Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sirian

Pages: 1 ... 44 45 [46] 47 48 ... 59
676
We break off and go back to last-hitting, Annie All-chats "Peace?.

This reminds me of some games, where i had this tacit understanding with the enemy. Once we were both farming pretty close to each other (melee champs) for several minutes, and only last hitting. And then my champ autoattacked the guy before i could prevent it, and the truce was over :/

677
I just had the most ridiculous dominion match, we were losing badly to an akali who racked kill after kill (she even quadra killed us right at the beggining and then aced us by killing the last one), and we had like 50 points left while they had over 300. But then we managed to defend 3 capture points for a long period of time, and it was like 15 / 60. And then they got one of our cap points and we managed to get it back at the last second, and we defended successfully after that, with litterally one single point left to our nexus.

Spoiler (click to show/hide)

678
Okay, I am sure Riven is stat bugged now. Guaranteed.

At level 18, the only items I had were Bloodthirster, l33t stick and boots.

My hp regen / 5 was EIGHTY THREE. What the bleeding fuck? Where did this free Force of Nature come from?

Edit: Oh, and Atmas doesn't work with her passive. In fact, it completely screws up her passive by freezing it until you sell the Atmas.

Oh that's interesting to know... i was using atmas and didnt pay attention to that. I hope it's going to be corrected, because she does well with lots of HP. She really makes a nice tank when you think about it : a short cd aoe stun, a small aoe bump, a shield/dash, decent damage without items, no mana... And honestly, she's way too squishy if you build pure damage.

Anyway, just now i finished a 3v3 match where i was using warmog, sunfire cape, atmas, FoN and bloodthirster, with ionian boots, it was really nice. When i first tried her in bot matches, i was building pure damage and ended up way behind the rest of the team so i thought she was crap, but now i feel like she should have potential as a tanky dps.

679
Other Games / Re: Magic the Gathering: Waiting for Innistrad
« on: September 08, 2011, 03:23:36 pm »
I played quite a lot of MTG at some point, using a freeware called "Gccg". I got bored eventually, but i had a nice white deck that i had refined over many games. It allowed me to gain massive amounts of HP and create incredibly resilient creatures. The best is that it worked even against "swarmers", my only weakness was a combo deck. It was when "rize of the eldrazi" came out, so it was also geared to counter stuff like "Emrakul, the Aeons torn"... quite a feat i have to say.

edit : i actually recreated the deck a couple months ago so i could give you the composition, if anyone is interested.

680
I once found something really funny to do against mordekaiser. I was playing soraka, and each time he went to charge his shield, i silenced him and auto-attacked once. I can tell you that slowly wearing him down did work on that occasion :)

681
Singed has a counter?

The only one I can remotely think of is Ashe. (And the usual, kill him early on and deny him farm shtick)

I think Vayne and Corki can counter Singed too, as long as they know how to kite. Possibly Nidalee too.

One of the common mistakes against Singed is to waste some of your skills on him and be on cooldowns when his team follows. Moving out of his way and autoattacking him until his teammates show up is probably the way to go.

682
Creative Projects / Re: Game Project : Space Colonization
« on: August 28, 2011, 11:36:41 am »
@Sirian: why not use the program in my .sig to create original planet graphics for your game? I can customize it by request if needed.

Thanks, but i'm already using another program, a plugin for photoshop called Lunarcell. It gives really good results, for instance this frozen planet and this life-supporting one
Spoiler (click to show/hide)

Those are only old test pictures, and since i'll be using the demo version, i'll only have 2 weeks to draw all my planets, so i'm saving that for later (also i'll need to re-install photoshop).

In other news i'm finished with the production-updating scripts, i've drawn some ressource icons and right now i'm looking into building materials. Stuff like concrete, wire, pipes, etc...

For instance, 100 liters of concrete are made from 97kg of silica, 28kg of carbonate, 17 liters of water, and 104kg of gravel (but gravel will be abstracted as a hidden byproduct of mining activity, and hence you won't be really required to provide it). Silica will be mined and can be refined into Silicon, in the same way that Carbonate will be extracted and refined into Carbon.

The above is provided as a sample of what you can expect in terms of ressource production, i hope you won't find it overwhelming. Most of the time i try to research real life values for things like that, although some simplification will occur along the way.

Anyways, just letting you know that things are progressing smoothly. :)

683
Other Games / Re: Ea's Origin service... shady? You decide.
« on: August 26, 2011, 07:16:16 pm »
From what i read, it's not about scanning your hard drive and taking whatever they feel like, it says "technical and related information that identifies your computer (including the Internet Protocol Address), operating system, Application usage (including but not limited to successful installation and/or removal), software, software usage and peripheral hardware".

Sure you could twist the meaning of this but i don't think it's really that bad. Not that i approve forcing this upon their customers, but as far as i know, EULAs arent law, and if they try to justify crazy things with it, they will face legal action.

684
Creative Projects / Re: Game Project : Space Colonization
« on: August 23, 2011, 08:33:40 am »
Starver > The ship has actually travelled during 1 million years, there is a reason why it's here, but the ship's crew won't know about it at first (and neither will you). However, the ship's database will be blank because the travel outlasted the life expectancy of the hard drives. That's the best excuse i could come up with to explain why you have to start basic research projects like "how to make steel" and "let's try to reinvent the solar panels". Granted, those will be quick researchs, but i felt like it was good to put it in, to give a sense of progression.

Your idea of an "RGB" tech cloud is interesting, but i don't think i'll be using that, because i tend to dislike such limitations in games.

klingon 13524> Some of that will be in the tech tree, under some form, yes. Concerning the governments, it won't be as deep as what Starver suggests, but you'll be given the possibility to form one once you have enough population, which will typically require you to either find or terraform a planet with breathable atmosphere, liquid water and reasonable temperatures. However, most of "what's beyond the 3rd tech level" is subject to change, and more vaguely defined, as i've been mostly focusing my efforts on the first(s) tech level(s) for now.
--
Also i wanted to clarify that at first (a couple years ago), my idea was to make a (multiplayer) browser game, so there may be remains of that in the way things are designed (like for instance the scenario with thousands of colony ships launched from earth).

685
Creative Projects / Re: Game Project : Space Colonization
« on: August 19, 2011, 11:45:45 pm »
x2yzh9> Actually that's exactly the plan ^^
To be more precise, i have sort of "technological ages", although it's more of the way i organized the core of the tech tree and decided to pace the game, not stuff à la age of empires. There are 5 technological levels, and although there will be more and more stuff in each of them, you will still need to reach the 3rd "level" to be able to leave your home system. The first alpha release will feature only the first level of technology, which is about making steel, crude plastics, basic electronics and glass,build basic infrastructure, and also producing food, water and oxygen for your colonists. I won't spoil what you will find in the next tech levels, but suffice to say that you won't get the hyper-propulsion right away :p

_DivideByZero_> About game maker, i think it'll be ok, because most of the things will be static and i'm running it at 12 steps per second, also i'm trying to make it so that things like production and consumption are centralized around bases (your first base is the landed colony ship), and the production update is every 4 steps (3 times per second). Things could get out of hand if players built really massive and unoptimized empires, at this point i might migrate to something else if i feel there's really a need to.

If you want to make art assets, you're welcome to. Right now i'm using Paint.NET, which is surprisingly good. The first sprites i draw were really basic (colored squares with a text), but when i need to make new ones i'm now being a bit more creative. For instance, here is the last sprite i draw (the main base) :

The nice thing about game maker is that i can easily replace the current sprites with something more inspired, so if you or anyone else is interested in drawing them, send me a PM and i'll give you a list of stuff you can draw.

686
Creative Projects / Re: Game Project : Space Colonization
« on: August 18, 2011, 11:56:35 pm »
According to a quick excel approximation i just ran, if your population has an average lifespan of 80 years and 6 kids per couple, you need almost 30 years to double your population. With 5 kids you need almost 40 years, and with 4 kids you need almost 60 years.

Considering the fact that one year in-game is 12 hours in reality, you'd still have to wait a freakin long time if you started with hundreds or thousands, and wanted to become an actual civilisation and not just a little town ^^.

Heck, even if you were a race where couples had one kid every year, with the offspring able to have his own children next year, and no mortality whatsoever, if you started with a thousand colonists, you'd still need 40 years (20 days of continuous playing) to populate a planet at earth's level (~7 billion people).

But yea, maybe hundreds are still ok as far as genetic diversity is concerned.

687
Creative Projects / Re: Game Project : Space Colonization
« on: August 18, 2011, 05:10:12 pm »
So what's humanities way of traveling to another galaxy? Warp? Taking advantage of wormholes? Trillions of years of conventional travel?

In fact, it depends. Your starting colony ship was slower than light, and as such it will have taken a long time (about 1 million years) to reach the sagittarius galaxy (if you do the math, that's travelling at 7% of light speed). This is why it's using cryogenic pods.

However, at some point you'll be able to discover faster ways of travelling through space, including several generations of hyperspace drives, and eventually building the equivalent of big stargates in space to link your main colonies. However, I don't plan on including natural wormholes, unlike many 4x games where each solar system has convenient gates linking it to other systems (i always found that very unrealistic).

Related to that, since many things are based on realistic numbers, and we don't want to wait realistic periods of time while things move around, everything in the game is 720 times faster than in reality. It means that 1 real second = 12 game minutes.
It all falls nicely into place so that 5 seconds = 1hour, 2minutes = 1 day, 1hour = 1 month, and 12 hours = 1 year (360days).

688
Creative Projects / Re: Game Project : Space Colonization
« on: August 18, 2011, 08:45:52 am »
This looks awesome, will humans be the only species in the universe or will there be aliens?  The more important question is, if there are aliens, how do you interact with them? 

It would be cool if you could give a more detailed summary of your plans, instead of just saying it's a colonizing game.  I have to admit, I've always wanted to try a 4x game, and your game-in-the-making seems like it can deliver.  Good luck, and live long and prosper ( yes I'm a sort-of-trekkie ). 

Oh, and posting to watch.

To be honest, i intended to give a more detailed explanation, but i was afraid to write a huge wall of text on the opening post, because there's a lot to be said. That's why it's probably better to ask questions like you did, so that i can give direct answers.

Concerning the aliens, they are planned, but in a later version, as they're not central to the game. I plan to have sort of NPC factions occupying some parts of space, and react to the player's actions (though trade, combat, etc). They will have different technology than yours, and some will be at war with each other. If you manage to get your hands on alien technology, you will be able to reverse-engineer it to some extent, and gain new technology otherwise unavailable. You might also find archeological remains of alien civs, on occasion, but it'll probably require high levels of scanning technology to find them.

You'll also have to research an alien language after the first contact to be able to interact with them in a non-violent way.
Oh, and depending on their biology, they will have different standards concerning the planets they occupy.

689
Creative Projects / Re: Game Project : Space Colonization
« on: August 18, 2011, 08:13:20 am »
Millions shipped to a single planet? Make it more like hundreds or thousands of cryopods.

It's actually something i thought about, but the scenario explains it : thousands of those huge colony ships were launched because earth was starting to get overpopulated (like tens of billions too much people), but that's only part of the plan, there's also some science fiction related to the fact that you end up in another galaxy, and on a planet not suitable for life. The idea is that you must find a way to get off the starting planet with most of your colonists still frozen, and find a earth-like planet where to establish yourself. Numbers in the millions are necessary to provide a steady output of population (i've done the math, and with realistic reproduction rates, you need millions of colonists if you don't want to wait ages before colonizing other planets). Also, i tend to think that only hundreds of colonists means a severe rate of inbreeding, and we don't want that.

690
Creative Projects / Re: Game Project : Space Colonization
« on: August 17, 2011, 11:40:44 pm »
placeholder for future updates

Pages: 1 ... 44 45 [46] 47 48 ... 59