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Messages - zaimoni

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166
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: April 26, 2017, 04:48:01 am »
Doesn't help that forum search doesn't find the relevant threads, it's been discussed in detail elsewhere.

TLDR: kickstarter clone whose ToS openly states a remarkably scammy overhead.  No-one who could qualify to use a platform with legitimate overhead (<10%) would have any interest in using Fig(starter), regardless of founder reputation: the ToS explicitly, openly, rips off the project in fees.  Thus, Phoenix Point has a problem that's getting it blacklisted from non-ripoff crowdfunding sites.

I.e., Fig's business model is strictly like Facebook Payments nee Credits, an intrinsically rip-off payment method that is viable only because the target market is mostly banned from using legitimate payment processors by ToS considerations regarding virtual goods.  For the online game I help maintain: solution is do what the big guys do like Zynga and PixelNation.  Not only not take payments on Facebook, but not even mention the possibility on Facebook.

167
3.1.17...yes, this is working much better regarding ECO.  Not flawless (e.g., advertised +4, actual +8 when cloning involved), but appears to work perfectly in the absence of transports and cloning.  EDIT Didn't see the waste from My First Factory coming online either.  Worlds with pre-existing factories had more built without surprises.

The backward-incompatibility of the ship construction time estimates is disturbing.  I needed that colony ship in two years as advertised in the ship construction slider, not have it idle in the shipyard for a full year because it got completed a year ahead of schedule.  (Its destination comes into range when another planet is colonized.)

EDIT: 3.17b confirmed to double-process end-of-turn events as well for games saved in 3.16, and new games created in 3.17b.

168
3.16 added radically increased visibility for min-maxers on population growth.

EDIT: Through astigmatic lenses.  I'm getting a relatively high off-by-one error rate that isn't always, even when only looking at what isn't sending transports.

169
I am so going to like actual ship combat in Alpha 4.  My current test game (start year 14215, current 14311, 500 star ring galaxy with 18 AIs) should have the Electrar steamrolling me through the ruins of the Cluckari empire.  I am in a position where if I remove a single snub fighter from the formation (a picket force at a dead-world system neither of us can colonize), the Tornado (a large craft) is suddenly no longer terrified of the picket force (and thus no gameplay) and has it for lunch.  You only get the engage question either for an enemy planet, or when the AI thinks its fleet is not utterly overwhelmed.

Also, diplomatic ratings ignore battles in uncolonized systems.

Instead, I actually have time to upgrade my fleet and my systems.  (The Electrar have just entered war with the Rocknoids and do have a trade treaty with me.)

170
Remnants of the Precursors is very faithful to the original -- it even replicates the incorrect display (and true internal handling) of clean vs. waste when initiating transports.

Aside: are the extended sides available when playing without the AI multiplier, or do you just get the exact MOO1 experience?  (E.g., my current test game -- which should take weeks to play properly, had me next to an Alkari variant -- with its own art, not a recolored clone.  The GNN message I got for extincting them was classic pre-Glasnost Soviet.)

171
Yes, manually playtesting this has to "be a bear" (I have been going with the Rule of Cool, and playing one of the reputation-worst races [Bulrathi].)

172
3.12 is a complete success regarding leader image stability.

I am not certain if it advisable to force familiarity with the Fleet screen by making the map unfit for deploying fleets.

EDIT It is not possible to split a fleet from the Fleet screen.  I see that 3.12a has the fix.

173
Done, 1-week self-destruct option used.

Note that the issue did not replicate after the target system had been powered down for the night and cold-restarted in the afternoon.  This could have been a Win10 filesystem issue with 7-year-old hardware (getting confused on whether it was running 3.11 or 3.10), so I wouldn't overexert here.

The opening screen of the races menu is fine.  Viewing either of Intelligence or Military submenus changes the leader icons instantly, the first time.

174
Alpha 3.10 is close to pseudo-random on its assignment of leader pictures to leaders when viewing the Races panel (all tabs).  The assignment is inconsistent across save-loading, and mousing over a leader picture can change it.

I was trying out Ring Galaxy, 500 stars, 6x3 AIs.  The instability starts with the first AI I found, and got more unpredictable the more AIs I found.

Oh, thanks. I know what is causing this. Will fix tonight when I get home from work.
Not all causes fixed in 3.11.  Haven't gotten far enough to check for multiple civilization weirdness (restarted due to physical technique errors).  With one known civilization the other-leader image is much more stable, but "mouseover changes their graphic" to mine is still present.  Showing my zone of influence, rather than the other leaders, is 100% reliable immediately after mouseover changes the graphic to mine.

175
Alpha 3.10 is close to pseudo-random on its assignment of leader pictures to leaders when viewing the Races panel (all tabs).  The assignment is inconsistent across save-loading, and mousing over a leader picture can change it.

I was trying out Ring Galaxy, 500 stars, 6x3 AIs.  The instability starts with the first AI I found, and got more unpredictable the more AIs I found.

176
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: March 23, 2017, 06:02:51 am »
Isn't he the person that actually made Xcom to start off with though? I mean, I'm usually cynical about such ideas but I feel as though he's one of the few people on the planet who's got strong enough credentials to actually pull something like this off.
He's also the person who's since made simpler games barely anyone's heard of, like Laser Squad Nemesis, or Rebelstar: Tactical Command.
Laser Squad Nemesis implemented its genre pretty well (basically a PvP Apocalypse-style combat test driver, no real base management).

177
Curses / Re: Terra Vitae Mod (version 1.1 released!)
« on: March 02, 2017, 01:09:51 pm »
bzero() is XOPEN C standard library, not ISO C standard library.  It is equivalent to a memset to 0 (and GCC deals with the MSVC C standard library by defining bzero in terms of memset).

178
Other Games / Re: Rogue Survivor Revived
« on: February 08, 2017, 06:19:54 pm »
New binary-only unstable release cut (0.9.9 unstable 2017-02-08, uses 0.9.8 support files).  Development machine needs ~1 minute to load savegames. 

179
I was going to quote all the previous messages on this topic, but now I think it's easier to just give my general rationale/thoughts.

Basically: I'm trying to generate a world with major differences from our real world, within the realms of physical possibility: ....
Then don't be surprised at pushback when you intentonally implement a direct contradiction of "within the realms of physical possibility".

That's what you've been called out on: flouting natural selection.  And no, I'm not expecting you to back down and implement your stated development policy: there's too much ego on the line for that to be a reasonable request.

180
It's strange [allowing women in the military] because such civilizations are preparing to win the Darwin Award.  Keep in mind that before WWI almost all wars were limited wars, and it was nearly an annual thing before gunpowder (no extended peacetime).

That said, low fantasy is rife with dying or nearly-exterminated societies where this is appropriate.

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