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Messages - Sneer

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1
Other Games / Re: Achron: Time Travel RTS
« on: April 02, 2011, 01:00:40 am »
Makes me wonder how the game handles win conditions. If you killed your opponent's last unit with an unstable unit, would you still win? Sounds like the sort of thing that'd get in for the release and then get patched out...

I believe that the win condition is when you wipe all of your opponent's units at any point on the timeline...I suspect that prevents the situation you mention.

I've had my eye on this game a while...seems to have enormous potential, but I'm waiting to see if they polish it up some more.

KG

You lose when your base and units get destroyed at any point in time and you cannot prevent it. Maybe you send all your units to the enemy base and they get destroyed and then the enemy attacks your base and it gets destroyed. If you can cancel the order that sends your units to the enemy base you can prevent yourself from losing.

2
Other Games / Re: Achron: Time Travel RTS
« on: April 01, 2011, 05:42:54 pm »
why after like 10 minutes, the "present" mark stays almost at the end of the bar? should it stay at the center, so we have equal time frame to the past and to the future ?

The configuration is like that.
In the beginning of the game it is only present and 7 minutes in the future that is visible on the timeline. When time goes by the timeline fills up to the left of the present mark until you can see one minute in the future and 7 minutes in the past.
Above the timeline is the players chrono energy. It is a currency the player uses to give orders in the past or future. The part of the timeline that has white stripes is the part of the past that uses so much chrono energy that it is impossible to act. It is called the unplayable past. It covers the first half of the timeline.
The closer to the middle you act, the more expensive your actions. You can not give orders to your units in the unplayable past, but you can send units there with chronoporters. If i am not mistaken.

3
Other Games / Re: Achron: Time Travel RTS
« on: April 01, 2011, 05:14:33 pm »
Yup, they never shot.
You can watch the units fire at the enemy in front of the timewave. Then you jump back before the timewave and the units are not there and never fires at them.

4
Other Games / Re: Achron: Time Travel RTS
« on: April 01, 2011, 05:06:10 pm »
I wonder if you can dequeue things after you yoink them from the future, and get your resources back...

Let's say you create a couple of units. You send them back in time before they were created.
You decide to undo the creation of those units. You get the resources back.
When the timewave sweeps past the point where the units traveled back in time, there are no units that travel back in time.
The units that arrive in the past never arrive. They never traveled.
The timewave propagetes the change of the units not arriving over the units that did travel, and they disappear.
You did get your money back in the future, but you lost the units in the past.

5
Other Games / Re: Achron: Time Travel RTS
« on: April 01, 2011, 04:39:31 pm »
It's all about foresight and hindsight. I like how your base can be obliterated in the past and before the timewave arrives you have built an army and a chronoporter in the future. Then you send your units back in time and stop the base from being destroyed. Then your base will exist in the future and in the past. In between it is obliterated. The game is so confusing and so awesome.

6
Other Games / Re: Achron: Time Travel RTS
« on: April 01, 2011, 04:24:53 pm »
but there is something im yet to understand... I can see how you can change the past.. but... how the hell the game predicts the future? :s I mean... If I go to the future with a unit and attack my (human) rival... how the game know what will he do 5 minutes from "now" :S

In the 2v2 posted on the first post, what does those blue sweeps across the screen means? the commentor is traveling in time, or someone who was playing ?

The blue sweeps are called timewaves. They propagate (sends forward) changes in the timeline. The solid colored lines are players viewing the different times. When a player is changing the orders of his units in any time the future will not change immediately. The timewaves will sweep the changes forward in time (they move faster than the time.) The players can act as timewaves by viewing time at double speed and by doing so manually propagating the changes.
The way you can use this is at the beginning of the game. In the present you send a scout to the enemy base. You wait for a timewave to propagate the scouts travel to the base forward in time. When the timewave has moved a bit you can view the newly updated future and see your enemy's base. Then you can jump back to the past and change your order for the scout so he stays in your base. And just like that, you have scouted the enemy base without losing a scout.

7
Other Games / Re: The Gigantic Steam Holiday Sale
« on: December 27, 2010, 08:11:05 am »
Hacker Evolution vs. Uplink: Uplink seems more fun, Hacker-Evolution is a bit too hardcore for me to wrap my head around, at least, right now.

I tried both. Bought the pack mostly for Uplink. Here are my views of the games.

Uplink is like a roguelike. Procedurally generated missions and you customize your system configuration the way you want (like upgrading the gateway so you have more room for processors and memory). The missions aren't that varied, at least in the beginning when your rig isn't that powerful and you don't have very effective or discreet hacker software. The first missions are about stealing or destroying important files for rivaling companies. The later ones are about tracing rival hackers or editing criminal records for people. There are also story missions that are a bit more varied compared to the procedurally generated ones. It is a difficult game, and like a roguelike you'll have to retry over and over again until you have a decent strategy. If you don't look up a guide of course.

Hacker Evolution is like a puzzle, adventure and strategy game combined. The game is a series of missions that do not differ from playthrough to playthrough. Though you can use different strategies if you are good enough. The missions are linked through the players money collected and the upgrades to the rig. Also the trace level is carried over from mission to mission. I found this game much harder than Uplink because you'll need to do a lot of detective work to find the best approach on each mission. You have to find servers you can bounce through. The more servers you bounce through the more time you get to crack the target server. And you can only bounce through a server a limited amount of times. You have to find money on servers so you can transfer them over to you so you can upgrade your rig. Also you need money to lower your trace level. It is a difficult balancing act that need much planning. The game is so difficult in fact, that I got stuck on the first level after the tutorial. I had to check a walkthrough and I found out that I had missed a minor detail that completely turned the tides for me after I found out about it.

tl;dr The Games are very different. Uplink is procedurally generated hacker sandbox and feels like a roguelike. Hacker Evolution is a mission based puzzle/adventure/strategy game that requires major problem solving skills and detective work.

8
Other Games / Re: Roguelike with Advancment
« on: December 23, 2010, 10:57:58 am »
The Sims Medieval? More like... The Sims Fantasy.

9
Oh, there you are, I didn't quite see you from this angle.

10
General Discussion / Re: Evolution
« on: November 15, 2010, 07:56:06 am »
Evolution is a scientific theory.

In the sciences, a scientific theory comprises a collection of concepts, including abstractions of observable phenomena expressed as quantifiable properties, together with rules (called scientific laws) that express relationships between observations of such concepts.

Let me explain the difficult words so you will understand.

Concept:
A concept is a cognitive unit of meaning—an abstract idea or a mental symbol sometimes defined as a "unit of knowledge".

Abstraction:
Abstractions may be formed by reducing the information content of a concept or an observable phenomenon, typically to retain only information which is relevant for a particular purpose.

Phenomenon:
In scientific usage, a phenomenon is any event that is observable, however commonplace it might be, even if it requires the use of instrumentation to observe it.

Quantitative property:
A quantitative attribute is one that exists in a range of magnitudes, and can therefore be measured. (Examples are time, length and weight.)

Evolution is NOT a hypothesis.

Hypothesis:
A hypothesis is a proposed explanation for an observable phenomenon. The term derives from the Greek, ὑποτιθέναι – hypotithenai meaning "to put under" or "to suppose." For a hypothesis to be put forward as a scientific hypothesis, the scientific method requires that one can test it. Scientists generally base scientific hypotheses on previous observations that cannot satisfactorily be explained with the available scientific theories. Even though the words "hypothesis" and "theory" are often used synonymously in common and informal usage, a scientific hypothesis is not the same as a scientific theory. A working hypothesis is a provisionally accepted hypothesis.

Do I believe in evolution?

You cannot believe in a scientific theory. A scientific theory is as described above used to explain a phenomenon. In this case why there is different kinds of animals.
If you were to observe evolution in reality, it would probably go like this:
http://www.youtube.com/watch?v=_sxh_L1LUNk


And it does not explain how life began on planet earth. That is something completely different. And is described with a different theory.

11
Other Games / Re: The Settlers 7
« on: October 11, 2010, 10:38:28 am »
Quick question for anyone whose played Settlers 7:

When your settlers are working away, chopping things up and making things, do you see the production / stock levels on screen as part of the graphics? Or is it abstracted away like the last settlers (or the one before, I get them mixed up...)

Eg. if a lumberjack chops down 8 trees, do you see 8 logs outside his hut waiting to be moved on?

May sound wierd, but I can't stand games that don't show you at a glance whats going on!

You can zoom in and look at the lumberjacks when they work. They only chop down one tree at a time though. But they bring it to the warehouse and then you can watch the worker at the sawmill take the log and cut planks out of it. Then he brings the planks to the warehouse. I believe that if a woodcutter and a sawmill is part of the same complex they dont need to take the logs to the warehouses first. Most of the workplaces have very detailed animations that show how they work.

12
10/10 because of talking.

13
Life Advice / Re: Song Stuck In My Head
« on: October 08, 2010, 10:36:24 am »
If you get tired of it, you can always www.unhearit.com.

14
General Discussion / Re: Historical Figures
« on: October 08, 2010, 10:25:51 am »
Carl Sagan, because science is beautiful.

15
Now that pie chart is clearly much larger.

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