Frogboy, Sail away, sail away, sail away!
Mikus1
Yes the idea of exploration in MOM was a big part of why it was better than a "fantasy" Civ. Also the different units for the various races just all seemed to have so much character. You really rooted for your halflings, they weren't just another ranged unit. It's a subtle thing to build into a game. While the game mechanics of Elemental and unit design may be quite advanced, be careful that the fact that everyone is a human(or fallen) doesn't make the units lack chara
RalphT, I agree that Enterprise Architect is a fantastic product for the cost. You basically get similar functionality to Rational Rose at literally 1/50 the cost. I think you have 3 types of people posting in this thread...those who are in the biz of software development, those who are in school and trying to learn, and those who are seeing their eyes glaze over from all this technical talk. Great discussion though, keep it going!
Hey CariElf, As long as you are giving your new hire study materials, a quick read of Design Patterns is good. Many of the basic patterns like Factories, Strategy, Command patterns, etc have become mainstays in good Enterprise development. I left C++ in 2000, but I believe that there are now tools to generate documentation from markup comments similiar to Javadoc, or Sandcastle(.NET). If everyone documents their methods, you can generate a pretty nice set of
I think the acquisition probably has to do with Gas Powered Games....Brad has been pretty chummy with Chris Taylor lately and they are working together on Demigod. Hopefully after Demigod, they can take Supreme Commander to the next level.
Haeso, I absolutely agree with your post about APM being a vital component of competitive RTS gaming. However, the issue isn't that but the scale of the game. Starcraft kept it small by having crap unit AI, and a crap UI scheme. Your say, 80 APM, lets you manage maybe 20-30 units. Who's to say that's the perfect scale and level? You say you used to play competitively. I used to play somewhat seriously as well in TA. I played on TEN and was a top 100 player. Some of our top players(zerbit
I was the one that posted my concrete complaints about Starcraft a few pages back which were answered by some. 1) Moving and shooting...if you have to micro-manage that then it's not really moving and shooting, it's you micro-ing his every step and adding a fire step in teh middle. Personally I don't want to play a game like that. 2) Selecting groups...the poster said that all races can select 12...remember I only played the original Starcraft, sans patches. Back then Zerg could
I'm joining with the TA heads. Honestly I found Starcraft to be unplayable after spending time in TA. I couldn't even get past the Terran campaign, even though I really enjoyed the story. My personal Starcraft experience ended on the Terran scenario where you had to build air transports to cross the chasm to get to his base. I built 3 transports and loaded them up. I send all three transport over and unload on his side. His base defenses started firing on my units. My units are TO
Personally, I bought both Galciv and Galciv2 directly from Stardock, because I liked the concept of just downloading it and I also wanted Stardock to get all of my money. In terms of the relatively high initial sales, I think one factor is also the probably high percentage of satisfied Galciv customers. If a good fraction of the original 75K North American Galciv purchasers were satisfied with the original game, I have to think that the majority of those customers would buy Galciv2 at the ear
Your strategy has to take into account your racial abilities as well as your research plan. If you plan on colony rushing, everything in your overall strategy has to support that, from having high economics to begin with(bonus + federalist), along with researching the economic and diplomatic technologies, along with including markets in your early build strategy. If you don't focus on that, what you stated will happen and you will go broke trying to
I experienced an application crash from the shipyard when trying to design a new ship. It's not from the standard workflow so I will attempt to describe the procedure. I tried the procedure and the crash was repeatable: 1) When a ship build notification happens, click "go to" to get the ship build screen 2) From there, click "Shipyard" 3) Click "New" 4) Design a ship and attempt to save The first thing you'll