So what does everyone think now that the show has started?
My thoughts (SPOILER ALERT):
I loved the opening shot with the camera closing in on the Enterprise D (which had some interesting design modifications) and going through the window into to the room.. the kind of shot you always wanted to see as a kid watching TNG but knew they couldn't really do effectively (well not without spending some heavy money lol, which is kind of ironic considering the 60s failed trek pilot sort of has a camera through bridge window shot)..
I enjoyed the whole episode but I feel like I can't quite give judgement yet. I need to know more about what's going on and need to see how things pan out story wise.
Also the zero mention of Lal and Lore seems a bit strange in a world where the daystrom institute desperately wanted to replicate Data. I mean what happened to their parts after they were disassembled? B4 was in a drawer so where's the Lal and Lore drawers haha?
First thought was.. did the writers forget them?.. but that seems unlikely consider they brought Hugh back which means they clearly remember Descent 1 & 2 which Lore was in. The whole Daughter 2.0 storyline suggests the Lal episode is something they know too. Plus Frakes directed that one and he's involved in Picard.
Does anyone know of Command & Conquer or Red Alert scenarios/graphics pack for Civ2 MGE or ToT?
Been thinking about making a dark and moody one heavily based on C&C2 Tiberian Sun just for fun. But there's no point in me wasting my time if someone else has done it haha.
He converted in a number of units and buildings but didn't really do much with the terrain. I can't be stuffed making a whole scenario so I'm thinking I might do a C&C graphics update for his instead heh. I could release a separate graphics modpack too for those not interested in the scenario.
Would be easier making a ToT graphics conversion due to the increase colours however his scenario is MGE so I guess I'll be putting my pallet conversion hat on lol as I'm too scared to even bother touching the MGE to ToT scenario converter lol.
Is there a way to take control of one or all of the Indian nations? In Civ1 you could take control of the Barbarian/Pirate red slot by using a Hex editor or save game editor so I'm wondering about Colonization.
When activating cheat mode in Colonization the 'set human player' option predictably only allows selecting the 4 European nations so that's no good. I could swear that around 18 or so years ago I saw someone talking in a forum about being able to do it via a hex editor but I can't seem to find anything now as any search seems to bring up conversations on various forums about playing as indians with the Civ 4 Col remake and not the original game.
I've managed to find an old thread at CivFantics and also a website that appear to be referring to what I saw all those years ago. Someone called 'EdBigHead' was able to hack the game and play as the Sioux. Wish I could find how he did it.
Guessing it would be glitchy as hell but would be interesting to check out and see how much I can get away with.
Hey guys, just wanted to let you know that the Remnants of the Precursors project is on the home stretch. We are very close to beta now, where beta = feature complete.
The last alpha was released on Christmas and includes tactical ship combat plus the last two of the 10 races.
Is it a perfect modernization of MOO1? Well, obviously not but I think it's as close as we'll ever see. If you haven't seen it in a while, you should head over to the subreddit at www.reddit.com/r/rotp
There's a link to the latest patch and download page with a ton of screenshots.
[attachment=16437]Any of my files before january 18 am had a major flaw that overrated/underrating units badly. Fixed now
In case you are curious, a spreadsheet I have to analyze relative [combat-only] strength of each unit is attached.
Based on the unit data information (assuming magic weapons and 'regular' experience), complex formulas were developed (based on numerous stats and abilities) for the 5 subcomponents that ultimately make up the overall unit score.
The subcomponents and their variables interact with each other for values and weights: and may be weighted differently for values and weights:
Melee Score
Ranged Score
Other Score (e.g. spellcasting,holy bonus)
Tactical Score (mobility, flight, and abilities to outmaneuver opponents)
Defense Score (the most complex formula)
The scores tends to be high when Melee, range/other, hardinessand tactical are all high, with examples such as Efreet/Djinn, Angels and those all-around mobile melee-ranged units. These are often targets of direct damage and curse spells for that reason
Not all units are equal and I agree this is intentional and for a good reason. Looking at the bigger picture (entire race, or entire magic realm), the units are surprisingly well balanced! For example, the mid-tier high men units are outstanding and used to compensate early weaknesses. Efreet showing up with a very high value confirms my thoughts, but chaos wizards probably need this unit to catch up to others. Spreadsheet also helps identify weak units: Minotaurs are underwhelming for the cost and lack of buff potential
Multi-figure units with fairly low values are not a problem given their potential for unit enchantments, adamantium, etc.
Overland-potential of abilities ignored, which may mean lower than expected scores for 1hp regeneration or no impact from things like pathfinding or wind walking
What happens if >300 troops try to land on a planet? How many of them participate in the ground combat?
What happens if > max pop remains after the battle on a planet? Do they die immediately? Or does the player get a chance to offload them? Does the excess over max pop die by next turn?
I am looking for sure answers from MOO1. Verified by save game. Please state MOO1 version you tested. Looking for data for Dominus Galaxia development. I don't have a MOO1 end game save handy to test now.
Thanks,
With the recent RB Codenames revival, let's bring back the lurker threads too.
Codenames 25 players, please keep out!
DRILL
VACUUM
PIN
CHOCOLATE
PORT
PIANO
SQUARE
SNOW
HELICOPTER
FORK
MOLE
TRUNK
ORGAN
GAS
LEMON
GROUND
HOLE
ROSE
AIR
GHOST
SATURN
FALL
PARACHUTE
NOVEL
MOON
(January 13th, 2020, 10:10)JR4 Wrote: Cheap 3
My unspoiled guesses:
I really want this to be a clue for the 3-word phrase AIR-PORT NOVEL, which tend to be cheap both in the monetary and literary sense. While clues that combine several target words into one phrase like this can be risky if the team doesn't consider the possibility or see the connected phrase from the board, they are also really fun to give.
In this case I'm tempted to look in this direction because there aren't any obvious alternative candidates, unless you view a LEMON as a cheap but junk car, and I believe that's exclusively a US English turn of phrase.
Please feel welcome to submit your own guesses, and I look forward to seeing how these rounds go!
Continuing on from last game, here are the new teams:
Red:
superdeath
Old Harry
Bob
Auroarcher
Dave
Blue:
WK
pjabrony
shallow_thought
Krill
JR4
If anyone else wants to jump in, we can fit 2 more people but better jump in quick. If not, we can continue with 8.
Other question before starting is who wants to spymaster? As per usual I am happy to spymaster whenever for my team, although I did that quite recently so am also happy to let someone else do it.
When Earthquake kills a unit, the damage isn't irrecoverable but the unit cannot regenerate and dies anyway.
This is a weird inconsistency and considering the spell is similar to Crack's Call, maybe we should make it irrecoverable for consistency?
Also merging doesn't offer protection unlike against Crack's Call, probably should fix that, too?
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