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avoraciopoctules posted:I hear that Hero's Hour will be doing a Steam release soon. How does the real-time combat work in Hero's Hour? I always get nervous when I see that because I expect either a frantic click fest or an overly long sequence which may as well be an FMV. Having auto-calc battles being an option is sometimes ok, but normally you get punished for doing that. I love the obvious queues they took from the Heroes of Might and Magic series though. ----------------
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# ? Feb 2, 2022 23:04 |
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# ? Jun 5, 2024 05:38 |
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ate poo poo on live tv posted:How does the real-time combat work in Hero's Hour? I always get nervous when I see that because I expect either a frantic click fest or an overly long sequence which may as well be an FMV. Having auto-calc battles being an option is sometimes ok, but normally you get punished for doing that. I love the obvious queues they took from the Heroes of Might and Magic series though. You position your blob of units and they fight it out with the opposing army. You can give movement order to try to disengage or flank somewhat, but space for maneuvering and kiting is limited. You can also cast spells. The main dislike I have for the system is that the number of units on the field is very limited.
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# ? Feb 2, 2022 23:10 |
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I'm watching the developer stream it right now. I like that it pauses when you cast spells, though combat still looks a bit frantic.
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# ? Feb 2, 2022 23:28 |
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avoraciopoctules posted:I hear that Hero's Hour will be doing a Steam release soon. Is this a game based around Insane Clown Posse lore?
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# ? Feb 3, 2022 00:55 |
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chaosapiant posted:Is this a game based around Insane Clown Posse lore? It's a HoMM clone that has some clown units in as a joke. e: I wrote some thoughts on it over in the strategy thread (where, I think, it properly belongs, because it's really not a 4X), back in September. It's had a few patches since then, but I haven't been keeping track of what's changed- most of the factions seem to have more unit options, at least, and I assume there's been a bunch of balancing/QoL work done. KOGAHAZAN!! fucked around with this message at 01:34 on Feb 3, 2022 |
# ? Feb 3, 2022 01:30 |
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the art and game concept and game inspiration all really appealed to me but I bounced off it pretty hard
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# ? Feb 3, 2022 01:36 |
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Let’s talk soundtracks. Especially space games, what kinds of custom sound tracks do y’all like to use? Right now I’ve got a custom mix of instrumental Samael, Lorn, and the MechWarrior 2 Soundtrack.
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# ? Feb 3, 2022 02:31 |
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Danaru posted:Also did anyone magically make Space Empires V work normally on windows 10, even with all the sure type stuff disabled it still hits 10FPS on the ship builder running it in a window instead of fullscreen should get you enough FPS that the ship builder is tolerable. at least, it did for me. none of the other suggested fixes did anything
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# ? Feb 3, 2022 19:27 |
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Distant Worlds questions: If I have a fleet admiral who has more negative modifiers than positive, is there any reason to keep him assigned to a fleet? Aside from his stats, is there any positive to outweigh his negative? I switched from Republic to Monarchy to get the lower ship maintenance and also to keep my current leader in power. He has a ton of positive attributes. That said, did I make the right move? Will dude remain in power as a Monarch and will future Monarch’s be of his lineage? Or will it just be another rando once enough years have passed?
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# ? Feb 4, 2022 17:22 |
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Demiurge4 posted:Space 4x games should take a long look at Victoria 3 and consider whether or not removing individual units (fleets) from the game and using a front system isn't the way forward. The idea of abstracting the war machine to doctrines, generals/admirals and just a reflection of your industrial base, manpower and technology is very attractive to me. I never really got into it, but doesn't Stellar Monarch do this?
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# ? Feb 21, 2022 13:02 |
Darkrenown posted:I never really got into it, but doesn't Stellar Monarch do this? Was about to say that; I always assumed someone at pdox had it on their radar to some degree. I still think it would be a great fit for Stellaris. The holy grail IMO is for a game to replicate the narrative beats of an extended story. If anyone remembers Centurion:Defender of Rome, that did it really well. You never had that mainstay of 4x games that is chasing around endless whackamole armies, you had memorable campaigns against highly distinct enemies and the narrative was much stronger for it. Not at all replayable but great.
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# ? Feb 21, 2022 13:34 |
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I feel like at that point youre playing GSG and not a 4x Shadow Empire is my personal favorite mix of empire/unit management. The councils do stuff but you manage them and your officers and still have a lot of direct control tho you do have to manage your units
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# ? Feb 21, 2022 13:37 |
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SE4's ship designer was good because it gave you the freedom to design your entire empire's logistics & fleet combat doctrines rather than just ships. Ofcourse, this was also a game that modeled logistics in the first place, with ships needing supplies to remain operational.
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# ? Feb 21, 2022 13:37 |
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victrix posted:the art and game concept and game inspiration all really appealed to me but I bounced off it pretty hard let’s be honest: we all just want FFH back
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# ? Feb 22, 2022 00:58 |
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Honestly, I like the goofier aspects of 4X games even if it isn't great world-building. Just give me the space lizards, the space cats and the space birds and have them all hate each other. It's a shame that none of the Master of Orion games got very far in giving them personalities, other than the space lizards being right bastards who have to be killed on sight, but either way, you know where you are with space lizards and space cats.
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# ? Feb 22, 2022 07:04 |
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chaosapiant posted:Let’s talk soundtracks. Especially space games, what kinds of custom sound tracks do y’all like to use? Right now I’ve got a custom mix of instrumental Samael, Lorn, and the MechWarrior 2 Soundtrack. Ascendancy's soundtrack from 1995 is my favourite, even if it is in a low bit and sample rate. I can't believe that the company that made that game still exists and they've only released two games. What the gently caress have they been doing this entire time?
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# ? Feb 22, 2022 18:24 |
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Rappaport posted:Honestly, I like the goofier aspects of 4X games even if it isn't great world-building. Just give me the space lizards, the space cats and the space birds and have them all hate each other. It's a shame that none of the Master of Orion games got very far in giving them personalities, other than the space lizards being right bastards who have to be killed on sight, but either way, you know where you are with space lizards and space cats. I found the SotS races to be quite flavourful and distinct, which was definitely helped by them each having unique FTL methods.
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# ? Feb 22, 2022 23:16 |
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Pharnakes posted:I found the SotS races to be quite flavourful and distinct, which was definitely helped by them each having unique FTL methods. The unique (exclusive) FTL methods annoyed me since there were some that were absolutely better then others, and making them exclusive is really artificial. Why can't I be human's with star gates? Starting out exclusive in the early game makes a lot of sense, but by mid-game after all the civs have met each other, trading/stealing FTL methods should absolutely start being a thing.
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# ? Feb 22, 2022 23:32 |
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I mean that was balanced around the species themes as well. The hivers have the best FTL in that it’s instant and completely safe to use, but their ships are slow and tanky with low manoeuvrability and they’re locked out of the best long range weapons in the tech tree. Plus their gate fleets can be intercepted and this is where the liir shine because their ships have the best speed and agility in the game in deep space.
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# ? Feb 23, 2022 02:03 |
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ate poo poo on live tv posted:The unique (exclusive) FTL methods annoyed me since there were some that were absolutely better then others, and making them exclusive is really artificial. Why can't I be human's with star gates? Starting out exclusive in the early game makes a lot of sense, but by mid-game after all the civs have met each other, trading/stealing FTL methods should absolutely start being a thing. The FTL methods are unique because they're a fundamental part of the races' characters as well. The Hivers are extremely slow but steadfast and then compensate by utterly swarming an enemy planet as soon as they plant a gate (like a bug infestation in your house). The humans are aggressive risk takers and they zoom through gates that might drive them into deathtraps from which they can't retreat. The Zuul devour planets and literally stab through the integrity of space. They live to corrupt and consume and nothing's safe. The Tarka are boring and suck so their means of travel is also boring and sucks.
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# ? Feb 23, 2022 13:07 |
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The exclusive methods are also vital to the balance of the game, and massively boost the flavour. I'm also not too concerned about the realism aspect of tech trading in a game where one of the environmental enemies is the discarded space helmet of a giant psychic whale lich. In fact, avoiding having any tech trading is one of the smartest moves a 4x can make. There's no way you can avoid it becoming massively unbalanced as you shadow broker the galaxy, but also incredibly tedious busy work. GalCiv2 was incredibly bad for this. Bug Squash fucked around with this message at 13:19 on Feb 23, 2022 |
# ? Feb 23, 2022 13:16 |
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Rappaport posted:Honestly, I like the goofier aspects of 4X games even if it isn't great world-building. Just give me the space lizards, the space cats and the space birds and have them all hate each other. It's a shame that none of the Master of Orion games got very far in giving them personalities, other than the space lizards being right bastards who have to be killed on sight, but either way, you know where you are with space lizards and space cats. I liked the random MOO personalities, like the cats would always YOLO to early death, the birds were usually chill but sometimes would be assholes, etc. The race art was pretty good for the time too, and gave them character.
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# ? Feb 23, 2022 15:06 |
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ate poo poo on live tv posted:The unique (exclusive) FTL methods annoyed me since there were some that were absolutely better then others, and making them exclusive is really artificial. Why can't I be human's with star gates? Starting out exclusive in the early game makes a lot of sense, but by mid-game after all the civs have met each other, trading/stealing FTL methods should absolutely start being a thing. because it's a game and there'd be no point in playing after someone gets there? It'd be like if chess had a rule where once one pawn crosses the board all of that player's pieces can move like a queen. the last thing in the Hiver tech tree is a slightly limited version of that where they don't need gates to hop to the nearest star anymore and if you've let things progress that long without seriously loving up the hivers that's GG A Wizard of Goatse fucked around with this message at 15:54 on Feb 23, 2022 |
# ? Feb 23, 2022 15:42 |
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*inserts generic Stellaris FTL rant*
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# ? Feb 23, 2022 17:07 |
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Bug Squash posted:The exclusive methods are also vital to the balance of the game, and massively boost the flavour. I'm also not too concerned about the realism aspect of tech trading in a game where one of the environmental enemies is the discarded space helmet of a giant psychic whale lich. Oh absolutely not realism, the gameplay should be number one. I'm also against tech trading, since as you said, it's tedious. But tech capturing/recovery is a lot of fun AND gives additional incentive to capture planets/ships. As for the eventual massive unbalance you would get if you allowed ship drives to be captured I think that is one of the best ways to actually end a game like this. After a few hundred turns of players jockying for supremacy, one finally achieves it and can now travel through space, without star lanes, instantly. Making the mop up painless and feel like an achievement rather then tedious. A Wizard of Goatse posted:because it's a game and there'd be no point in playing after someone gets there? It'd be like if chess had a rule where once one pawn crosses the board all of that player's pieces can move like a queen. the last thing in the Hiver tech tree is a slightly limited version of that where they don't need gates to hop to the nearest star anymore and if you've let things progress that long without seriously loving up the hivers that's GG Yes when someone "wins" the game it ends.
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# ? Feb 23, 2022 18:17 |
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Rappaport posted:Honestly, I like the goofier aspects of 4X games even if it isn't great world-building. Just give me the space lizards, the space cats and the space birds and have them all hate each other. It's a shame that none of the Master of Orion games got very far in giving them personalities, other than the space lizards being right bastards who have to be killed on sight, but either way, you know where you are with space lizards and space cats. I am reporting you for space racism against lizards.
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# ? Feb 23, 2022 19:21 |
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SotS has a whole lot of racial attributes that are completely divorced from the tech tree and the FTL methods each race uses is simply one of them. It's what helps give each race their character and identity and makes them each so unique. Every race has different population growth/industrial production, different chances for different technologies on the semi-random tech tree, different costs/durability/speed/maneuverability/weapon hardpoints on the same classes of hull, different trade route productivity, etc. None of these can be stolen from other races or altered by research, they're just part of who you are. As an example, let's consider the Morrigi and how their whole race is structured. Their destroyers are loving terrible. Relative to other races' destroyers, they have good weapons loadouts but are extremely expensive and fragile; pound for pound, getting into a destroyer fight as Morrigi against most other races will see you coming out losing economically even if you win militarily. The tradeoff for this is that Morrigi cruisers are top class, and going even further Morrigi dreadnoughts are terror incarnate. Morrigi have great tech chances across the board, especially for higher tier techs. They favor trade and have huge bonuses to it to the point where a fully developed Morrigi trade economy is the most lucrative thing in the game, but trade is very slow and expensive to get running and profitable. Their FTL method, the Flock Drive, is free-form hyperspace that is slow as poo poo baseline but gets increasing speed bonuses the more ships are jumping together, with larger bonuses for larger ships. A lone Morrigi destroyer moves like a snail. A full Morrigi fleet of dreadnoughts and cruisers might as well be teleporting from star to star. The entire design of the race is that of a sleeping giant - they are subpar at everything early on but the more time you give them to get going the more powerful they become. Every little bit, including the FTL method, plays into this design philosophy - the power of the lategame flock drive is a payoff for dealing with how much it sucks rear end at the beginning. If a race with a better start could just nick the flock drive when it starts peaking in power it would be far less unique and satisfying. Kanos fucked around with this message at 04:01 on Feb 24, 2022 |
# ? Feb 24, 2022 03:57 |
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ate poo poo on live tv posted:Oh absolutely not realism, the gameplay should be number one. I'm also against tech trading, since as you said, it's tedious. But tech capturing/recovery is a lot of fun AND gives additional incentive to capture planets/ships. As for the eventual massive unbalance you would get if you allowed ship drives to be captured I think that is one of the best ways to actually end a game like this. After a few hundred turns of players jockying for supremacy, one finally achieves it and can now travel through space, without star lanes, instantly. Making the mop up painless and feel like an achievement rather then tedious. So, what, you're complaining that the fluff on a tech victory isn't marginally different? Why not just tell yourself that's what's happening as you paint the map with your top-tier ships that can be anywhere more or less instantaneously Kanos posted:SotS has a whole lot of racial attributes that are completely divorced from the tech tree and the FTL methods each race uses is simply one of them. It's what helps give each race their character and identity and makes them each so unique. Morrigi are pretty subpar in the lategame too tbqh, if they survive to the dreadnought era their economy will start running away but unless everyone for some reason lets them get like an order of magnitude more powerful than anyone else their big fast murderball fleet they put everything into can still only be in one place at a time, while everyone else manages to be plenty fast enough simultaneously sending a single jammer DE to half a dozen systems and a smaller fleet to two. Kick rear end as a support player in team multi though A Wizard of Goatse fucked around with this message at 07:53 on Feb 24, 2022 |
# ? Feb 24, 2022 05:20 |
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A Wizard of Goatse posted:So, what, you're complaining that the fluff on a tech victory isn't marginally different? Why not just tell yourself that's what's happening as you paint the map with your top-tier ships that can be anywhere more or less instantaneously
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# ? Feb 24, 2022 08:23 |
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Kanos posted:SotS has a whole lot of racial attributes that are completely divorced from the tech tree and the FTL methods each race uses is simply one of them. It's what helps give each race their character and identity and makes them each so unique. I occasionally get tempted to try a Morrigi run, but then I remember that the trade system is astonishingly poorly implemented and micro heavy. I think that probably should have been an early warning that Kerberos had no idea what they were doing. I did make it to Morrigi endgame once though. A single dreadnought scout ship was able to beat the entire von Neumann homeworld.
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# ? Feb 24, 2022 09:28 |
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Meme Poker Party posted:I am reporting you for space racism against lizards. The sad part? In the new MoO, the lizards are generally pretty nice to you. It's the purple ones in MoO2 that are absolute jerks.
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# ? Feb 24, 2022 11:36 |
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Kanos posted:SotS has a whole lot of racial attributes that are completely divorced from the tech tree and the FTL methods each race uses is simply one of them. It's what helps give each race their character and identity and makes them each so unique. Weren't the Liir also the same? Awful destroyers which were comically slow and expensive, they barely had any population growth and you could hear dolfins crying when their ships blew up. But then they could develop cruisers and dreadnoughts that would phase out of existence and allow enemy weapons to literally pass through them while their beams would just melt enemies. But surviving to the dreadnought era with a terrible economy, terrible ships and terrible growth was a hell of a ride.
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# ? Feb 24, 2022 11:38 |
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In practice you never really reached that far into the tech tree in a normal game. The beauty of the Liir is that they could relatively easily build cloaked ships that launched biowarfare missiles at planets, erasing a homeworld from existence in a single volley. Naturally the Zuul were immune to this, since the Zuul were OP as gently caress.
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# ? Feb 24, 2022 11:50 |
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Oh yeah. Liirs big strength was they got extremely high chances for all the bioweapon research so you could commit tons of warcrimes
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# ? Feb 24, 2022 11:56 |
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Bug Squash posted:I occasionally get tempted to try a Morrigi run, but then I remember that the trade system is astonishingly poorly implemented and micro heavy. I think that probably should have been an early warning that Kerberos had no idea what they were doing. The trade system is where they put all of the irritating micromanagement cruft that they cut out of the rest of the game, basically. Mans posted:Weren't the Liir also the same? Awful destroyers which were comically slow and expensive, they barely had any population growth and you could hear dolfins crying when their ships blew up. Liir were the super science guys. Their schtick was that they had awful growth and a poor economy but had insane research and huge chances on lots of mean rear end sneaky techs like bioweapons and cloaking devices. Their ships were all pretty terrible in a straight fight, even the bigger ones. Their main ship gimmick was that they had inertialess drives so they could change directions instantly without acceleration or deceleration, and they had lots of turret mounts with full coverage. Super fragile and not terribly well gunned, though, and mostly reliant on leveraging their huge tech advantage in various underhanded ways. Liir didn't actually want a game to go to super endgame because by then their big tech advantage was gone, their drive wasn't particularly great, and their ships were not designed to win even fights. Basically the races worked on this spectrum: Early-game powerhouses: Zuul, Humans Mid-game powerhouses: Liir, Tarka Late-game powerhouses: Hivers, Morrigi The specifics vary heavily from race to race, of course. Kanos fucked around with this message at 12:05 on Feb 24, 2022 |
# ? Feb 24, 2022 12:02 |
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And the AI for those crybaby dolphins had no sense of proportion. If they see you trimming back an enemy planet they will switch from best friends to total genocidal crusade instantly. Very nicely implemented alien psychology I say, not at all crying as a dozen cruisers decloak to launch zombie virus missiles at my forge worlds.
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# ? Feb 24, 2022 12:03 |
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Liir had a very annoying, but also very interesting FTL drive on the strategic map. Basically, they were unparallelled turbo fast in open void, but slowed down dramatically once you approached gravity wells of particular planets. So it kind of mostly sucked early game, when you're mostly hopping to explore nearby planets, but once you've reached your technologically advantaged mid-game... You had massive capabilities for empire-wide quick strategic redeployment, keeping a quick reaction force chilling somewhere in the void and and massive course corrections midway through. At the same time, the rapid braking by the very end made the generally-very-fast trips a bit committal, so you had to keep up some decent scouting at your borders not to get hosed by that minimal lag.
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# ? Feb 24, 2022 12:50 |
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Lichtenstein posted:Liir had a very annoying, but also very interesting FTL drive on the strategic map. Basically, they were unparallelled turbo fast in open void, but slowed down dramatically once you approached gravity wells of particular planets. So it kind of mostly sucked early game, when you're mostly hopping to explore nearby planets, but once you've reached your technologically advantaged mid-game... You had massive capabilities for empire-wide quick strategic redeployment, keeping a quick reaction force chilling somewhere in the void and and massive course corrections midway through. At the same time, the rapid braking by the very end made the generally-very-fast trips a bit committal, so you had to keep up some decent scouting at your borders not to get hosed by that minimal lag. The end-lag also made them have real problems against races with bullshit quick FTL drives like humans, hivers(with gates up), and flocked out Morrigi. You could end up in a situation where your ships slowing down in enemy detection range gives them enough time to shift reinforcements in before you arrive, especially Hivers.
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# ? Feb 24, 2022 14:41 |
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Birdy dreads with nothing but PD phasers and the lightning cannons
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# ? Feb 24, 2022 15:41 |
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# ? Jun 5, 2024 05:38 |
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My favorites were the Hivers and there was nothing funnier than a bunch of slow hard as hell ships with full ballistic layout just literally shoving enemy fleets out of the map-zone.
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# ? Feb 25, 2022 10:47 |