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Posts
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New top rank of SG leader how long before you get auto-demoted? Is it the same as the old system or do you remain until you quite position?
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Vehicles with fins? <3
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No, ponies, most likely.
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Well, if Nemesis can have horses...
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We totally need horses in game - I'm sure they could find an excuse for them
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Probably a Ponygirl MasterMind-powerset, with (the long requested) whips and a chariot for a travel power.
In all seriousness, Re: the OP, I'll go for colours/emote animation customisation, Pets customisation and textures thrown into the Costume Creator.
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Arms (front hooves) are in wrong place, should be behind back hence enhancing posture and...
Oh wait wrong forum...
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You could create them as a custom group, containing the scientist models from the Civilian group, and then select that group for the hostages, but the individual hostage as random...
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That's what I did but it doesn't seem to be able to use one at random. -
TBH I reported my post in hope of a lock.
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On the subject of Plushies:
http://www.freewebs.com/necronomicalplush/
Found in the recent PCFormat, they seem to do animé and WoW characters but also do commission stuff too. -
Selective quoting FTL!
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implanting an entire new feature takes a lot of time, but planning it is a mater of 1 hour of brainwashing.
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And as I said without knowing what the code base looks like, without knowing how easy said feature would be to add you cannot know whether it takes days or minutes.
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that's not just changing something, that's adjusting everything to play on something it's not build for, never said anything about that.
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Game works as is, new version of game works great (better than original) but even with well commented code writing what would be fairly simple stuff in other engines is all but impossible in this. And that's the point, just because you know your engine you shouldn't be making wildly speculative suggestions as to how long implementing things in this engine are.
And specifically you shouldn't be saying that you're glad we don't develop games because we know nothing about the subect:
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i'm really happy none of you work with game designers, or it would end up horrible.
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When as I have tried to show you, you don't know what developing within this engine is like. -
Oh and is it possible to have the game pick from a group to provide Hostages? eg I want male and female scientists but would rather that the game assigned them randomly from a list.
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designing stuff and actually creating them are 2 different things, so are planning and actually working with them.
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changing things is easy, creating it from scratch is a whole different matter.
you can change the arm of a model within an hour, making an entire new model from a sketch takes a day or 2, maybe even a week because of changes of plans.
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Okay looking at two games I am familiar with the development of, including some of the source. And highlight what I'm trying to say.
Game One: Transport Tycoon Deluxe
Originally created by Microprose by Chris Sawyer (As in worked on Civilisation with Sid Meier). There have been several attempts to update the code to work on modern PCs and to bring the game into line with other more recent games. The version of the game I have used and modded (badly true) for is Open TTD, the source for the original was released to the current group that are developing the game and how the game worked is known. Yet they are still unable to create a good working AI system, that works better than the original bearing in mind the original worked on a 386.
Game Two: Total Annihilation
Originally created by Cavedog Entertainment by Chris Taylor who went on to Gas Powered Games and created Supreme Commander. While I helped write a mod for the original game, I also looked into working on one for the successor game (TA:Spring). Because of the design of the game some of the things we wanted to do were pretty much impossible, but stuff we still can't do in OTTD (see above) are totally easy in TA. (Though TBH making not cheating AIs was very hard.)
So depending on the design of the game; thats the structure, the engine and how resources are stored and used. Defines how easy something is to change. And the ability to design a game from scratch means you are even less able to say how easy it is to change existing code to achieve different results. -
Is it possible to add a glowy/clickie object when you complete another object either through the MA (in game) or editing the file? Essentially I want to rescue the scientists who then say go hack the computer. But I can only have the computer spawn from the start.
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@Heyman
Not bad guide, now I see why you were asking about the startchat command in Defiant Events.
One point of note, the $ (string) is used to chain commands together it doesn't specifically mean 'and then do this'. For instance when used in mutually exclusive ways:/bind <key> "powexec_name hover$$powexec_name fly"
It allows to to toggle one on and the other off. While if used to toggle powers on it allows you to have a chain of powers in a single bind, eg:/bind <key> "powexec_toggle_on super speed$$powexec_toggle_on sprint"
This will toggle on sprint on the first press and super speed on the 2nd. In fact I think they only time $$ directly means 'and' is when its used like this:/bind <key> "powexec_toggle_off super speed$$powexec_toggle_off sprint"
Which toggles both powers off with one press.
And the reasoning for the above is essentially, any command that takes time stops the macro/bind at that point. So the first example activates fly, unless fly is active then it activates hover (which deactivates fly. 2nd example it toggles on sprint on first press and on 2nd press cannot toggle it on as its on so toggles super speed. And third because all powers (that I know of) deactivate instantly you can toggle off as many powers as you want in a single press.
$ can also be used with a variety of names, so you can reuse predefined text like your name or your tagets name with $name or $target. Indeed some of these (and others) can be used in MA text.
@Croesis
I doubt they'll ever add pauses to the macro/bind system due to the potential to exploit things with it in place. As for the change back, as mentioned above macros wwork in reverse to what you write. eg:/bind <key> "powexec_toggle_on super speed$$powexec_toggle_on sprint"
Sprint is activated before Super Speed. Alot of the more complex things you can do are a bit trial and error though.
I don't do guides mainly as I'm not that sort of writer.But I have a fairly easy to read list of i13* slash commands linked in my sig.
*Yes i13, I'm in the process of updating them to i14 but in general the difference is one of omission and the commands in there now work (mainly). Oh and I'll probably skip straight to i15. -
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I like them - especially the 2nd one.
[/ QUOTE ]Sort of telling really, obviously the Americans have an entirely different sense of creativity to us Europeans...
My self I liked 3rd place one a bit though some of the things were a bit wrong 'Phase Shift It'? You don't phase shift it you phase shift yourself...
The rest were poor IMO, though I have to admit I couldn't do them myself. -
Not sure I'd pay for one... but I'd pay for a t-shirt with mine on.
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Was busy tonight (sunday) will try and be there tomorrow (monday).
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i'm really happy none of you work with game designers, or it would end up horrible.
easy to implant and easy to design are 2 different things.
implanting a quest is very easy, just make the paths of the models, add some text and add the right situation.
but planning the quest can take weeks till it's completed, this is because you need to think about both the story it self and the engine limit that comes with it.
implanting an entire new feature takes a lot of time, but planning it is a mater of 1 hour of brainwashing.
how do i know this?
i am designing a game, and find all the hardship behind it all.
it's not about making the game and just do what ever everyone is suggesting, it's about making the game while keeping the game on it's original goal.
suggestions are there to see what players want, and it's up to the dev to look at it and see if it fit's in the game.
this running thing is something that improves the game greatly, asking to make spider claws on your back(for normal arcs) possible is asking for something the dev's just have to disapprove.
you wouldn't want everyone to walk with recluse leg's on there back, recluse him self would be nothing more then a playboy for wannabes...
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Which shows what you know doesn't it.
I'm not working on a game nor have in recent the past (though I helped on a mod for two different RTS games while I was still in college), some things are incredibly easy to change even things you would imagine to be difficult. While things that seem easy are incredibly hard. And as I said elsewhere unless you are a dev on this game you have no way of knowing what is easy and what is hard.
So while I can respect the fact you can program a game, if it isn't this game what you know is only broadly applicable. Just as what I know is just the same... mainly why I'm using broad generalities. -
Am I the only one who understood what TheMESS was talking about straight away?
And I agree it is jumping ATM. -
I have a Mind/Rad that needs to do this TF, did it yesterday with one but since the levelling pact broke (stupid cancelling when sub is up) I need the other one to catch up.
Ema Nation 39 Mind/Rad Controller
That is if I can't find one prior to that, might want to ask a mod of Defiant Events to list it in MOTD too. -
Try /change_handle
Not sure about changing for a fee though. -
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I think Techbot is covering my point rather well a proper AI upgrade is not going to be a easy task (by easy i mean take a short time to implement)
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Unless you are both an expert on the game engine and AI I don't know how you know this.
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Because the game is probably coded in C++, like the majority of other games in existence. This can give us some model to guess how they're going to design an engine and it's capabilities.
How he knows specifically, i don't know.
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I'm not going to even pretend I'm an expert on AI (game or otherwise) but I know that a lot of games have the AI written as rules files thus making Ai balancing much easier. I fairly minor change in the AI that we're looking at here could take as little as five minutes to actually change. It might as has been said take significantly longer but its not something that can be said with any certainty.
My point being, be against suggestions for something because you don't like the idea or think another idea is better. Don't be against Ideas because they may or may not take time to implement. Unless you are a dev you cannot know how long it will take, and this is a suggestions forum not a project management forum. -
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I think Techbot is covering my point rather well a proper AI upgrade is not going to be a easy task (by easy i mean take a short time to implement)
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Unless you are both an expert on the game engine and AI I don't know how you know this.
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If any kind of AI upgrade is implemented it should allow for more scope than simply running away or staying at range.
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if its going to be such a small change what's the point? as it stands mobs have a ranged or melee perswation melee mobs will try and move into melee while ranged mobs will stay at range but will not run off if you move to melee with them instead they will switch to using there melee moves in amongst there ranged moves.
Being suggested here is that ranged based mobs will always seek to move out of melee if engaged in melee.
so if your character is slow at moving for whatever reason they could have real difficulty catching up with them especially if there a flying mob how dose a ground based character take out a flying mob that wont come into melee range?
sounds more like something that's just going to be really annoying to me if im playing a melee based toon i want to spend my time in melee not chasing mobs about a map because they like to use there guns and probably end up agroing other spawns in the process.
Imagen it from a mastermind point of view pets are already prone to chasing after mobs now the pet will be chasing the mob thrue other spawns trying as it trys to get into melee range agroing them all. times that by 6 as each pet takes off after a different mob and you have a recipe for chaos
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Learn adapt!
You know like if they added a new AT you wouldn't expect to just leap in and know it instantly would you? This would be sort of the same it would mean that you need to relearn some aspects of the game. Preventing runners isn't that hard, even in games that do use that mechanic, yes sometimes they will cause a team wipe but mostly you watch for it and prevent it happening.
Like if you're playing a Rad or a Dark now a mob with the toggles on runs off you know to switch the toggles off don't you? So you need to think a bit more, but I like to think the majority of MMO players are more intelligent than the beer swilling TV goggling plebs that make up the rest of the population (not entirely accurate but you get what I'm saying). Are you honestly saying that you are unable to learn new tactics? Perhaps its just you find standing in one spot AoEing the mobs down fun? Or perhaps after a hard day at school/college/work you're just too tired to do anything that requires thought? Or possibly you're one of those people who hates change...
It doesn't really matter, the game will change, maybe not the way I want it to true, but maybe not the way you want it to either. Me I hope they improve the AI over what we have now, because there is a large amount of I lacking in the thing now. And TBH I hope that you stick with it and learn that standing still even as a stone tanker isn't the most enjoyable way to play the game.
(Not intending to be offensive here, I'm genuinely trying to understand why having an improved AI would be wrong.) -
Base items can be claimed many times, everything else is on a once per character basis.
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Or even improper forum software that worked properly would be good. This is without a doubt the worst forums software that wasn't home made I have ever used.
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taunt would still alow them to stay at range tho as it cant be used to fully debuff there range.
TP dose work but i tend to pick powers based on theme and TP dosent allways fit
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There is a rare and elusive theory out there.
I believe it involves....turning off Granite Armour? And rooted?
Oh, sorry, was that heresy?
And taunt is much more effective than people think. I've taunted people into 'Slap-Silly' range before. It's possible.
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I rarely run granite unless I need to. rooted though as it provides pretty much all stones mez protection is needed switch it of and it wont matter that my target has ran of as there's a good chance I would find my self under what ever control rooted was allowing me to avoid.
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Anyway its precisely what I am advocating, change the frankly idiotic way in which the mobs respond to players so that players cannot just stand in the middle of a mob and AoE them down. Yes as a melee range character you would either need to move around more, do enough damage to kill them before they run or team with someone who has some sort of slow, hold, immobilise, stun, fear or knock down. If that means that some of us will need to play in a slightly different manner then good, this game is already about the simplest MMO (that contains combat, Hello Kitty is probably simpler but not as fun k?) making the player need to use tactics so they don't get swarmed by the runners friends would be 100% step in the right direction IMO. -
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Much though people would like it, an Engine upgrade would mean a whole game overhaul. In short, CoX2.
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It could mean that an engine over haul would be CoX2, but it doesn't have to mean that. We got a graphics and engine upgrade with CoV (or around then) when the changed the engine to work with aegia physics cards and at the time there was some discussion whether such a thing was needed (it wasn't). And I think that CoX2 wouldn't be an upgrade it would in all likely hood use a new engine.
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Seeing as the devs are planning I18 and beyond, the assumption is that this is not happening. Coupled with the fact they think they can get more out of the current engine than they have been, one could surmise that they will be exploring that.
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I have no doubt that CoX1 will last a few more years yet but upgrading the engine to take advantage of the gradual improvement of peoples PCs will happen, already that game is looking dated after what five years? Graphics updated is rumoured to be coming with GR and I'd imagine that some engine upgrading will be done at the same time. But its likely to be a gradual process and take a fair amount longer than that.
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The other assumption is that the last thing on the cards is to get into (more) legal strife with Marvel. Why's, wherefores and suchnots are, simply, not ours to second guess.
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And others have pointed out unless they clone the exact powers of a Marvel Character in such a way that they are breaching Marvel's Intellectual Property (That sort of IP sorudo!) then there is no issue to answer for.
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Theres also the issue of Engine upgrade = people on older machines getting stuffed, which would cause all sorts of hell. And, given the economic climate, its NOT just a case of 'Well get a new PC, lolz!1', because for the most part it simply is not that easy.
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As I mentioned above I expect we'll see some of those type of posts when GR is released as there will be most likely a graphics update then, just as there was with CoV. We can preserve the game in aspic so that the graphics and engine remain exactly as they are now, but that would be far worse than improving the engine/graphics IMO and would probably lose more people than upgrades will.
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And yes, thats the short version
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Short is good unless its wrong. -
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It is illegal to sell or purchase existing accounts and you may get a few nasty surprises too due to account restrictions. Getting the account banned for instance is one of those nasty surprises.
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Just to be picky but it isn't illegal which means you have broken a law. It will be against the EULA and probably T&C. But the police are very unlikely to arrest and charge you for it.
Buying boxed software providing you aren't buying the account isn't even against the EULA. (Unless they have updated it recently to stop people buying the game.)