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Messages - zespri

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46
Skyward Collapse / Re: Secondary resources?
« on: May 24, 2013, 04:10:35 AM »
The weird thing is that *some* finished goods such as stone that is produced from rock ARE displayed.

47
Guys, I'm sure that has been discussed elsewhere but I have not been following. Could you please kindly tell me where the idea to base the score on the lowest score of the two factions was abandoned and why?

I understand that tutorial is an easy mode and not indicative because of this. I was taken by surprise non the less, when around turn 45 I got required 12000 score I started just pressing "End turn, end turn, end" in succession just to see how it ends if I don't interfere. Sure enough one faction was almost completely wiped out. The had just 1 town and a handful of units. Still it was a victory and the final score was around 90000, because another 20000 were scored while one faction was getting obliterated.

I clearly remember that at early stages the game was meant to maintain balance and score by the weakest faction in the end. It sounded sane. What happened to that?

48
Off Topic / Re: Reus
« on: May 23, 2013, 07:45:52 PM »
This is not quite what I meant. I meant is there in-game content (apart from developments) that gets unlocked when you gain a level. But that's fine, surely I'll be able to figure it out =)

49
Off Topic / Re: Reus
« on: May 23, 2013, 04:53:28 PM »
Got the 60 minutes game unlock! Does this unlock anything else as well?

50
Off Topic / Re: Reus
« on: May 22, 2013, 04:22:54 AM »
Small note, when you place the fertility boost, you'll notice that there will be little up arrow graphics kinda glowing on that square. Sometimes that fertility bonus is already on other squares! I don't know the mechanics behind it, but I think fertility bonuses will just kinda pop up here and there. It's not something you should really focus on, but it's a nice bonus when it happens.
Yep, and if you select a patch with the arrow it says something like "90 seconds left" so these are indeed temporary. Ok, it's more or less clear now. I'm one development away from the first unlock. At this stage I'm still not sure if I like the game, I have a lingering suspicion that it maybe a spreadsheet, just very masterfully disguised =) I need to experience more content to be sure, and that's exactly what I'm going to do.

As a side note I found this tips & hints thread quite informational (i.e. non-trivial) http://forums.abbeygames.com/viewtopic.php?f=12&t=611

51
Off Topic / Re: Reus
« on: May 22, 2013, 03:20:04 AM »
Mick, thank you for explaining all this two me. Just a few more questions.

If you have an aspect that provides Lesser and a small chance of Potent, think you have the "Lesser" level, but it will sometimes give you a bonus of potent. If you want potent all the time, you should level it up. If it "crits" and provides a small boost now and then, that's a bonus, not a goal you should seek to cover the map with.

Ok, that makes sense, thank you for editing this in. What kind of bonus, do I get if i happen to roll a potent instead of a lesser? Obviously the same transmutation will become available, but would be the benefit of the higher level aspect?

52
Off Topic / Re: Reus
« on: May 22, 2013, 03:11:01 AM »
Leveling up aspects comes from ambassadors.

So I can repeatedly pick up the same type ambassador with the same giant to level up an aspect?

53
Off Topic / Re: Reus
« on: May 22, 2013, 02:56:27 AM »
When aspects are leveled up...
So when do they level up?

when an aspect is placed, it will have a much higher chance of being a higher potency as well.

Uhm, if it's percentage based it sounds lame. That is let's say I need a *greater* aspect to transmute a plant. So I apply the aspect and *hope* it'll work out. And if it does not,  i.e. if I get a potent instead, I re-plant the same plant and try again until it works. If this is how it works I definitely don't like this mechanic.

54
Off Topic / Re: Reus
« on: May 22, 2013, 02:38:07 AM »
Did you figure out how aspects "level" work? In the beginning,  tooltip says something like 75% lesser 25% potent, or something to this effect, but what does that mean? Is there a random chance when you apply this aspect how powerful it would be?  How do you "upgrade" to greater/sublime?

Also it I don't understand what "natura increases the power of many Aspects" means. Increase in what way?


55
Off Topic / Re: Reus
« on: May 18, 2013, 05:48:38 PM »
Sounds very good. Thank you for your feedback. I'll be getting it then.

56
Off Topic / Reus
« on: May 18, 2013, 04:39:34 AM »
Anyone tried? http://store.steampowered.com/app/222730/ The description reminds of Skyward Collapse.

57
Skyward Collapse / Re: Skyward Collapse Steam
« on: May 17, 2013, 02:36:34 AM »
There are actually a lot of them, by indies anyhow.

Yes, this came as a surprise to me when I found this out not so long ago.

58
Off Topic / Re: TOME 1.0! - and other Roguelikes.
« on: May 15, 2013, 03:17:52 PM »
If you loosely define permadeath, it is one of the oldest game concepts and one of the most important. Do you get to take a hand back in poker? Undo a move in chess? If you're playing a tabletop game of warhammer 40k, or risk 2210 will the other players let you go back five turns? Forget about losing hours of progress and a slow early game, some of these games require a significant investment of time before you even start playing them. This is not to say this is the one true game model, and we're stretching a bit with various elements of strategy, reversible setbacks, entirely different types of play. The idea of a competive FPS with permadeath is quite ridiculous, but when it comes to an RTS or TBS like Starcraft/Dominions, out is out.

Those are multiplayer  - no point comparing to them.

59
Skyward Collapse / Re: Rock Paper Collapse
« on: May 14, 2013, 01:38:50 PM »
Arcen seems to be the only indie developer that gets raked over the coals for not having AAA graphics.
Ever played Din's Curse? =)

60
Off Topic / Re: TOME 1.0! - and other Roguelikes.
« on: May 14, 2013, 03:47:52 AM »
Somewhere in another thread that I  can't be bothered to find right now, I bitched about how I feel about "loosing is fun" crap and being unable to save the game progress. If I play roguelikes, say FTL I keep the latest gamesave (that the games insisting on overwriting for no good reason) and I restore it to be able to try again when I make a mistake. Making me do this manually outside of the game in my opinion is simply bad design.

This is one of the reasons I'm not rushing to play "Don't Starve" that many people rave about. It's a game with no winning condition, even worse, you WILL lose eventually it's just the matter of how long. I see no fun in it.

The reason I started typing this post is that I came across this interesting thread http://www.fantasystrike.com/forums/index.php?threads/why-i-hate-the-term-permadeath.7836/
While I don't agree with Sirlin on many other things this one I happen to agree with him on: Permadeath in computer games is just... silly.

**Disclaimer: Since we are on Arcen forum, I'd like to point out that all the above does not apply to any games produced by Arcen. I love the guys and I'm willing to excuse them for many things because they do so many more other things right.**

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