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176  Serious Business / Spore Discussions / 2nd patch released on: 2008 October 17, 01:20:47
The 2nd spore patch was released sometime today.  No sign of it or a new no-cd.exe on TPB yet.  Here's what it fixes:

Quote
Features

    * Hold down the Control key in Sporepedia to select multiple creations for deleting or banning.
    * Hold down the Shift key in Sporepedia to select a range of creations for deleting or banning.
    * New planet style: Cubes.

Graphics/Aesthetics

    * Fix for game entry screen turning black when banning a creature in a Saved game.
    * Fixed issue with flora card in Sporepedia.
    * Space phase: Fixed graphic issue with water levels not updating properly with terraform tools so that visible water and atmosphere levels will now correspond in the Atmosphere monitor.
    * Fixed problems introduced via atmospheric and drought terraforming tools.
    * Improved gaits for multi-legged creatures.
    *  Improved gaits for creatures with 2 limbs, but without any feet.

Audio

    * Space phase: Fixed missing VOX in some animations in Comm Screen.
    * Fixed audio issue with switching mode to 5.1 breaking music and VOX.
    * Fixed audio syncing issue when minimizing and/or maximizing Spore before opening video.
    * Fixed crash with city music player when Save and Load dialogs are present.
    * Fix for audio lag and missing models due background loading slow-down on certain single-processor machine configurations. This fix improved overall stability on this machine configuration.

Tuning

    * Space phase: Tuned relationship status to update in communication window after completing a mission.
    * Tribe phase: Tuned Normal difficulty mode to make social game easier.

Miscellaneous

    * Fixed the ESC key to consistently skip the Spore introduction movie.
    * Creators: YouTube video uploads are set to private. Go to YouTube.com and log in. Then go to Account >> My Videos to set them to Public if you want to share your videos with the world.
    * Creators: Fixed limb joints not being selectable behind other limbs.
    * Tribe phase: Fixed crash while harvesting fruit and fish.
    * Space phase: Fixed timing bug using Planet Buster during Grox invasion.
    * Space phase: Fixed destroyed turrets mission.
    * Space phase: Fixed crash when zooming out to full galactic view from the center of the galaxy.
    * Fixed for game entry screen staying zoomed in after deleting a game and entering/exiting Sporepedia.
    * Space phase: Fixed City Hall updating bug. City Hall will now update to correct version if player has chosen a new City Hall during the transition from Civilization phase to Space phase.
    * Space phase: Fixed Vehicles updating bug. Vehicles chosen in the Colony planner will now update without requiring the player to leave and re-enter a planet's atmosphere.
    * Fixed crash when transitioning from Tribe phase to Civilization phase
    * Discontinued the Bad Baby Achievement.
177  Serious Business / Spore Discussions / Re: Invisible Attackers? on: 2008 October 16, 19:39:02
Wrong: Sneak will decloak when you launch your first attacks. It will otherwise last indefinitely until you are spotted or perform an action that forces you to decloak. However, you allegedly receive bonus damage for the first few attacks performed while decloaking.


Hmm, I don't know about that -- I'll have to try it next time I get new creatures.  I seem to think I had a pretty intensive attack going under sneak, and then my pack was still sneaking and ran away without a counterattack.
178  Serious Business / Spore Discussions / Re: Invisible Attackers? on: 2008 October 16, 18:38:57
Yea, the sneak ability lasts for x amount of time, regardless of what the creature is doing, so continuous sneak attacks are possible.  Not a bad way to bring down an epic, actually -- spit and run while sneaking, and your pack can do a lot of damage to it before it even knows where you are.

Sneak also carries over to tribal, though you don't have control over it.  Your tribe will automatically cloak when they start their attack, regardless of the weapons they have.  It's kinda cool when used with spear carriers, since the tribe you're attacking don't know where the attack is coming from for a little bit.  Get them running every which way and then send in the stone axe gang to mop them up. Smiley
179  Serious Business / Spore Discussions / Re: Invisible Attackers? on: 2008 October 15, 22:16:32
Is it possible that they were using a stealth/sneak ability (does that stay activated when they attack?  I didn't think it would, that seems fundamentally unfair)?  I ran over by the nest later on and lo and behold, there they were.


Yes, they were using the stealth ability, and yes, they can attack while it's active. I usually try to give my creature that ability, because it's handy for sneak attacks.
180  TS2: Burnination / Oops! You Broke It! / Re: Apartment Life Borkiness, or how i ended the world in 1 hour. on: 2008 October 15, 13:27:15
I imagine her as an exotic Israeli ex-Mossad agent.  Smiley
181  Serious Business / Spore Discussions / Re: Spore Mods! on: 2008 October 14, 18:45:27
I usually go after the attacking ships, coming up from behind and getting right on top of them before firing.  My allies take care of the escort while I take out the bomber.  Fun, fun, fun! Smiley
182  Serious Business / Spore Discussions / Re: Spore Mods! on: 2008 October 14, 18:31:56
I discovered that by accident recently, too -- I like the pulse cannon for taking out turrets, as one or two shots do the trick.  I was attacking a city with the plus when one of the planet-side defenders came by, and I forgot to switch to a different weapon.  Between my allies and the pulse, he was gone in no time.

I've since used it a lot against slow moving targets too, like bombers and the Grox.
183  Serious Business / Spore Discussions / Re: Any ideas on how to deal with the Grox? on: 2008 October 11, 04:30:12
Good hints (in retrospect Smiley), Arnina.  I'll have to remember to do that when my next space race is ready for the run to the core.  Unfortunately, my first (stronger) race is going to have to fight their way through.
184  TS2: Burnination / Oops! You Broke It! / Re: Failed to enumerate any Directx9 on: 2008 October 10, 19:16:33
I installed the NoCD from gameworld I download 3-17-2008


Ah, but where did you install it?  This error is common when you put the no-cd.exe in the wrong place.  It should go into the TSBin directory, replacing the original (you should back that one up, since you'll have to restore it to apply patches). You should also start the game from the no-cd.exe, and not from the Launcher.
185  Awesomeware / The Armory / Re: FFS "Batbox" Lot Debugger v2.0: NUCLEAR WAR EDITION on: 2008 October 10, 18:54:27
I've seen plates get stuck where the sims can't clean them up, and you can't delete them even with moveobjects on.  Maybe the 'nuke stuck dinners' is for that?  I usually end up putting the plate on the floor and burniating it; never thought to check the batbox.
186  Serious Business / Spore Discussions / Re: Any ideas on how to deal with the Grox? on: 2008 October 10, 15:35:13
And the Grox seem to have more advanced interstellar drives than everyone else, because they can show up a bajillion kajillion miles away from their nearest world to thump one of your colonies.

187  Serious Business / Spore Discussions / Re: Easter Eggs on: 2008 October 10, 15:31:47
Also not really an Easter Egg, but amusing nevertheless.

http://img531.imageshack.us/my.php?image=spore20080912224508yg6.flv

I love those tribal dances around the fire.  They amuse me. Smiley
188  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 10, 15:28:46

Yea, but don't you just go back to the beginning of the stage, or maybe to your last save?  I've seen a stalemate in Civ, where you can't win at all, but never in Tribal.



You were expecting them to nuke you back to the cell stage?

Well, creature stage, at least. Smiley
189  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 21:37:07
Yea, but using a mod to avoid the travel limit would make it TOO easy, I think, at least for me -- some of the fun is figuring out how to do it, either by clearing a path yourself, or doing a lot of wormhole explorations until you find the right combination that gets you as close as possible.


Tribal and Civ both have failure scenarios. 


Yea, but don't you just go back to the beginning of the stage, or maybe to your last save?  I've seen a stalemate in Civ, where you can't win at all, but never in Tribal.
190  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 19:45:57
Well, there's really not a death penalty anywhere in Spore. It would at the least make sense that if your ship gets destroyed, the new one has an empty cargo hold, not all the stuff the previous ship had.
191  Serious Business / Spore Discussions / Re: Post your creatures here on: 2008 October 09, 19:43:17
Spode neutral right now, though if they get it into their minds to attack one of my planets or allies, they'll be Spode extra-crispy soon enough. Smiley
192  Serious Business / Spore Discussions / Re: Post your creatures here on: 2008 October 09, 19:36:12
The game just isn't right without your very own Duckie or Buttolino in your corral.

Or kewains, who turned out to be Spodeists one of my games. Smiley

http://www.moreawesomethanyou.com/spore/creatures.rar
193  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 19:33:36
...and increased levels of stardrive should increase energy efficiency.

Well, that is how it works in a sense.  Higher level drives let you travel further without any noticeable increase in energy used that I've observed. But I can see why they did the distance limitation as a gameplay thing -- otherwise, getting to the core would be a no-brainer.  Just get max energy stores, blow it all on the trip to the core in one or two shots, and then get a free trip back home when your ship goes boom. Smiley
194  TS2: Burnination / The Podium / Re: EAxis annoy me (modular stairs in Veronaville house) on: 2008 October 09, 19:26:18
It seems to depend on which modular stairs  -- I like to replace non-modular with modular stairs in dorms, and can replace the 4th floor tile with most of the older/original modular stairs, but not with the newer ones that came with later EPs.
195  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 19:05:58
Yea, there's an idea for a future Spore feature -- the ability to turn the max distance circle into a transparent sphere, so you can really see what systems are encompassed by it. 
196  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 18:52:28
Yea, 1/5 does sound about right -- makes it almost impossible to find a track through without running into a Grox system. And it makes fast retreats really difficult, even if you find a wormhole that plops you in pretty close.  I even found one wormhole exit that was pretty close to the core, but I couldn't reach a single nearby star from it, even with a I-5 drive.  They were all just a little bit beyond the green.
197  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 15:06:43
Too late to befriend them in the one game I'm playing -- they decided to hate me and attack my ships whenever I enter their territory.  I've been trying to clear a path (2 or 3 mega bombs usually take out their colony), but the shortened travel distance near the center makes that arduous going. Plus not knowing my escape route (I haven't found a wormhole that takes me closer to the core yet) made it harder.  Now that I know where the routes go, I can map out the attacks a bit more carefully. Smiley
198  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 14:46:18
I think, you need to turn on the "Show Visited" box. Otherwise, it seems to not show the purple lines between the wormhole pairs.

We have a winner!  Grin  Yea, I discovered this by accident just before I quit playing for the night last night, and didn't get back here to post it. Turning on the 'Show Visited' makes the lines visible.

Now that I know that, maybe I can figure out a way to get past the Grox without getting my ass kicked.  Tongue
199  Serious Business / Spore Discussions / Wormhole navigation on: 2008 October 09, 01:26:56
Maybe I'm missing something, but is there an easy way to track which wormholes go where?  I read somewhere (maybe the um, always accurate Prima guide) that once you go through a wormhole pair, a permanent indicator path is supposed to appear, but I've never seen one.  Other than writing down the details, how do you keep track of them?
200  TS2: Burnination / The Podium / Re: Tabula Rasa on: 2008 October 08, 13:18:04
Nope; exit without saving it is.  Or hope you have a very recent backup of the hood that you can restore.
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