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Llyranor

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Everything posted by Llyranor

  1. It's a MYSTARY :ph34r:
  2. Once you go broadband, you can never go back. EVER.
  3. I downloaded the BG2 demo back in the dialup days. 600 meg goodness.
  4. Wow indeed. The author should never ever be writing any dialogue or try to make anything remotely resembling a story ever again, though.
  5. RP, click on the menu, and skip the crappy prologue.
  6. The dialogue was pointless crap. Only the fight mattered. Very nice.
  7. No. Repeat after me: oink oink.
  8. Oink oink http://www.nwn2wiki.org/Warlock
  9. Might turn out good, but I'm not too impressed with their claims that they'll revolutionize the genre with old concepts.
  10. Actually, I'm busy for the next week On the other hand, that's what the Xfire network is for. We have a couple of others that play Civ4 as well. Speaking of which, we haven't been playing enough Civ4 together. But let's not get off-topic. Which we haven't already. In other news, EaW with coop would have been cooler.
  11. 2 players sharing one side could have been implemented, if the devs actually thought that coop would be important.
  12. My bad, then. In any case, 1v1 is what killed it, not the turn-based aspect in itself (which would have led to a 1v1 only system - which it is, so it's all moot). AI in RTS is very important. AI should be what's doing the micromanagement. The player should be doing the strategizing. Otherwise, I'm better off playing an action game. The design philosophy behind future are what's promising. Supreme Commander's "Tanks are very very slow" and "Maps are very very large" by design makes it so that fast-clicking won't really save the day, but long-term planning and bigger strategies will. Same with Sins of a Solar Empire. The fact that it takes a capital ship around 70 secs to get from a planetary near-surface to far-orbit given the sheer size of space (thus, you need this long to go to "hyperspace", or retreat) means that planning ahead is much more important than fast-clicking. Let's look at some of that game's facts: "Star - 50,000m Planet - 15,000m Capital ship - 500m Fighter - 20m The distance from the atmosphere to the far orbit is on the order of 40,000m. A single solar system is on the order of 8,000,000 m from end to end. The distance between the 2 closest solar systems is around 250,000,000 m."
  13. Hopefully Obs won't go the way of Troika. On last count, KOTOR2 sold past the million mark, and NWN2 is bound to sell well as well. I wouldn't be too worried.
  14. The galactic map would have interested me, if it weren't turn-based (similar to the Total War series, it seems). Counter-intuitive, perhaps, but when you take into consideration that the only mp mode that will allow it is 1v1, it holds zero appeal to me. MP Skirmish by itself is just about every other RTS ever released. I'm a coop player, whether it's against other players or AI. Hopefully, Sins of a Solar Empire will be what EaW *could* have been. A RT4X game, where you manage an empire in real-time, acting as both emperor and fleet commander (or multiple fleet commanders at once, since it's all in real-time and you can have multiple battles going on at once). Automation and good AI is the way of the future, as opposed to current micromanagement - granted that the AI must be actually good, of course. When grand-scale strategy is more important than dancing your units or clicking on memorized order patterns, I'm in.
  15. Yes, execution. That's always been my main gripe with standard RTS games. Micromanagement having too much of an emphasis, with the player with the most clicks-per-second having the edge even with inferior tactics. Hopefully, with games like Supreme Command and Sins of a Solar Empire, what with their supposed emphasis on strategy (more than micro/tactics), strategy will play a bigger role in the genre.
  16. Jefferson = NWN2 xpac
  17. Sounds like a lot of micromanagement. Does it get in the way of tactical planning?
  18. Watch the E3 demo. It's a different 'mode'.
  19. If by publish, you mean hold it back by 6 months to allow all kinds of idiots to download it beforehand instead of buying it, then yeah - they published it.
  20. No, that was when they made the game real-time instead of turn-based LOL ROFLTUNASANDWICH
  21. Warlocks remind me a lot of Shifters, trading in absolute power for more versatility and endurance - thus limiting need to constantly rest. I like.

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