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Posts posted by archimage_a
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Anyone looked at Guns of Icarus?
Its an online game in which you man airships against other players with airships....It could be cool to get a Tavernite team together. Its currently in beta, though there is 25% off the price and there a 4-person bundle which only costs twice the normal cost of the game...So if people were willing to play I might be convinced to get the 4 pack (Course if anyone else wants to get the four pack I wouldn't say no =P).
Anywho, video:
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Pah, Pirate points. Now, if you were awarding Antipirate feats...
Thats what I said...Retech is really mean =P
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Hehe
Retech: You are clubed over the head and bundled onto a boat. You wake up sometime later in an arena with Garmund and co cheering for something called "The Bloodening". Then a Huge Sized Ogre appears, brandishing a Man O' War and brings it down on your head.
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You know, you could sail for Pirate Island once you have...err...Liberated...your ship.
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We are looking for an Island with a Church and a SMALL Port that has been in service for a long time.
Alternatively an Island with a large population of domesticatable animals.
A cove would be nice, as would a stout hill overlooking the rest of the Island.
A Midway type Atoll (Or any sort of Lagoon) would be desirable as well.
If there are no other options we can settle for a Tombolo, though a Cuspate Foreland is entirely out of the picture.
Preferably not an Island that is dragon infested/has an huge shiny fort, with Templars/analgous (Though an Evil Fortress is not neccessarily a no, providing all the other needs are met) or an island that has a large settlement, especially those with a large port.
It would be nice to know where they trade routes are.
So required:
1 of the top/second group and nothing from the bottom group.
Desirable:
2 or more from the top/second group and nothing from the bottom group.
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Seems about right.
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Yup.
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Owing to time getting slightly away from me(I blame Dwarf Fortress), we shall be starting in 1 hour.
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I wouldn't say no...I assume creepers would be nerfed or something?
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Hi all, just reading through the D20 guide to Airships...for a varity of reasons...and came across this guide to lexicon (mostly copied from Naval Speak) But yeah, thought it might be helpful.
[hide]
Airman’s Lexicon
The terminology and slang of the airmen can be used to add a great deal of flavor
to an aeronautic campaign, and a lexicon is provided here for your use. While
many of these terms have origins in naval service, they have evolved and mutated
to suit the needs of airmen.
Abeam:
Any object or creature outside of the airship. This is normally used
to refer to enemy soldiers or other creatures that are approaching in the air but
are not yet aboard the airship.
Adrift:
Any object or airman who has either fallen over the side of the airship
or is in danger of being left behind. This is most often in reference to airmen
who are magically flying as a result of combat or while acting as scouts, especially
when the airmen is not able to catch up to his airship.
Aft:
The rear of the airship.
Alongside:
Any object or creature that is tethered or otherwise attached to
the airship but not currently on the deck is referred to as being .alongside the
vessel..
Astern:
Behind the airship.
Beam:
The width of the airship.
Bearing:
The direction of any object from the airship. Normal use is by compass
direction, so an object to the north of the airship would have a northerly
bearing.
Belay:
To secure a rope without knotting it.
Berth:
An allocated spot where a crewman or passenger is designed to sleep
and store his belongings. For crewmen, this is normally just a bunk and a footlocker,
for the passenger it may be an entire room below decks.
Bow:
The front of the airship.
Bulkhead:
The partitions inside of an airship.the would-be walls in a building
or on most other vessels.
Ditch:
A verb meaning to throw someone over the side of an airship. While
this is a common punishment aboard pirate vessels or airships crewed by evil
creatures, it is very rare and reserved for the worst crimes aboard any other airships.
Furl:
To roll a sail up the mast and secure it so that it no longer catches wind
and is stopped.
Fore:
At, near, or in the front of the airship.
Fore-mast:
The mast furthest forward on an airship.
Galley:
The airship.s kitchen.
Gangway:
Any recognized traffic route, or entrance to a traffic route, aboard
an airship. While a corridor is not necessary a gangway, any busy area of the
airship is given this name.
Gunwale:
The upper edge or rail of the airship.s deck. Airships tend to
have gunwales a bit higher than a sailing ship, with the edge of the deck often
rising as much as three and a half-feet above the level of the deck.
Hatch:
Any opening, covered or not, in the main deck that allows access to
the cargo hold or other areas below the main deck.
Heads:
The toilets of an airship. While many airmen are just as happy to
drop their waste over the sides of the airship and let the chips fall where they
may, as it were, most captains are not so keen on this activity. It not only puts
men at risk, but also stands a chance of annoying those below the airship. While
sailing vessels often placed their heads at the fore of the vessel as they moved
with the wind, the airship head is nearly always at the very rear of the airship,
most often just below the engine room.
Heel:
When an airship tilts more than 45 degrees due to an impact or the
force of the wind against its sides, it is said to be .heeling over..
Helm:
The apparatus by which the rudder is controlled. More often referred
to as the Wheel aboard an airship.
Jettison:
To throw overboard.
Lee Side:
The side of the airship away from the direction the wind is blowing.
Log Book:
These books are so treasured by pirates and other sailors that
they are kept under lock and key when not in use. The log book keeps an accurate
measure of everything that happens aboard the boat each day as well as a
detailed accounting of the course the airship takes during its journeys. Because
the log book is often very large and covers dozens of voyages by an airship, it
contains critical flight information that can be used to recreate trade routes, avoid
enemy airships, and generally figure out the lay of the land without every venturing
into the area. Military log books are always magically protected and are
destroyed by the captain if it appears they might be captured.
Mooring:
To secure an airship to an airdock, usually a tower, using lines or
spells to hold it in position.
Port:
The left of the airship, if you are standing on the deck and looking
toward the bow.
Rigging:
All the ropes used for supporting the masts and controlling the
sails. In airship terminology, this most often also includes the sails and masts
themselves.
Ship's Company:
All crewmen and officers assigned to, or working on, the
same vessel.
Sick Bay:
An airship's hospital, usually overseen by a cleric or trained healer
during long voyages, but left unmanned for shorter trips.
Sister Ships:
Vessels built to the same general design. Sometimes also used
in reference to airships created by the same engineer.
Skulk:
To avoid duty, usually by simply hiding while others are working.
Splice:
To join two ropes together by unraveling their ends and interweaving
them together. This type of work is often used as punishment aboard airships
because it is both difficult and tedious.
Starboard:
The right side of the airship, if you are standing on the deck and
looking toward the bow.
Stern:
The rear of the airship.
[/hide]
Retech, there is a lot of good information in the book.
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Teewted?
But yes, its good that Mask seems interested in the same subject...saves from several pages of posts which Mather is telling Mather about Mather's life.
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'Okay, I have XYZ stone but I am low on gold, I know that there is gold nearby but I think the enemy has got it. Okay, I will position a small force between the gold mine and their base. Slaughtering the villagers and guard and then building a fortress to prevent any attempts to reclaim the gold mine'
You could just have the game constantly at war with everyone, but then you are playing a Tactical game, rather than strategic.
I pay very little attention to the distance between my cities, I just go and claim the resources that I need and build where I can to occupy most of the map. I am not overly concerned by small gaps in the network since I can culturally claim the cities that the enemy puts in them.
As to rushing the pyramids...It has never really been a major aim since my second game when I lost it by one turn. Same with Stonehenge, The Aposle's Palace, and so on. You can't win the game simply by building one wonder, you have to think about things.
As to the race for rifling...I have never had much interest in a protracted war that gains me nothing...Most of the time I play Islands, fight a war for supremacy if there are other people on the Island, and then expand onto the Islands that I need resources from. War is a very small part of my gameplay, since it is a blunt tool.
AOE isn't that much of a strategy game, primarily because you are innevitably playing a Skirmish between a set of Kingdoms...The entire game will either boil down to a string of minor battles approaching supremacy, or one big gamble which destroys the enemy so completely that you win.
So if you approach Civ with the same tactics as you approach AOE with you are innevitably going to have a hard time because you aren't constantly at war, the game isn't designed for constant war, and the computer will work together to take you down (sometimes).
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So...same control mechanism, same quality of graphics (or lower), somewhere between a DLC and an expansion pack's worth of new content...What's the point again of paying the 70 or so dollars they were asking for it?
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Yuck, touchpad.
Really, there are no, NO, redeeming features to them. The only possible 'benefit' is that you can make them thinner than the average mouse/trackerball, and potentially cheaper...But at the cost of SO much else.
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Analog/Analogue Sticks are the more common term for them.
Thumb Sticks are less common.
http://en.wikipedia..../Analogue_stick
http://en.wikipedia....k#Arcade_sticks
On the joystick page:
Since the late 1990s, analog sticks (or thumbsticks, due to their being controlled by one's thumbs) have become standard on video game consoles and have the ability to indicate the stick's displacement from its neutral position. This means that the software does not have to keep track of the position or estimate the speed at which the controls are moved. These devices usually use a magnetic flux detector to determine the position of the stick.
There are rather large distinctions between an analog stick and a joystick, and while you could insist on using one form for both it would only be to the detriment of being communicable.
I would have to say that I am reasonably comfortable with analogue sticks, mouse, and light-gun control mechanisms for shooters (Assuming they are not poorly programed/designed/etc). Keyboards and Joysticks are more troublesome, though, for the most part, I have never met a system (Which allowed accurate shooting) that I couldn't hit 9 out of 10 headshots/equivilants on.
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AC2 was definately a port, and a lazy one at that.
To be honest I rarely play games outside of strategy games and, like you said, consoles rarely have enough buttons for it. But there are the exceptions when you are trying to play an action game or some such and you just get screwed over because the port was terrible, like AC2. Revelations was far improved.
One of the major boons Console gaming has verses PC gaming is that you put the game in and you 'Know' it is going to work. Where as PC Gaming has the habit of refusing to work because of propriatry drivers and other nonsense.
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Terrible ports? As far as I know, the only games that are ported to PC are emulators and ancient ones, most games you find for a computer were made for a computer.
La Noire? Assassin's Creed? (Neither are bad ports, for reference. Though AC2 gave the Console buttons, rather than the Keyboard control) Alpha Protocol? (Middling Port) Battlefield 3
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Sim City (original) was great...went downhill from there, with Sim City 4 being all but unplayable and Sim City Societies ACTUALLY being unplayable.
Populous was ok, never held me though.
My first two games were CivNet and Gazillionaire
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Why are you using a different text to everyone else?
Really, Civilisation isn't about either of those things unless you are playing a short game/going for a cultural victory/playing against someone else who is going for a cultural victory.
Naturally building cities spread across the globe with no link doesn't make a resiliant empire, but placing a city within 5 tiles, when 1 tile is approximately 100 miles, isn't freakishly close.
Culture is a really amazing system in CivIV, since it allows you to 'fight' without the innevitable death stacks...The Civ series' only downside, though was largely fixed in CivV (at the expense of everything else).
Seizing control of a city via culture is not an easy thing to do.
Universal Sufferage is desirable to some extent, but I have played multiple games with the Monarchy from discovery to victory screen.
Unit types are only one variable, and while it is true that you can't simply use 1 rifleman unit to conquer a planet full of savages...It is pretty much the same in real life. I mean, if you look at the British at the turn of last century, in South Africa, Machine Guns verses hoards of 'savages'. Or the Americans in Iraq at the moment. Gunpowder makes a large difference in the game, as does tanks. But most of the time you can't just run your slightly superiour troops into a fortress and expect to win.
I would recommend:
http://www.moddb.com/mods/fall-from-heaven-ii/downloads/fall-from-heaven-ii1
Or
http://www.moddb.com/mods/rise-of-mankind-a-new-dawn
Though ideally you would just play an epic/marathon length game. I mean, I am not terribly good at Strategy Games...I usually win by a tiny margin, but the games are very enjoyable.
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Why not a free game such as Team Fortress?
Why not Pong? Its free too.
And several games are considerably better on consoles....Not to mention that you don't have to put up with terrible ports.
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I do...well, technically mum does
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I never liked the fairy rings, largely because (as far as I can remember) you still needed to carry around a staff to use them. I was more of a Gnome Glider person =P
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Well, Wyvern's character has 54 out of 42 Skill points. 6 for Favoured Class and 6 for Campaign bonus.
(6+1)*6 = 42
The Back Room
in Falador Tavern
Posted
Have you tried day time television? Pretty much all those criteria are met on Springer or Kyle...And since both of them are not real people, but rather an artistic impression of a person, it even counts as Anime.
Best of all there is around 6 hours of program produced every weekday...Its like a never ending fountain of crapulance...Just like Anime...