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Llyranor

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Everything posted by Llyranor

  1. Okay, here goes. 2400BC: My 1st turn begins. I murder the settler and replace him with a warrior. I send the worker to work on the gems to build a mine (+road once wheel is available). Also, I meet the Japanese (at the far far west on the minimap). 2320BC: Turn 3. Wheel is done. Looking at the time required for the various techs, and seeing how animal husbandry is only slightly cheaper than bronze working, I go for the latter, since we'll need that settler soon. 2200BC: Turn 6. The warrior feasts on a lion. Yum! Str down to 1.7. I make him rest for a bit. 2080BC: Turn 9. Warrior is done. City to grow next turn, so I don't make a settler yet, opting for another warrior for now. I meet two civs this turn. England sends a warrior just right to us, and my warrior meets India to the far far west. The worker is also done with the mine/road, and there's nothing else to do right now, so I send him building a route downwards towards the ping. 2040BC: Last turn. City now with a pop of 4. Warrior queued to 5 turns. A settler would take 18 turns. Bronze working will be available in 7 turns. I didn't end the turn yet to allow the next player to decide whether to switch to settler now or wait to finish the warrior. In 7 turns, the next player should get the worker to start chopping wood. Our score so far is pretty average. Our main area of excellence is really culture, thank to the creative trait. Moscow is the best city in the world, folks!
  2. Alright, I'll take the next turn. I will switch production to a warrior. I'll finish the wheel, since it's almost done. I'll check how long it takes the worker to work on those gems, and how long it takes to research the various different techs, and add in the warrior production time. If all click in perfectly, I might go for bronze working, so that once settler production begins, the worker can burn some forests just in time. We'll see. I agree with Enoch's priorities for settling sites. The resources to the west are for the most part already (or soon) available at the capital site.
  3. Alright, the spot is up for grabs. Next to post and showing interest is the next player.
  4. No, it's immersion-driven. IMMERSION-driven!
  5. Go go intelligence! I wouldn't have made a worker at this point, yet. Stunting growth when the city still has a pop of 2 is significant. I like at least waiting for pop 3, but that's just me. Enoch is the first to post, and thus the next player.
  6. Who's everyone else? No one replays through the NWN OC. NO ONE. Except Hades.
  7. Behold! Okay, so we're starting a Civ4 succession game here on the forums. Basically, it consists of going through a 'singleplayer' game as a team effort. Essentially, each player goes through 10 turns, then on to the next player, and so on and so forth. This session is codenamed MCA01, so as to distinguish it from future possible sessions. 18 players, of which 17 are AI. All random civilizations, noble difficulty. Epic gamespeed (each turn is 40 years, a game has 600 turns), huge map, ancient era, temperate weather, high sealevel. No additional options were checked except no cheating. All victory conditions are enabled. For the purpose of this game, I have made an account on http://www.photobucket.com The account name is mca01a, with the password being the same. If this eventually gets filled up, further accounts (mca01b, etc) will be made. So, after one player has gone through the 10 turns, he or she makes a post, giving an account (all the important events) of what has happened during those turns, with screenshots (photobucket can be used to host these) and all. The savefile is attached as well. The first player who replies to such a post is the next in line, playing through 10 turns, repeating the process, etc. There is a 24-hr limit for the next player to act. If, within 24 hours of the previous player's post, the current player has not finished, then he or she forfeits this turn, and anyone can take his or her place for that round. In order to prevent monopoly of certain players who hog all the turns, it would be common courtesy for players who have played within the last 2 rounds to not take the next one, so as to allow other players a chance to play. If a player feel he or she has been unlucky and unable to get a turn after many rounds, then he or she may request to play. Then, it will up to the players' discretion to decide to give that player a chance to play. I don't want to impose any harsh rules, but we should remember a sense of community when it comes to taking turns and sharing playing time. ___________________________ 4000BC: So, I'm starting off. 4000BC, turns out we end up with Catherine. Moscow is founded. The location seems good enough. Ample resources. Warrior queued. 3960BC: I decide to go for mysticism. Trying to get one of the early religions (hinduism or buddhism) is a good strategy. I sent my scout SW and discover some new resources. 3920BC: Just exploring, really. 3880BC: Blop. 3840BC: There we go, some rice found. The city expands, thanks to Catherine's creative trait (2 culture/turn). Go Moscow go! Looks like we have some elephant neighbors, too. 3800BC: More exploring. 3760BC: My scout finds some wine to the east. Booze time! 3720BC: Uh-oh, lion spotted. My scout already moved, so there isn't much left I can do this turn. 3680BC: Fortunately, the lion doesn't attack and instead retreats. The same turn, my scout also comes face-to-face with a foreign scout. Turns out to be Montemuza. This means he can't be too far away. Looks like we've found ourselves some competition. I decide reluctantly not to wage war. 3640BC: Another cow spotted! Tonight we feast! Also, a village is on the horizon. Pillage!! 3600BC: Last turn. The village gives my scout some experience. I move him upwards, only to realize I just put him next to another lion. He won't gain his upgrade until the next turn, and may end up dead before dead. His strength of 1 vs the lion's 2 puts him at a disadvantage, but he gets 100% against animals, so there's a 50:50 change of either side winning. That is, if the lion engages at all. Will our scout survive? Tune in next turn as the following player takes on the role of MCA! (Saved file is attached) (Also, it may be prudent to resize the screenshots so as to not stretch this thread) (Use the IMG line from photobucket for the screenshots to properly appear)
  8. Or if you hate fun and/or life.
  9. Basically, if you want a MMORPG but don't have friends, Morrowind is ideal for you!
  10. Jeez, pixies, if you were desperate for a Xbox RPG, you could have gone for Jade Empire.
  11. Erm, yeah, the point of a succession game is that we wouldn't be playing simultaneously, though. More like a team coop effort of a single civ. If there's enough interest, I'll start a new thread to get that game going.
  12. Hahahahahahahahahahahaha. Good luck.
  13. Haha, I always keep a decent army in case I get attacked. I don't usually go on the offensive, but if the AI dares declare war on me, I'll usually try to get a city or two out of the opportunity. So, you guys interested in getting a Succession game going?
  14. Well, you never actually see how much clothing Feargus is wearing below, so it's all up for interpretation.
  15. Depending on what those titles are, those jerks at Obs might potentially end up making me get a 360/PS3. POTENTIALLY. At this point, I'm looking much more towards the Rev.
  16. Hmmm, this sounds like an interesting concept http://forums.civfanatics.com/showthread.php?t=14235 Perhaps we could have a succession game going. Basically, a SG is somewhat of a 'coop' version of a singleplayer session, where each player plays x turns, then passes it on to the next player. Perhaps we could have it somewhat like this. Since you can have attachment in this forum, maybe we could even keep it an open game. One player plays, say, 10 turns, then attaches the savefile here, with a report of the 10 turns (with screenshots and all). The next player to reply after this gets to play the next turn, and gets 24 hrs (or perhaps even less?) to finish the next 10 turns, and so on. Maybe we could also allow some players to 'reserve' turns as well if they haven't been able to play much during the previous rounds. For examples, check here: http://forums.civfanatics.com/forumdisplay.php?f=168
  17. Ewwwwwwww, really? The video is slugish, so I can't really see for myself, but are we sure it wasn't just for demo purposes? <{POST_SNAPBACK}> "The persuasion minigame is very different from what was shown at E3. It plays much more like a game now. Similar to the one we showed, the game still uses a circular interface divided into four quadrants for the different persuasion types. The art is completely different and fully animated now. Each of the four quadrants will fill with wedges of different sizes. The size of the wedge reflects the scale of the potential effect of your choosing an action. Choosing a large wedge has a great effect; choosing a small wedge has a small effect. As you highlight in turn the Admire, Boast, Joke, and Coerce quadrants, the person 's face shows his reaction to each of the actions. For each of the four actions, he will Love one, Like one, Dislike one, and Hate one. Don't take too long, because the person 's disposition is steadily falling. The person 's disposition goes up when you select a Loved or Liked action and goes down when you select a Disliked or Hated action. The potential gain or loss for each action is based on your Speechcraft and how full the wedge is. Try to select fuller wedges when they are aligned with actions the person likes. Try to select less full wedges when they are aligned with actions he doesn't like."
  18. There's a reason why Bethesda doesn't hype its story/dialogue, aside from Patrick Steward. Look at the clip from my sig. The top5 reasons aren't made up. More details here: http://forums.obsidianent.com/index.php?sh...07&&do=findComment&comment=525407 That says it all. "But wait, it's E3! I know it was an important event and that the devs wouldn't just throw around complete drivel there to show us that that they're not complete hacks, but it's E3 is so far away, I'm sure they've improved it, right? RIGHT?" Okay, let's see what they've improved since. "The persuasion minigame is very different from what was shown at E3. It plays much more like a game now. Similar to the one we showed, the game still uses a circular interface divided into four quadrants for the different persuasion types. The art is completely different and fully animated now. Each of the four quadrants will fill with wedges of different sizes. The size of the wedge reflects the scale of the potential effect of your choosing an action. Choosing a large wedge has a great effect; choosing a small wedge has a small effect. As you highlight in turn the Admire, Boast, Joke, and Coerce quadrants, the person 's face shows his reaction to each of the actions. For each of the four actions, he will Love one, Like one, Dislike one, and Hate one. Don't take too long, because the person 's disposition is steadily falling. The person 's disposition goes up when you select a Loved or Liked action and goes down when you select a Disliked or Hated action. The potential gain or loss for each action is based on your Speechcraft and how full the wedge is. Try to select fuller wedges when they are aligned with actions the person likes. Try to select less full wedges when they are aligned with actions he doesn't like." So, a diplomatic skill that allows you to make the NPC like you more. That's good, right? You can HIGHLIGHT THE DIFFERENT CHOICES AND YOU GET THE NPC'S REACTION EVEN BEFORE YOU ACTUALLY SELECT IT. This is a revolutionary feature. Who would have taught of adding a cool minigame to dialogue? Well, Bethesda did. Okay, let's look at recent footage, from 2006 - teh infamous German video!!! http://youtube.com/w/Oblivion?v=7srHUGNma5c&search=oblivion "But she's always got a smile on her face!" "No one works harder than Mary!" "Oh hello!" "Rysan is a talented smith! One of the best around!" "Over here! Yes, you! We need to talk! Yes! We can't talk here! Too public! Meet me behind the great chapel at midnight! Don't let anyone follow you! I'll make it worth your while" *wink wink*" "You! You are the one from my dream! Then the stars were right, this is the day. Gods give me strength!" This is made worse by the casual convos btw NPCs being ONLY voice-acted, with no text. This creates immersion where there was none before, and it lets you appreciates the excellent voice-acting talent behind Oblivion. Words alone can't do them justice, you have to hear it yourself, so watch the clips! But wait, some people praise this awesome feature! http://xbox.gamespy.com/xbox-360/the-elder...n/679364p1.html "Oblivion features only spoken dialogue, so you won't have to waste your time with any of that messy "reading" that plagues other RPGs." I'm glad they're catering Oblivion to me! I really am! All signs point to yes indeed.
  19. And you're relevant!!!
  20. Oooh, looking nice. Didn't they have to rename it, though, since it apparently sounded too 'official'? Or something?
  21. If someone drops, they get replaced, by either AI or another player, instead of causing the weekly session to be cancelled.
  22. HL1: Source is just a direct port to the Source engine. There hasn't been any real upgrades done to it. Basically, ragdolls and prettier water. Otherwise, textures and all that is unchanged. And yeah, Sin episodes are coming up on Steam as well.
  23. Aww, Magical Volo isn't that bad.
  24. HL2: Aftermath, recently renamed to Episode 1, has been priced at 19.99$ US, available on Steam in April of this year. http://www.eurogamer.net/article.php?article_id=63038 It will come with Halflife2: Deathmatch and HL1: Source included, and will NOT require HL2 itself to play. Estimated 4-6 hrs of gameplay, and more condensed content than was in HL2. It'd be interesting to see what kind of additions they make to HL2DM. Episode 2 is already in the works.

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