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Llyranor

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Everything posted by Llyranor

  1. Are you hitting on me?
  2. Someone doesn't know his SW lore. Jerk.
  3. Yes, it does. That idea could have been greatly implemented. Bioware took themselves too seriously and ruined it. Jerks.
  4. I'm more of a multiplayer gamer, and I find it harder and harder to replay sp games nowadays. The only RPGs I intend to replay at any point are PST and KOTOR2. As Meshugger pointed out, Civ4 :D
  5. This article is incorrect. The Force isn't about stupid subatomic vibrations. It's about Midichlorians.
  6. I don't play much NWN nowadays, since that's pretty much only when I sign up for some DMed mods on NeverwinterConnections. It's hard to find non-campaign sessions nowadays, and I'm not actually looking on a consistent basis. Haven't DMed or made any DM mods in a while, but that'll start again once NWN2 comes out. I'm slowly planning ideas for those already.
  7. Go go genrification of gaming. Just because something happens to be real-time and to be a strategy game doesn't mean it has to play like any other game labelled 'RTS'. There's a big difference between a company which tells itself 'hey, let's make a strategy game, and let's make a design so that real-time is most appropriate for it' and one that says 'let's make a RTS, let's base most of the design of stuff that's already been done, add a few modifications and pretend it's a whole new game'.
  8. Wait, isn't it an *open* beta? Not everyone can get in?
  9. I've played lots of sp NWN mods on nwvault, including most of those in the Hall of Fame. Unfortunately, none of those has managed to impress me. Heck, I've never been able to make myself finish any of them. This thread is for recommendations of mods that AREN'T on the Hall of Fame that you think are exceptional. Myself, I would suggest Black Thorn. This review pretty much says it all http://nwvault.ign.com/View.php?view=Reviews.Detail&id=451 Get the mod here http://nwvault.ign.com/View.php?view=Modules.Detail&id=4376 In essence, this is the best NWN mod I've played. There is only ONE battle at the end (and for which you need to level yourself to epic levels before getting into the mod, with appropriate weapons and items). Read the review. The nice thing about this mod is that it doesn't spoonfeed you clues. It's been a very long time since I've had to take out some paper in order to take notes. There are lots of false leads. Even in the end, when I uncovered the truth, it felt like a gamble, even though I was pretty sure. The game made me have to trust my judgement, which is counterintuitive nowadays. Overall, a very satisfying experience. Not a perfect mod, some typos here and there, the conversation design wasn't really groundbreaking, but the whole design of the mod focused on investigation and seeking out clues on your own was very appreciated. Your suggestions now.
  10. http://www.computerandvideogames.com/inter...y.php?id=132861 "Supreme Commander is a next-generation RTS game which takes command and control over a theatre of war to the next level. It gives players unprecedented control over land, sea and air in ways that they've never experienced both in scale, the number of units, the size of the units and the size of the maps that they can play on." "The game is a simulation, not a rock, paper, scissors style game. It has a gritty realism on the battlefield where common sense actually works, where you don't get surprised by any arbitrary game rules. We're pushing the boundaries in so many ways - the scope and scale, the size of the units, the size of the maps, the ways in which you can coordinate attacks and set waypoints and adjust them on the fly. You can build a structure, then before it's complete issue build orders to it, so when you come back to it you can see tanks rolling out of your factories without having to micro-manage them. This is stuff we wanted that just makes the game experience more intuitive and fun." "it's a simulation which means artillery shoots further on hills, so any time you've got tanks engaging, the ones on higher ground are going to shoot further and you're going to take a big piece of the enemy's arse before they get a chance to return fire. Hold down tactics work where the profile of the tanks is greatly reduced because of its position on the hill, you get both a targeting and a range advantage. All of the flanking tactics work exactly the way they would - they work naturally. If you read tactics in a book you could employ them in the game." "The goal with the full strategic view is to give players a true picture of the whole battlefield. Before you had the mini-map and it was painful because you really didn't have the resolution or detail. Not only do we have the ability to zoom out and see the full theatre of war but you can issue commands. It's remarkable at how useful and powerful it is. This game gives players, for the first time ever, a complete idea of the entire picture so that they can make really informed and effective decisions about how to deploy, where to set up a base, or build a radar tower, or spot defensive holes - things like that." "To make it easy, all of the usual RTS mechanics will work, like selecting every unit of the same kind. We haven't implemented it yet but triple clicking will give you access to every unit of that kind in the entire world, so I can rally every bomber I've got of that kind to that point with three clicks. The drag selection mechanism works whether you're zoomed in or out, so you can zoom to strategic level and drag select over an entire region of the world to select those units. You can shift click to order commands, you can change those commands on the fly - you get all your feedback system like ETA and time on top, which is basically a military term which means when that unit is going to be at that location. I can then pick another unit and give it a path coming around from the side and use that to make sure that they arrive at the same time." ________ For those who haven't heard or read up on SupCom, consider this narrative: "Imagine, if you will, a tank. It's a full-on beast: wide base, massive treads, two enormous cannons, independently rotating turret, surface details including antennas and whirling radar dishes, you name it. As it rumbles powerfully along the 3D landscape it leaves twin tread marks in the sand. Smaller vehicles will skitter around it, powersliding across the terrain, but the tank is a rock: it moves with weight and power. Next, imagine taking your mousewheel and spinning it, slowly moving the camera out. Your tank is not alone; dozens more are continually spewing from a factory, rolling out to join the first. Most real-time strategy games stop there, but not Supreme Commander. As you keep panning out, a shoreline becomes visible, and just offshore sits a battleship. The battleship is enormous. Compared to the tank, the side of the hull is a wall of steel. The huge ship doesn't fit on a single screen, no, you have to keep zooming out to take it all in. The deck of this monstrosity is surrounded by independently-rotating anti-aircraft guns, each one bigger than the tank. Mighty columns of steel rotating on gigantic turrets signify the battleship's main bombardment guns: the screen shakes when they fire, and they can hurl giant shells as big as a car for miles inland. Compared to the battleship, the tank is a tiny little bundle of pixels. But wait... you can keep scrolling. As you pan back, you see that the battleship is not alone. It's surrounded by a flotilla of cruisers and destroyers, surrounding aircraft carriers in formation and leaving rippling white wakes in the blue sea. Subs drift menacingly along the outskirts of the fleet, only their conning towers breaking the surface of the ocean. At this scale, the curving shore of the main landmass is visible, and the tanks are so small that they are now represented by icons. No more than dots, really. But this mass of arms on the coast is just a tiny part of the action happening around the globe. As you keep panning out, even your enormous fleets become little more than symbols on the map, representing your enormous ground, naval, and air forces. At this level you can give commands to your fleets, your army, your air force: "fly here, attack here, coordinate to invade this landmass simultaneously..." War is fought on a massive scale. You're not just futzing with little squads of men or tanks: You are the Supreme Commander." ... Look at the size of this map. http://pcmedia.ign.com/pc/image/article/65...30113026642.jpg I'll be glad to post more info/resources about the game if you guys want.
  11. It's pretty expected that not everyone will able to make it EVERY weekend, but at least be present on a consistent basis. Also, remember that Civ4 allows you to be replaced by another player or AI, so we could find substitutes if need be. What do you guys prefer if, say, someone can't make it during one session? Postpone till next week, or get a replacement (whether AI or human)?
  12. What strengths would HOMM5 have against, say, Civ4?
  13. IGN Q&A http://pc.ign.com/articles/682/682437p1.html
  14. I'd suggest the weekend (though not this one since I'm busy ). Let's see the interest level. Who would be up for a weekly saturday or sunday game? We could have it somewhere in the evening GMT time (which would mean around noon/afternoon for North America). Interested parties, show your available schedules.
  15. Okay, enough neglect. Let's schedule a game.
  16. Every RPG should have Patrick Steward. And soil erosion.
  17. HELLO? Reading is not gameplay.
  18. You know, there are lots of premade scripts on NWvault. You can check some predone death or AI scripts there and learn how they're done, then adapt from there. Hemophiliacs Always Bleed To Death is a favorite a mine (dying from -1 to -10, with chance of stabilizing, allies can use bandages to stabilize, etc). The bioforums have been a VERY VERY helpful tool back when I was learning the ropes of scripting. Search is your friend there. Chances are, if you're wondering something, someone already asked it, or something similar. Also, http://www.nwnlexicon.com for details on all script commands. Excellent resource. And, as I mentioned, LilacSoul's Script Generator is pure gold.
  19. I better, or there'll be heck to pay. In any case, it lies in the community to innovate storytelling and roleplaying, since it doesn't look like the industry is going to do anything about it anytime soon.
  20. Check this out http://www.ironcladgames.com
  21. Swimming and climbing is gameplay, because you get to move your character around! That's meaningful interaction with real consequences. Navigating through a complex conversation with no clearcut solution - where each dialogue node the player chooses results in vastly different results and consequences - isn't gameplay, because it's just reading, and reading isn't gameplay. ...wait, you're talking about Final Fantasy!!!! Meh, just because designers aren't trying to innovate gaming storytelling doesn't mean you should just give up and go read a book. This kind of attitude from the consumer leads to more books that pretend to be games. Otherwise, games will never progress in that aspect.
  22. It is kind of a disappointment, though. So many other topics to cover, and they decide to rediscover a game they already made. I want a China: Total War.
  23. Heh. I'm always on the lookout for good games, in pretty much all genres, so no worries there.
  24. MWAHAHAHA, all your futile attempts at NWN2 projects will crash and burn, and you know it.
  25. There really isn't any other WW2 game I'm looking forward to, and I might not even pick up Faces of War (too many games, need to prioritize to the absolute best). What I am looking forward to is future Combat Mission games.
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