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Messages - E. Albright

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661
Other Games / Re: Advise me to not buy this game thread.
« on: May 17, 2021, 04:40:50 pm »
Another problem is when you describe this technique, other practitioners may suddenly remember that they were doing that, and check to make sure it worked, and find a bundle they're more susceptible to has replaced the one they were procrastinating to death.

You can't prove this story is autobiographical.

662
My vague memory of WoM was that the AI was really unpleasant to deal with, the graphics were indescript to the point of making the ancient MoM graphics look richly detailed, the worldmaker was kinda bad, and that the final version had an infinite gold bug. Overall, it was super-bland and weird, and now has me second-guessing my initial Thea-derived guarded optimism. Thea doesn't really have any opponent who has parity with the player (and indeed, relies heavily on simple decision-tree scripted events), so if a recurring shortcoming in remakes is "the AI isn't fun", setting a smaller team w/o experience writing 4x AI the task of making it is rather worrisome, sigh...

663
Slitherine did a native windows adaptation of the original MoM with improvements under the hood.

I've played this a fair amount and it took a bit for me to figure out what bothered me about it, but eventually I realized it's the under-the-hood stuff. Specifically, the AI, which one expects was made from whole cloth rather than improving on the original AI. All of the wizards act much more similarly (and aggressively) than they did in the original version. It feels like going from Civilization I or Civ 2 to FreeCiv, if that comparison makes sense to anyone. The end result has been that I've lost interest before ending every game of the re-release I've started.

That does remind me of the system of MoM I'd most like to see modernized even if it leads to something other than a beat-for-beat remake: the diplomacy. That was the simplest system imaginable, and really hasn't aged well. Assuming that they keep the primarily-single-player focus, I really hope they do better with the AI than the previous Slitherine version, and make some effort to have the various wizards have personality again.

664
Well, I did like Starcrawlers a bit, regardless of its flaws, so I'm going to opt in and see if I can get a taste of Chimera.

Impressions: turn-based combat was a bit odd balance-wise, but it didn't help that the only full run of a level I did dropped an orange 2h sword in the first room and I just obliterated everything I faced off against. It's all cardinal direction movement, but with free gaze, so you can end up with the disorienting thing where you're facing diagonal to how you're moving. Itemization was not great - as the legendary drop in the first room indicated, it was way too random, but that may well be an artifact of it being a 1-level demo. That also applies to the general lack of variety WRT enemies. I'd broadly compare the itemization to StarCrawlers itemization, and not in a complementary way - items tended to be sidegrades more often than upgrades, and after 3 or 4 sidegrades, you might end up lower than where you started b/c you're juggling semi-random collocations of attributes. Still, that was definitely a result of there only being one level, so it's not fair to conclude that'll reflect the final product. The character leveling is wonky - no classes, just skill trees. Pick 6 at the start and boost those as you level. It's okay - feels less MMO-y than SC did, but it also feels a lot more generic.

Overall, I give it a hard "maybe". I really don't know. I loved StarCrawlers to bits, and there's some of the same charm, but those elements don't translate well. To fall back on the Dungeon Hack comparison, I played A TON of DH back in the day... but I don't have any desire to play it now even though I'd not mind playing through Eye of the Beholder one more time...

665
As per the subject:

https://store.steampowered.com/app/1623070/Master_of_Magic/
https://www.slitherine.com/game/master-of-magic/
http://www.slitherine.com/forum/viewforum.php?f=656

Per their press, MuHa Games is working on a faithful modernization of MoM, due out next year and published by Slitherine. I'm guardedly optimistic - the screenies make the UI look pleasant, and the art direction is nice enough - better than Thea, to be sure, though reminiscent of it as well. The opening video animation - a beat-for-beat remake of the old intro video animation - is awful and tacky, but then so was the old one.

Spoiler: Oversized graphics (click to show/hide)

666
There was also Mutant League Football, which has been officiously remade as Mutant Football League.

667
So for the weekend the semi-sequel-ish to Star Crawlers is doing an open alpha playtest thingy. If you look at Starcrawlers as Eye of the Beholder, this'd be Dungeon Hack. If any of the above makes sense to you and speaks to something inside you, it might be worth checking out:

https://store.steampowered.com/app/1487560/StarCrawlers_Chimera/

668
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: April 19, 2021, 11:15:59 am »
* Robots strength is in their per-pop efficiency, countered by generally getting less pops.

You could also do this with robots getting fewer pops but each pop representing more entities, which would imply efficiency at the cost of flexibility. Each one would have a higher impact, but you'd have fewer to spread around and they'd take more time to shift b/tw jobs.

669
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: April 19, 2021, 08:54:20 am »
It feels very familiar - Stellaris has been on a long arc of giving us a lot of options and then whittling them down to one solution rather than trying to make everything you could do viable.

670
Okay, seriously got into it with a major for the first time in several patches. They're more passive and pacifistic than they used to be. Hopefully the forthcoming promised AI work in the next(ish?) patch will give them back their teeth.

671
Minors DO get better troops: they get your militia models at the same rate your militia gets them; i.e., on a 30-turn delay. If the game goes on long enough and tech is set to develop slowly enough, they can end up with more meaningful resistance though they're still mostly speedbumps.

I'd also point out that the games where I had a challenge from majors were engagement no earlier than turn 50 if not 100 - that makes for a much more involved opposition just in terms of muddled complexity. I'd also guess that I was dealing with a much larger planet if you were hitting endgame at turn 30-ish. Logistics become a lot more of an issue when you're dealing with more meaningful distances, especially if you've got incursions on multiple fronts. Aircraft are a lot more powerful on small maps as well; on a big map you need to keep pushing out airbases as the front moves until you've gotten to at least turboprops in most atmospheres.

The main enemy still felt like it was logistics, but that's pretty much feeling right in any case. It helped that clearing alien lifeforms was also never an easy task.

672
It's more challenging than early game, yes. I've only played to completion on the lowest two settings, so it's possible the AI is far more clever on higher ones, but it is at least reasonably competent at supporting its flanks and isn't a pushover - but it's flawed and beatable. Again, it may not be so easy on higher levels. But you'll get stretched-out supported battle lines and attempts to cut you off, plus units which may have tech parity.

673
There's been some language in recent patches suggesting that manual replacement isn't strictly necessary - can't remember if it was only if there were replacements, log points, and obsolescence in play. That aside though, in my experience, yes, you need to manually replace anything mechanical.

674
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: March 21, 2021, 02:09:08 pm »
No, what you responded to was an expressed desire for static starts. That's not "a different kind of game" - it's an advanced start and/or a fixed map. Both of those are familiar to people who play 4x games even if only some 4x games offer them and it's quite misleading to attempt to portray it as belonging to a different genre. You can argue it would take the eXplore out of 4x, but given that Civ has offered the static map from the first game (and IIRC advanced scenarios from the second), it's absurd to declare static maps are incompatible with 4x games. Further, an enormous amount of Stellaris gameplay outside the early game consists of playing with full or mostly-full galaxies. Paradox could unquestionably add an option to use a static default occupied galaxy (or a randomized fully-settled-galaxy start option) without "completely chang[ing] what kind of game Stellaris is". "Mod it or quit" remains an unconvincing argument that requires us to fundamentally misunderstand what was being pined for above, as well as what is and is not 4x.

675
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: March 18, 2021, 12:05:51 pm »
Because that's not the kind of game it is. Lamenting that Stellaris could be a different kind of game is pointless, because it will never be another kind of game. Mod it to be closer to what you want or play something else.

This line of argument is pretty unconvincing when you stop for a moment and consider that this particular point doesn't need to be either-or.

And no, "mod it or quit" isn't the only reasonable response. Game design doesn't occur in a vacuum - audience input matters. In fact, I'm 100% certain that's why Stellaris is 4x and not Grand Strategy - they considered what the majority of consumers of scifi games (vs. historical games) favors. Given that its current state is almost certainly a result of paying attention to player interests, saying "players need to take the game as it is or go play something else" is, well, silly.

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