[quote who="Curseman" reply="6" id="1887955"]The randomization would be interesting and add variety, but my understanding is that GPG and Stardock are trying to make this a big competitive game, and my experience with crazy overly competitive players is that they usually don't like random factors because they want a pure contest of skill.[/quote] I would argue that being able to make judgements on such dynamic game elements is par
WarlokLord
I don`t know if I was entirely as clear as I could have been with my suggestion for price fluctuations on items. What I meant was that from skirmish game to skirmish game prices fluctuate; they fluctuate based upon how popular the items were in previous games. I would champion this since 'balance' is a tricky thing to deduce, and ultimately my system simply tracks usage
Item Purchasing Dynamism Greetings, In order to maintain the freshness of the item system I recommend one or a combination of the ideas following this paragraph, a combination being the best in my opinion. The reason for such suggestions is thusly
Greetings, I love the ominous main title theme. Who is responsible for having composed it, and is there an off chance the track could be made available as a lossless mp3 or ogg? I would love to have it to listen to apart from the game; it reminds me of an advanced apocalyptic reality you might find in a (good!...) Terminator movie. And of course it is perfect for Demigod ... . More of that in the course of the game, please!
Rook Tower Heal Audio Bug If the Rook begins to initiate his Tower Heal ability but dies, you can still hear the full normal rushing wind and swept rock sound effects that would normally play for the duration of that ability. Since the Rook has been defeated, the ability was not followed through with, therefore of course the sound effect should not follow.
[quote who="DeadMG" reply="4" id="1883033"]I think that you can push Home and then End (dual-view mode and then single again) [/quote] Dual-view mode? Hmmm... have to try that.
Regarding random unit spawning at Gates, you could ponder the concept of featuring 'Chaos Gates' in parts of some levels/maps: Gates that when captured are less reliable than normal Gates, maybe even far less active from a frequency standpoint, but still potentially valuable to a controller. Anything to vary the play experience.
Thanks Shadow 1412. Will attempt to depress Space Bar and move mouse - wish me luck! (grin)
How do I rotate the view? Is there also a key to return to the default angle?
Okay - sounds like it is wise to just be grateful the BIOS procedure worked (!). Thanks folks.
Pursuant to BIOS settings, I`ve heard from other quarters that Intel defaults are actually quite superb, so I probably do not need to do any fiddling.
[quote who="Sakhari" reply="15" id="1869096"] Now that I think about it, Sins itself validates my idea - we *already* deal with autonomous factions interfering with our play: pirates. I count it as a major difference that pirates require no cost from the player to do what they do and even if the player chooses to pay a cost, it's clear up-front that it's a gamble (given the relative weakness of pirates beyond anything but the first wave, it's usually a losing bet). 
Hah! Back from the terrifically intimidating world of BIOS updates. Its done, my My Computer/Properties facility now declares that I have a 9650. The impulsive slave that I am to gaming, I immediately ran the FEAR and World In Conflict tests again. FEAR came up still identical to previous tests (booooo...) but W
They need a utility or at least the capacity to record BIOS settings in a simple text file, so one could simply print them... this is going to take forever and a day... Thanks again for the info. It looks like I`ll use the Windows flash util, since this sounds like the simplest method (important for me!) and the most commonly used (couldn`t be that bad). Supposedly I just run the .exe and reboot. Regarding a Q9650 specifically, you folks think it reasonable for me to indeed ex
UPDATE: I ran cpuz in normal windows, which filled in the rest of the information. More important data (as far as I know...) follows: Multiplier x6 (isn`t this supposed to be x9 for the Q9650?) Bus Speed 333.3 MHz Rated FSB 1333.3 MHz <span style="font-size
Results from cpuz 1.47, although bear in mind I had "an error occurred while opening the driver": Processor <p class="MsoNormal" style="margin: 0cm 0cm 0pt;"
Thanks guys. I have a motherboard update for the DP35DP, now I just have to painstakingly record all the current BIOS settings for when the flashing resets them. Ugggh. Never done this before. Ugggh. I hope that works. Pursuant to all this, I noticed in DXDiag the cpu is not using several instruction sets (SSE4 among others) which the 9650 should have available. Also, I must say I will be really pissed if this cpu turns out to indeed be onlky a Pentium III Xeon; I don`t think
Rook Tower Heal Upgrades Too Early The Rook seems to be able to boost his Tower Heal ability (whatever its actual name...) out of level sequence... that is, he can upgrade to at least a level 6 (?) Tower Heal before he becomes level 6. Probably true for the entire Tower Heal tree. Should be demonstrable at any time with an upgrade point available.
Torch-Bearer Super-Range Fireball My Torch-Bearer has an ability that should not be: he is in the process of casting his Fireball at a warping away enemy (an enemy using a Teleport item) when the enemy teleports far away, out of sight & normal range. The fireball however gets loosed at some precise 'in-betweener moment', causing it to travel all the way across the map and strike the rematerialized enemy. Recreate by Fir
Howdy Anybody, I just installed a new Q9650 cpu to replace my Q6600. I have seen tests that indicate a general 20% boost over the Q6600, and so I am dismayed when my fps tests for FEAR and World In Conflict come back with identical results to the Q6600.<
[quote who="Blair Fraser" reply="9" id="1875033"] I don't want to give much away at this point so I can't answer all these questions, but I can say that there was a misinterpretation on how Star Bases move. A deployment cell is built from the capitalship factory which can move through both subspace and phase space. Once you have the deployment cell at the desired location, you can deploy the Star Base which is then immobile. While being moved / deployed the Star Base is very v
[quote who="Korialstrazs" reply="10" id="1871977"] Quoting WarlokLord, reply 2 Korialstrazs, if you want to see what units are attacking you... take a look (!)... . Ditto to figure out where they are, as coincidentally if they are within your field of view they will certainly be... attacking you (see previous point). Well, my problem comes from this, there are three torchbearers, two enemies and one a
Disagree. The game works very well now - adjust outwardly the view radius of units and you eliminate a great deal of the tactical prediction involved in battling enemies. Movement speeds would have to be increased to compensate, so that players could still execute feints and/or attack in unexpected places, and that in turn would result in a much faster-paced and less playable game. I don`t want Demigod to flow like lightning, I want to have time to think and plan, as I d
Ahh yes, found it. I would posit that this effect evasion also potentially applies, as I implied above, to any type of friendly effect, not just healing. Worth consideration perhaps.
I did not see it in the list. Perhaps if it was there it was obscured by the contrast of the backdrop used in the list I assume you refer to.