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Messages - ZeroGravitas

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631
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: September 05, 2017, 10:55:53 am »
It is a shame likewise that the shady funding system behind Phoenix Point (which includes those disreputable Double Fine guys) prevents me from buying this, no matter how good the game ends up being.

this is the dumbest of all possible positions to take

632
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: September 02, 2017, 08:52:15 pm »
So how do you guys feel about frozen planet classes being the only ones with high weights for minerals and engineering research? It seems like picking anything other than snow species is gonna suck

nah, it just means that non-snow species will have to either get lucky, or prioritize some way of getting on to snow planets (like robots, gene editing, or incorporation snow species into empire).

starting snow planets aren't likely to be much more mineral rich than non-snow starting planets.

633
anyone has had luck taking down the Lich King as a druid?

it has been a headache just trying to get past the second stage. and even then i barely have dented him. blizzard made him too much broken, cant put cheap stuff, cant put big minions, cant jade, and the guy gets the board full in a few turns. its almost impossible to clear.

EDIT:

nvm, this guy is impossible it seems. think im gonna get the hero cards from packs instead. what a waste of time.

druid is by far one of the easiest. what would ever make you think you can't jade.

634
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: September 02, 2017, 08:40:54 pm »
Just read a backer Dev update. Lots of very interesting things in it!

To start, the geoscape map is going to work somewhat like the original X-Com but crossed with a 4X game. There will be hundreds of points of interest scattered around the globe and as you expand outwards from your base you will have the opportunity to explore these and interact with them. They could be havens (independent or part of another faction), scavenger sites, alien bases, and the like.

The overall map of the game is built at the start using a simulation of the factions and aliens expanding out into the world and competing, so there promises to be a lot of variation from game to game on what is where any why.

Weapon Ballistics is also getting a full overhaul and is going to be much more like the original X-Com with each individual shot being modeled out. A missed shot could still hit someone, and cover is going to be just that. Cover based on whether or not it gets in the way of the shot or not. You'll be able to see some stuff when firing to get an idea of the overall chance to hit as well as what cover is likely to get in the way.

Sounds like things are shaping up interestingly. Hopefully we'll get some more demo videos and the like soon so we can see what all of this looks like in-game.

what i took from the update

"we are adding back in all the good things that the dumb-downed firaxis reboot took out"

635
Other Games / Re: Crusader Kings 2 is released.
« on: September 01, 2017, 06:41:42 am »
Incidentally, by the end of the Crusading period, there were a fair number of rulers who "took the cross" in order to collect the Crusading taxes and gain favor with the pope, but never actually went crusading. After a while the Pope started catching on and started excommunicating rulers like Frederick II who dragged their feet too long. Some rulers would eventually take an army to the Holy Land, but they would just besiege some Muslim castle or fight in a battle and declare their vow fulfilled and go home.

While the Crusader tax part of this isn't simulated in CKII, I've definitely joined a crusade solely to please the pope and then either done nothing, or sent a small army to the target so members of my dynasty can gain the Crusader trait.

oh yeah i remember doing some really annoying commander-cycling between counties just to get all my generals +3 martial from Crusader. especially when the crusade target was strong and there was no realistic possibility of success.

636
Watching a vid of that... I have to say, that game may have the most doggedly persistent base enemies I have ever seen, in a metroidvania at the absolute least. Those little zappy shits get around like holy crap. I don't think I've ever encountered this type of game where you could straight up run a train on literally dozens of enemies.

... basically, the game's initial enemy? It's faster than you. It's faster than you, it basically never comes alone, and it can climb walls. And ceilings, I think. Basically everything. Once they aggro, they do not appear to stop chasing until you kill them, do not care about your paltry room boundaries, and will happily pile thirty of 'em into the same room with you, more combat dropping from above as they do it.

It's kinda' amazing to watch. Less sure I'd want to actually play it, but it's a helluva thing to watch.

They do eventually stop chasing, and while they charge faster than you walk, they're pretty easy to outmaneuver using wall-jumps (and the standard double jump ability comes relatively early). But yeah, the game has taken a lot of flak because it doesn't have traditional metroidvania rooms/screens which means no pre-placed enemies; waves are spawned dynamically (with an audio cue). There are some challenge areas where the waves are continuous. People looking for something like Symphony of the Night or La-Mulana were pretty thrown. Especially when the enemies that float through all walls and terrain start coming...

The powering-up curve is much more dramatic and by the end of the game your mobility options are pretty extreme and you're required to use them well; boss fights are often several screens in the air. The key element is that hitting an enemy resets double-jumping, and you eventually gain additional in-air mobility options.

Ultimately the game is an interesting evolution of metroidvanias that throws out a lot of the standard rules and does its own thing.

637
Other Games / Re: Sunless Skies: Murder a Sun
« on: August 31, 2017, 12:55:56 pm »
To the contrary, their post says that this should be a complete vertical slice of the game. Most features and gameplay is in, it's just that only 1 of the 4 game areas is in.

638
Other Games / Re: Crusader Kings 2 is released.
« on: August 31, 2017, 10:53:53 am »
p:. why would tax law be changing the game?  ill bite

In most European cultures for most game period times, there should be no such thing as passive tax income from your vassals. I'm not talking about your demesne's income, but the automatic transfer of a percentage of income every month up the feudal chain. With Conclave, we got feudal obligations that always include tax. Pre-Conclave, CK2 was actually closer to reality with the default law being feudal vassals paying no passive tax. In any case, passive tax, like a modern "income tax" didn't really exist.

Taxes - of specific types - were levied at specific times for specific purposes, and the specifics varied from culture to culture. Some of these are actually semi-in-game. For example, when you or your heir gets married, you get a choice between a money bonus or a prestige bonus. That's a prime example of a "feudal aid" - one of the few ways the king would actually extract money from his vassals. In-game this is just treated as imaginary money that appears out of nowhere, but in practice it was a major source of feudal revenue. In practice, it was a constant tug-of-war between kings trying to extract more aids and nobles resisting, often violently. One of the major elements of the Magna Carta was to restrict the occasions when the king could extract feudal aids. The generally accepted ones, which CK2 should use or at least be based off of: when the king needs to pay his own ransom; when his heir comes of age; when his eldest daughter is married; and maybe when he goes on Crusade.

And of course there were other types of "taxes." Feudal "incidents" and "reliefs" were a large source, at least in England: when a lord inherited a fief, his overlord would generally expect a payment to "confirm" the inheritance. Of course, the noble could sometimes get away with not paying it, if the king were weak or the noble was in a position to somehow avoid paying. The amount would generally depend on the size of the fiefdoms inherited. In some situations, the king or lord would be able to hold on to the land (and gain the income from it) until the inheritor paid the relief.

There are plenty of other interesting examples. Many countries and rulers collected a danegeld, which was a tax on all landholders to either pay off Viking invaders, or to pay for an army to fight them off. Again, in CK2 terms, this was an event-based tax that began very infrequently (the first English one being collected in 991, and the second in 1002, and again in 1011), but that rulers would often try to collect on more and more occasions, with increasing resistance from landholders.  By the 1050s Edward the Confessor tried to make it a permanent, regular tax, but was forced to discontinue by the nobles. (You can draw parallels to the later "scutage" tax as well, as it was based on land and levied for specific wars or campaigns, though there were attempts to convert it to a regular annual tax. By the 14th century the scutage was obsolete).

Judicial fines were also a huge source of royal revenue. In practice we already see this in CK2 via the sort-of indirect method of "well I can imprison this vassal for whatever reason, why don't I just do that and then ransom him." Also in some events where you demand a fine from a vassal.

These are of course all things that would also make peace time more interesting, since CK2 vassals are always dying and inheriting lands. AI traits would naturally affect how the AI would act in various taxable situations. Ultimately, if the game accurately represented many of the ways feudal lords collected revenue from vassals and tenants, it could eliminate the entirely abstracted "income taxes" that the game has now. This would also differ from culture to culture, including within Europe, and norms would differ as rulers established more regular tax practices, with increasing penalties for expanding them. Obviously the Iqta, Tribal, and Indian areas would need their own rules (and probably the ERE as well as it wasn't feudal).

(Now, that's not to say that by the 14th and 15th centuries, nobles and kigns didn't make a lot of money off of import duties and other commerce-based sources. But that should be a relatively late-breaking development that requires significantly larger and more profitable City buildings and merchant republics.)

639
Other Games / Re: Crusader Kings 2 is released.
« on: August 31, 2017, 08:41:54 am »
Y'all aren't discussing how it relates to CKII though.

CKII is a dynasty simulator. Government mechanics is something that would be much more suitable for EU.

Whatever though, I just don't want to read the shite you're talking about, with folk get fucked off with each other and the thread gets locked for people being assholes in turn, particularly when at least one of you has an emotional attachment to what is (was) being discussed.

The basic assumption of CK2, often wrongly, is that dynasty = government. One of the core mechanics of the game is title succession, ie, game mechanics for how government power transfers from person to person. There are certain rules that vary between "feudalism", the ERE, and "iqta" such as whether mid-level titles can be revoked by higher authorities at will or whether that's "tyranny" or whether titles can be granted merely for the life of the grantee (which the game calls "viceroys").

The thing that's interesting about the CK2 period is that "what is government versus what is personal" is one of the biggest issues in Western Europe. This is a period with major important historical conflicts over what powers government has and the separation between church and state.

Of course you have to discuss what was historical first, before you discuss how it relates to the game. Like, would there be enough differences between Western Any discussion of how unfree labor should be represented is fair game was there really enough difference between cottars and slaves to bother with? Where would it touch the game? Concubinage certainly made it in because there was an obvious role for it in existing mechanic, and concubines are often taken against their will in the game.

Personally I think there would be more changes to the game if people understood tax law better but nobody ever gets excited about that.  :-[

640
Other Games / Re: Crusader Kings 2 is released.
« on: August 31, 2017, 06:54:36 am »
This has been quite the de-rail. Perhaps take it elsewhere?

It's not remotely a derail. The proper way of portraying the historical setting of CK2 has always a topic. Especially when the game's time from extended back to Charlemagne without actually changing the mechanics for Western Europeans.

641
Other Games / Re: Crusader Kings 2 is released.
« on: August 30, 2017, 09:56:40 am »
Slavery was very much a thing in medieval times, but I've mainly seen it brought up in the context of piracy in the Mediterranean.

While serfs are very similar to slaves, the key difference is that slaves were considered property and could be bought and sold, while serfs were tied to the land they worked, and at least nominally protected legally.

This isn't even true for serfdom in many times and places. Even where selling serfs as chattels was illegal, it often continued anyway.

642
Other Games / Re: Crusader Kings 2 is released.
« on: August 30, 2017, 09:49:58 am »
Even if you're calling serfs slaves (which is definitionally wrong; slaves are owned by people whereas serfs are owned by land)

so you see the IMPORTANT DISTINCTION as the legal niceties of *how* the people are owned as opposed to the fact that people can be owned at all.

and that's before we get into how unbelievably stupid it is to think of land as being able to own things.

643
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: August 20, 2017, 08:20:14 am »
Ded Diary 82

I'm mostly reposting this one because of what they're saying the next one is about.

Spoiler: MACHINA VULT (click to show/hide)

wouldn't it be "machinae vult" tho  8)

644
Other Games / Re: Middle-earth: Shadow of War
« on: August 09, 2017, 07:49:01 am »
Just another perspective here:

Generally speaking, if you've got enough money to spend on extra shit in video games, chances are you have a job. You're already deciding to play x hours when you buy the game if you want to see the story through and get distracted by side quests on occasion. You might not have the time to farm for legendary equipment, regardless of the difficulty of acquiring it, considering real life does tend to get in the way of gaming. Why shouldn't someone working hard be able to enjoy the sweet sick loot that the game can offer just because they're busy? It's not breaking the game as cheats tend to do (since cheats keep getting brought up for some reason), and it's not like you're being forced to pay for extra shit. Since it's single player, it's not like it becomes Pay to Win either. It's just Pay to Have Accelerated Loot. While I don't really approve of microtransactions in general, in this case especially it's not something to get as pissed off about as people seem to be getting.

Obviously it's not about the normal people who can live functional lives. It's about the kids stealing parents' credit cards and the compulsives who can't control themselves.

645
Other Games / Re: Europa Universalis IV
« on: August 09, 2017, 07:30:08 am »
Most of the time it's better to let Lithuania become Orthodox, it makes Lithuania stable as fuck and allows you to vassal feed PU'd Lithuania all those russian provinces in the East before you form PLC

Doesn't work so well any more. Lithuania can't have more than 47 provinces, or you can't form PLC.

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