quote] Oh, please God no, unless it's a settable, because on my keyboard, the F-keys are significantly further out of reach than the number keys. If there's going to be a change, I'd be far more likely t
Nokthra's not the only one seeing this issue. During shopping, I too find the frame rate dropping precipitously along with slow mouse response. DXdiag follows. ------------------ System Information ------------------ Time of this report: 9/6/2008, 08:37:24 Machine name: HEDORAH Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 3 (2600.xpsp.080
[quote who="Commander_Pants" reply="2" id="1863651"]Very short response to your very long post. I know this is beta 1 and this beta isn't about gameplay - so odd that you would post such a long response on gameplay. That being said, the only thing I hope is changed between now and release is the actual skill needed to play this game. So far, I just don't see how I would be any better in the game in 6 months time than I am now. That being said this isn't a gameplay beta.[
I'm going to give voice to the heretical words which have frequently been pressing in my mind of late, and I'm certain they'll lead to my opinion being considered apostate and the bulk of those who've been loudest and most long-winded on this forum looking to lash me to old pines and burn me alive. And those words are these: I have no interest in Demigod being made into a prettier DotA. More importantly (from my perspective), I am not now nor have I ever been
Looks like the performance drag of having coloured whispers from AI companions on the screen is back, particularly obvious when it's fading out.
If you run in a window, there's no way to change the resolution/size of that window save editing the user.settings file directly. Annoying, but not a killer.
Hmmm, so it stops [I]all [/I]production [I]immediately [/I]upon the very moment the fleet dupply dips below 0? OK, I'll concurr: that's a bug. :)
[quote]Yep... I have even put maps in the documents sins folder but no luck they do not show up.[/quote] My guess is it's the same as previous patches, it's checking the version line inside the galaxy file and not finding it the same, ignores it. You may be able to just edit it by hand and have it clear up; that's what I've done previously. Haven't tried it with my current maps, though.
My suspicion here is it's because the queued to-build ships are in just that, a queue. You go negative because the [I]next [/I]ship to be built would send it negative, and so it holds until that one can be built. Fixing this is a SMoP (Simple Matter of Programming, heh heh heh) but is going to be more resource intensive. Every cycle they check for build orders, they'll have to recourse down the queue to see if there's anything to be built that [I]could [/I]be built with remaining fleet
[quote]Didn't notice 'Use Team Colors' was checked on in User Interface. Still, unless I'm misunderstanding the wording here, shouldn't having that on use the colors you picked and shutting it off go to some default colors? Seems reversed currently if that's what it's meant to do.But yes, disabling Team Colors puts the ships and structures back into the correctly player-chosen ones.[/quote] Just happened to me, too, and going looking for "Use Team Colors" wasn't the first thing I went
[quote]To my knowledge, XFire hasn’t supported quickjoining any kind of RTS game or creating some kind of network for any kind game.[/quote] It does support quickjoining Call of Duty 4 , though, which is about the only reason I know anything about Xfire operations; without it, trying to play CoD4 with your friends is a painful, agonizing, ridiculous proposition fraught with suffering and emptiness. Did I mention it’s a pain? [quote]̷
Honestly, I’m not sure X-Fire has inbuilt recognition for the Sins multiplayer code, yet. It’ll certainly recognize you’re playing the game but the hooks for pulling the MP IP and such from it are not present, far as I can tell. The best way I’ve discovered to play MP with friends is by using Hamachi , which provides a local-equivalent VPN. It looks like you̵
[quote]not everyone who plays online, does so 24 hours a day. 200 people is not the same 200 that played yesterday. Still more play via lan.[/quote] I know my crew only plays via LAN/Hamachi, not because they don’t want the “real hardcore aethetic,” but because the annoying posturing, “Clan L337,” and other crap is kindly isolated to ICO and we, largely, just want to play together cooperatively and have a good time. Don’t have to deal wit
Though I would love a few more formation options. I rather miss the “extended quad-claw” look of several hundred fighters rolling around, ready to collapse on a target in a furball of evil. (Strikecraft really do need to be considered part of the fleet for operational purposes on many occasions; as is, they require babysitting or they are less than effective. Matching each fighter squad up with a bomber squad as a first cut to maneuver together, then putting extra
[quote]I hope the campain has a “begginer” campain, or perhaps a “tutorial campain”. I got a couple friends interested in looking at this game, but since it was one of thems very first RTS”ish” game, he was really thrown into the frying pan trying to learn the game from a skirmish, without the usual gradual learning curve most campains include.[/quote] To be generous, most campeigns are crap, in the Sturgeon’s Law sense and beyond. The best
[quote]For those of you interested in how deadly coilguns/mass drivers would be in actual space combat, check out www.adastragames.com.Specifically, Attack Vector.Nasty is…an understatement.[/quote] Whoot, I’m not the only Attack Vector player on Earth! I feel so relieved … since I actually pre-ordered it before release and lovingly drooled over it in all the time since … I just can’t find anyone else nearby save at the very rare
[quote]Well thats a pretty stupid idea if you ask me.[/quote] It’s done blowed up. You can’t just transfer a crew onto a rock and have them go “hi ho” all day, can you? (Probably have to wait until we get a constructor ship that can build things away from an inhabited gravity well before you can reconquista those things.)
Essentially, the initial state of war between factions in the game is a case of contextualization. There would be no game situation if things hadn’t broken down to a state of mutual hostility between all at the table. That’s the context; talks have failed and war is onrushing. Thus, you’re given one planet, minimal resources for the area and told “Go save the bacon, young man/woman/reptile-thing!” Frankly, you might as well ask why you only star
[quote]All level 10 battle ships are the same after all.[/quote] If there was anything I wish would make it in down the road a bit, and regular readers know I’m not terribly demanding, having cap ships actually change appearance during an upgrade based on which major powers they have selected would be one of the things I wanted. Yes, every Level 10 cap is the same as every other of that model, but along the way they grow in different directions. Give me a few more em
[quote]BEHOLD MY CREATIONSBEHOLD MY CREATIONSBEHOLD MY CREATIONS…[/quote] From my heart and from my hand, why don’t people understand my creations? It’s alive! It’s alive! Man, there are just too many kids playing video games these days; nuanced, multi-level movie references go wasted. I’ll go take my grognardy old-man hat and sit on the front porch now while I yell at them to get off my lawn.
[quote]Hey, i’m still playng Battle at Procyon and i finally found another player,this is a really great game and i want to make a Sins mod using the ship models of this gamesoAny idea on how to export this models?Is there anyone for a multiplayer in Battle at ProcyonP.S.This great game is the work of the creators of Homeworld Cataclism[/quote] I’m not sure it’s possible to actually export the models from Procyon , which is mildly sad because