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archimage_a

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Posts posted by archimage_a

  1. With action I meant for it to have action, not for as much action as possible.

    With funny romance I meant like in Toaru Majutso no Index, where half the recurring female characters are Tsundere for the main character and he's just too slow to realize a thing, with misunderstandings happening at least once or twice per episode, much to his discomfort.

    With no sudden jumps in power I meant like in most animes where whenever the plot demands it, the main character who usually mops the floor with an equivalent enemy (or army of them) suddenly gets his ass kicked hard.

    And I actually prefer complex plots (duh, I read Homestuck, if I had anything against complex plots, I would have been writhing on the floor ever since I set eyes on that webcomic).

     

    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...

  2. 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:

  3. 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.

  4. 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.

  5. 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.

  6. '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).

  7. 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?

  8. 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.

  9. 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.

  10. 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.

  11. 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

     

    Etc: http://www.gamasutra...ons_Go_Awry.php

  12. 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

  13. 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.

  14. 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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