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Messages - zespri

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16
Haven't come across this problem, but if it is a problem, why don't we do this:

Let ruins "regenerate", make it so that you can build over them again but after a long time (say 40 turns). Will this work?

17
Off Topic / Re: Dust: An Elysian Tail
« on: May 29, 2013, 07:07:27 PM »
I'm absolutely not a fan of furry combat platformers. If it wasn't for TotalBiscuit's video in addition to friends owning it, I'd passed it up. After having played it, I enjoy the combat a lot and the characters are absolutely lovable. Not gotten that far yet, just 4-5 hours in, but I'm liking it a lot.
Yeah.... as for characters being lovable... I don't know I find this brown little creature wimpy and annoying - not funny at all. And the sword - saying banal things as though they were gems of wisdom. To think about that it looks like the target audience is kids not adults. (No offence to your experience, just considering the title itself) I remember people saying that Dora the Explorer is stupid. It is not stupid it's just target audience for it is not adults.

18
Off Topic / Re: Dust: An Elysian Tail
« on: May 29, 2013, 05:55:45 PM »
I'm probably just not into the genre in general. I tried it, I have nothing to complain about, and still I don't find it engaging at all.

19
I want, if at all possible, a more robust citybuilding sim that is more economy-for-economy's sake rather than everything backing the military. 

In this whole OP the quoted part gets me most excited. Don't get me wrong - there are a lot of sweet ideas there but this one in particular is something I wished for.

20
Off Topic / Re: Buck-and-a-Half Buccaneers
« on: May 28, 2013, 11:56:20 PM »
Buck-and-a-Half Buccaneers page is empty now. Change of heart?

21
"This one" link in the OP links to the previous patch notes.

22
Off Topic / Re: Endless Space
« on: May 28, 2013, 05:55:00 PM »
Anyway, I'm sure I'll get around to playing this again sometime soon. My latest distraction has been Crusader Kings 2, so I need to go and imprison my scheming cousin now.

Crusader Kings 2 is 75% off on Steam now, in case you guys are interested.

23
I saw someone else mention this too, so I know I'm not alone, but how about leaving everything the way it is and making mountains be considered by the game as blocking terrain, in the same way that empty spaces are? Basically, I can't smite all the tiles away to completely seal off a town, so since almost nothing can pass a mountain, how about just making it so that mountains block clear pathing in the same way, and making it so that each town must have a clear path connecting them, as they do now?
The difference would be that an empty spaces eventually is filled up by terrain, and mountain space will not. This makes quite a difference. But yes, if there was a simple solution like that I'd be in favour of it over a more complex one.

24
Whatever is decided, I suggest making the changes to mountains in the official patch, and more experimental stuff like deaths serving as resources for myth monsters in the 'beta' patch.

I'm not sure that with steam integration as it is today we even HAVE the beta patches for the latest titles. Do we?

25
#1 - yes this looks like a good idea
#2 - Well mountains  should porbably still affect line of site of archers, etc, but not siege units
#3 -I'm not sure about this one. The concern is that if the movement cost is high enough, it's basically the same as now - the mountain can't be crossed.
#4 - on papaer sounds ok. I'm neutral to this one as I don't have a feeling how this will play out in the end.


Misery's idea  sounds cool: if you wall off an area, the pesky annoying humans would make the holes in your walls and will trickle in anyway. Slowly at first and then flood. I'm visualasing this as a basin of water that is slowly overflows. At first the trickle is in one place, than in a couple and soon the water pouring literly from all sides. This is of course clashes with #1 and #3 as this is a different implementation:
instead of giving an ability for just *certain* units to cross, (which can be exploitable by witholding the resource that is needed for building those units) make it so that all units can make a tunnel / build a bridge over a mointain tile.

Another idea for path finding: how about whem a unit is next to a mountain that is on it's way it damages it a little. When it's damaged enough you can't build anything on top of it any longer (as with ruins) and it's not longer a mountain. This will mean that the pathfinding would find an optimal path *with mountains in place* but any mountains that are "in the way" will gradually wear down until destroyed. This should of course cover the case when there is no direct path to the target, and in this case the mountain will be destroyed faster simply because a unit will be just standing there waiting for the flood gate to open.

Too complex, eh? Never mind, just my 2 cents.


26
Off Topic / Re: Buck-and-a-Half Buccaneers
« on: May 28, 2013, 01:19:06 PM »
Chris, feel free to delete this message as blatant offtopic, it's just coincidental that yesterday I stumbled upon another pirate themed card game that cought my attention (did not try it, so can't attest if this is a good game or not): http://www.raidingparties.com/

27
If you wall off just one town on each side, you can do that already with smiting. Isolate it as a branch, smite the connecting tiles, done.

It requires a more work, or more precisely more forethought from veterans to accomplish, but the end result is those intimately involved with the game can cheese just as hard as before. Removing mountains just make it so that newbies, the ones who are most vulnerable and maybe even needing cheese, can't use the cheese.

As I'm noticing here: http://www.arcengames.com/forums/index.php/topic,13202.0.html on the "default" map, whether you are a veteran or a newbie, you don't have that many options for town placement. After the third town (the two first being the initial ones) you HAVE to build a bridge to put a new town up. Smiting the bridge tiles is just one logical step away.

28
3. The bandit keeps are now immune to mythologicals (!!!), but the health of said keeps have also been reduced by half.


I'm guessing I have to put the game aside for the time being and play Reus instead, while things stabilize here a bit with Skyward Collapse. A bit unexpected change just a few days after the release. My gut feeling is that with this level of changes, there are bound to be other changes to "compensate" for this one and this might take a few release cycles. I will be following the development here on the forums though =).

29
Off Topic / Re: What time zone is Arcen in?
« on: May 27, 2013, 06:56:36 PM »
Difficult for team meetings, eh?

30
Off Topic / What time zone is Arcen in?
« on: May 27, 2013, 05:22:29 PM »
Is it EDT?

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