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Messages - relmz32

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16
AI War / Re: I wish I could sort save games
« on: November 06, 2012, 11:02:19 AM »
You can already do this. There should be a "sort by time" option or something on the save screen. I use it.

Wait, what? really... man, that would be really useful. :P

17
Off Topic / Re: Defender's Quest: Valley of the Forgotten
« on: November 05, 2012, 11:17:06 AM »
Offline mode is pretty sketchy for some users.  Like for me ;)

It works, but only if I've remembered to put it in offline mode before moving away from the connection.  Otherwise it won't let me start steam at all.  Apparently other folks have no trouble starting steam in offline mode on a computer that's lost its connection, even if it was running in online mode last time.  But not me ;)

And iirc there's some kind of expiration on the saved credentials, like 30 days, but I could be misremembering.

Yeah, steam acts up for me too.

18
AI War / Re: AI War state of the game
« on: November 05, 2012, 11:07:03 AM »
I disappear for the weekend, and I come back to this.

Damn you people and making a 5 page long thread on a topic I'm interested in, but don't have the time or patience to read it all!

Im sorry that you don't have the energy to read all of the comments, but you should at least read the op! While I may not agree with all that Wingflier said, I very much appreciate his overarching goal: Trying to provide ideas to make this great game that we all enjoy better.

An issue with talking about such a giant topic as "State of the Game," is that I think Keith would be the most likely in the best position to provide this kind of feedback, similar to how Mark Rosewater does in his articles on dailymtg.com of the same name.

19
AI War / Re: AI War state of the game
« on: November 03, 2012, 10:32:24 PM »
I have been toying with the idea for spec forces to have special forces posts and spec forces sub-commander posts. In this system, spec forces posts do not provide AIP on death, but sub-commander posts do. For reference, there would be about the same number of spec posts in the galaxy(could someone provide numbers for this?), but there would be a set of sub-commander posts seeded additionally, where they cannot be seeded next to each other and prefer Core worlds. 

Both Sub-commander posts and Spec force posts would spawn units when their system was triggered.
Units spawned as spec forces would rally to the nearest sub-commander post.
When an "important" world is under attack, the forces at the sub-commander post would trigger an alert for the human players and send all rallied forces to the world with a spawned guardian to "lead" the attack (also to keep the strike grouped and from stringing into the system).

Sub-commander would 'protect' systems only within a couple(2-3 jumps) of their location, but Always their AI Homeworld.

This would give the game a feeling of fighting the AI Overlords as well as their Lieutenants which could have a cool feel. 8)


I would be happy to flesh this idea out with whoever, i think it could be a cool minor faction or some such. If you have any ideas or criticism, they would be greatly appreciated. :P

20
AI War / Re: AI War state of the game
« on: November 03, 2012, 03:29:41 PM »

The more I've played recently, the more I've realized that even though each scenario and situation can differ wildly, they must all be handled in a similar way.  The ships you unlock, the technology you choose, the tactics that you use - I've realized that in every game, these stay almost exactly the same with little variation.

The ships/tech/tactics *you* choose may be similar or the same, but that does not mean that *I* do or that it is optimal.

Quote
Where before there was strategy and critical thinking before each battle, it has now devolved into an extremely repetitious process of taking every planet in the exact same way, with little resistance, and little chance of failure.

... (snip)

This is a strategy game isn't it?  When did it stop becoming a strategy game?  At what point did mindlessly moving all of your units into a vastly superior enemy army become a "good idea"?  It should not be.  That is not good design, and the game suffers for it.

The entire idea of the game is to out-think and outplay your vastly superior AI opponent is it not?  If you could win purely by blunt force and direct combat, then the humans never would have lost the war to begin with.  So why does the game reward you for brute forcing your opponent then?  I can't think of a good answer to this question.

This is primarly a strategy game, and as Keith points out, you are arguing about tactical issues. See 'The art of War,' which says, repeatedly, that achieving a concentration of firepower is the key to victory.

Ok overview of the game from a strategic and tactical standpoint:

Strategic:
Difficulty: Med to High (No add-ons)
Value: High
Complexity: High

Tactical:
Difficulty: Low to Med (No add-ons)
Value: Med to High
Complexity: Very High

I think part of the reason that you find yourself doing things mindlessly and yourself getting bored is not because things are easy, but because they are very complex. So rather than figure out which tech would be *best* you just pick out one that you are used to using. Rather than figure out what would be tactically best, you just go through and stomp things mindlessly, which works, but is not the best. I do not mean that you are a bad player or stupid, just that this is a very complicated game, and it is very hard to get traction in the game without mental shortcuts.

21
Off Topic / Re: XCOM: Enemy Unknown (2012)
« on: November 02, 2012, 03:37:19 PM »
Im pretty sure thats what he does - He takes a game. He plays it. Then he makes fun of it in a cartoon.
If he actually enjoyed the game, its usually pretty evident..

So, if I played the original Bioshock for its multiplayer (because my philosophy is that any good game has great multiplayer) and I say its a steaming pile of doo, then its ok solely based on its multiplayer?

I'm asking this honestly. Even the reviewer in question had the decency to review a primarily a single player game for its primary mode. I'm taking the opposite approach. If I take a primarily single player game for its limited multiplayer approach, and base my review soley on what I feel my philospophy is, does that make me entertaining? Or does that just make me biased and I have to dress my opinion with animation?

Try to listen to the game reviewer without animation sometime. He's nothing but an asshat.

Obviously, you should be able to voice your opinions regarding games.

If your value of games revolves around multiplayer and you don't really care about single player, it would not bother me if you reamed Bioshock for its terrible mp. That is something that would be quickly picked up on by people who watch your reviews.

*aside* (Although if you like video games solely for their MP appeal, I think you might want to review your buying strategy in this case, as it seems to cause you to buy games that you do not like.)

Yahtzee primarily reviews games based on their entertainment, he is harsh, often unfair, but he always tries to entertain.

personally,
I value good entertaining single player, Strategy as a gameplay element, interesting Stories (or the ability to create good stories ala AI Wars, df),  Fun Multiplayer, Fun RPG elements, Puzzle-solving, and Complexity.

22
AI War / Re: Poll: Which AI modifiers/plots do you use?
« on: November 02, 2012, 12:29:52 PM »
It's Hearteater vs Draco18s, on pay-per-view! (oh, wait, the forums are free, hmm).
...

I read it like they are acting out a "Who's on first" adaptation.

But I can't figure out if it is on purpose.

23
AI War / Re: AI War Beta 6.005 "Burning The Candle At Both Ends" Released!
« on: November 02, 2012, 12:24:27 PM »
So did you remove Home Command Stations immunity to Plasmasiege Starships splash damage or is it bugging?
I did not intentionally change its status re:plasma-siege since some time before 6.0.  I don't recall if it's supposed to be immune or not.
Oh, I dunno about supposed to but it (and all the baby AIP increasers next to it) definitely Should be plasma-BS immune. :P

24
Off Topic / Re: XCOM: Enemy Unknown (2012)
« on: November 01, 2012, 03:54:30 PM »
I never could get into a game reviewer that reviews games that put 80% of their time into multiplayer then not bother even trying the multiplayer.

It would like reviewing LoL or DotA2 with bots only.
Does XCOM have 80% of its time devoted to multiplayer?

Chem must've been talking about the ME 3 review.
:P Haha!

25
AI War / Re: Poll: Which minor factions do you use?
« on: November 01, 2012, 01:25:15 PM »

Erm... Um... yeah.  Look, a kitten with string!

It's a Kitty! i love kitties.


26
AI War / Re: Poll: Which AI modifiers/plots do you use?
« on: November 01, 2012, 08:46:30 AM »

I run with reveal random Ai types up, because if i am running randoms, I want to know what the AI rolled. I play with pretty slow AIP increases, 1-3/ 60-90 minutes nowadays leaning more towards quicker, since i pause a lot.
I have played around with the waves using all of those options (schizo, none, half, double, cpw), but general leave them alone nowadays. I Also used beachheads twice, but i don't really like the change from 'defenses can hold by themselves' to 'Uhh, everything on the planet just shut down'.

bombers in mono waves aren't that dangerous.
"Come back, you fools! Dogs aren't dangerous! Come back and fight!"-Woundwort, Watership Down, Last Words

27
AI War / Re: Poll: Which minor factions do you use?
« on: November 01, 2012, 08:28:42 AM »
I play with Rebels and Marauders, usually. I like the element of random that they introduce, however, I very rarely get my rebel spawns compared to how often i see the marauders spawn.

Recently I have tried the Dyson sphere to see how cheesy that bad boy could be.

I almost always play with the 3 4 eco wave producers, because i like super-weapons, and exo-waves: Golems, Botnet, Spirecraft (all hard) and Fallen Spire.

I used to run with the trader up, but got tired of the AIP+ effects of him on the game, and didn't really like any of the toys.

28
I'm sure the AI wouldn't do that badly, I need to write a priority-queue, and I'm pretty darn sure at least something along those lines is used in this game. :P

Must. Resist. Urge.  Homework first.  Do you think my professor would mind if I just used the STL library for this?..  I'd get back to something enjoyable so much sooner.  The superfortress is tempting - I just built one in my latest FS game.

Yeah, do the HW. Plus, Priority queues are awesome and used in a lot of applications. Hand-building one is a great exercise. Also, Prof's usually have rules about what Libraries you can use, if you have any questions, your professor is probably very happy to answer them. Just don't use a heap or stack that will trivialize the problem.

Edit: Also, if you *do* have trouble with CS work, I would happily provide direction, just post in the Off Topic Forums. Have fun, and good luck!

29
AI War / Re: Poll: Worst Unit Of The (time interval) Award (VIII)
« on: October 31, 2012, 07:40:43 AM »
I feel the need to be unpopular.

Keith, give us a while to use and abuse the nerf/boost results before offering up the next set.  Personal opinion is that things have started riding the edge of difference, and we haven't had enough games per person ( at least 5 a piece, by preference) to really understand whatall the recent changes have... well.. changed.

*waves hands in the air in surrender* WAIT!  I didn't say the choices were bad.  I'm just sayin there hasn't been enough end to end play yet with everything twisted different (besides Beta play) to make sure we don't end up with a misjudgement of the end-to-end results.  Reality tends to be a horrible intrusion on intention and theory.

Seconded.

30
After Action Reports / Re: The Gambit
« on: October 30, 2012, 08:57:16 PM »
I really like it so far, im treating it like a couple pretty short stories, and it reads well.

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