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76  Serious Business / Spore Discussions / Re: Any ideas on how to deal with the Grox? on: 2008 October 10, 14:17:05
AFAIK, computer players can't terraform.
77  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 10, 01:13:08

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?
78  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 19:53:16
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.


Tribal and Civ both have failure scenarios.  But yeah, the game is easycakepie.

79  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 19:40:24
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


I hate arbitrary limitations in a game.  Especially when they exist to cover poor design.

Dammit, remember the good ol' days (tm) when we had games like Frogger where if you screwed up, you got squashed?  Or Design-a-saurus where if you didn't design yourself properly, you got eated? 

Why do so many "kiddie" games these days think that failure is taboo?


[edit] I'm sorry, I skipped a few points there...I'm referring to the non-existant death penalty in the space stage.
80  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 19:08:55
Actually, now that I think about it, what's the purpose of the stardrive distance limitation?  It's not even remotely close to the distance that would result in 0 energy and there's no other supplies to consider so why does it exist at all?

They went about it completely wrong.  The max dist should be the out-of-fuel point or the point of no return, not some arbitrary number...and increased levels of stardrive should increase energy efficiency.
81  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 19:02:57
It doesn't help that it gives you a circle for determining maximum distance in a 3D field.  They should've just made possible destinations highlighted subtly...but this is EAxis we're talking about...
82  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 16:02:38
Exactly how BAD is that shortened travel distance?

I'm just guessing, but it looks like to be about 1/5.
83  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 14:55:30
Now that I know that, maybe I can figure out a way to get past the Grox without getting my ass kicked.  Tongue

That's easy.  Befriend them and relocate your empire to the core.

And that's what is missing from this game.  Is it possible to change your home planet?
84  TS2: Burnination / The Podium / Re: Custom butlers possible? on: 2008 October 09, 14:19:40
You could hire another butler before you raise the first butler as a zombie.

That wouldn't really accomplish anything.
85  Serious Business / Spore Discussions / Re: Wormhole navigation on: 2008 October 09, 14:11:53
I rename the wormholes so that their destination becomes somewhat meaningful based on their name.

"Here there be Dragons"?
86  TS2: Burnination / The Podium / Re: Custom butlers possible? on: 2008 October 08, 22:44:28
If you want a zombie butler, just kill him, raise him as a zombie, and then throw him back into the NPC pool. Or "Make Me Zombie" on him.

But wouldn't that make the entire neighborhood have a zombie butler?
87  Awesomeware / The Armory / Re: Macro Control: Macrotastics on: 2008 October 08, 17:54:49
Skillinate ---> Creativity seems to be borked. The Sim just stands there and does nothing. Motives are full, aspiration platinum. Creativity items on lot: Grand Piano, Violin, Easel. All are accessible. Latest version from Director's Cut. HCDU reports no conflicts.

Is the route open?  The violin is horrible about leaving an invisible tip jar that can block off the path through a room.
88  Awesomeware / The Armory / Re: Macro Control: Macrotastics on: 2008 October 08, 17:01:31
Just made a house with a single sim, a phone, a couch, a cheat, an espresso machine, fridge and bathroom.  All motives except social can be addressed, but for some reason, the macros are ignoring comfort...or just not seeing the couch..and I've tried several different couches and chairs, as well as a bed.

Before I re-installed the game to get a clean install, the macros would send sims to a couch, chair or bed to cure comfort...now they're not.

Ugh...this is happening again when trying to use the skillinator to get robotery.  It worked fine at the home lot because the sim would run to the bed, but in a workshop comm lot, it ignores the couch and just keeps looping between crafting attempt and motive bitching.

I'm sure the reason for this is the massive decay that robot crafting causes for comfort, but it's pretty annoying.
89  TS2: Burnination / Oops! You Broke It! / Re: Nasty glitch on: 2008 October 07, 17:53:43
I don't mind the ownable cars, it's the carpools that annoy me.  Mostly because of the incessant honking every five seconds.
90  TS2: Burnination / The Podium / Re: Personality and Enthusiasm on: 2008 October 07, 16:51:58
The more I play, the more I wonder what purpose hobbies actually serve.  They offer zero benefit to gameplay.  It's just a way of keeping score for doing things you were already doing.
91  Serious Business / Spore Discussions / Re: MASSIVE SECURITY HAZARD in Spore! on: 2008 October 07, 13:53:26
That is ridiculous. Why the fuck would they even *CARE* what time it is? Clearly this is some sort of weird nosy behavior practice, although why they would want to spy on your CLOCK is beyond me.

I'm assuming the thought process goes something like this:

XBL autoupdates time.
all Xboxes should share the same time.
any Xbox with a different time is modded, thus evil, thus a dirty dirty cheater, kill it! kill it with fire!

But that's just me guessing.
92  Awesomeware / The Armory / Re: Creature Fixes on: 2008 October 07, 13:25:16
I don't suppose that when you fixed the good witch scalp overlay (or lack thereof...stupid EAxis shortcuts), you gave it a texture to look for?
There isn't actually supposed to be one, so simply eliminated that portion so that it does not apply a scalp discoloration.

I was afraid of that.  How would I go about giving it one?
93  Awesomeware / The Armory / Re: Creature Fixes on: 2008 October 07, 05:44:15
I don't suppose that when you fixed the good witch scalp overlay (or lack thereof...stupid EAxis shortcuts), you gave it a texture to look for?

If so, what's the texture?
94  Serious Business / Spore Discussions / Re: Oh DUDE on: 2008 October 06, 22:22:10
I can't wait for the Splotch EP that gives us magic that lets us do things we can already do.
95  Serious Business / Spore Discussions / Re: Oh DUDE on: 2008 October 06, 22:11:07
That is one of the weaknesses, yes. Once you've seen one planet, you've seen 'em all. The aliens themselves are so interchangeable that if you delete a race already in the game, it is replaced by one that looks totally different, yet is exactly the same.

I was going to focus my efforts on collecting cool creatures and making designer planets, but then I realized there's no profit in it, so I went back to Sims and Soulcalibur and await new shinies for Splotch.

Although with some of the mods that have been released, it might be tinker-worthy now.
96  TS2: Burnination / Oops! You Broke It! / Re: Nasty glitch on: 2008 October 06, 22:06:00
My test lot had a couple of carpools stacked with two owned cars -- all 4 sims leaving for work at the same time. 

That wouldn't happen if you didn't buy cars for each member.  Or it shouldn't, unless something has changed since the last time I checked it.

And with "walk to lot" buying a car is purely aesthetic now.

But all sims that leave while a carpool exists should get into the same car.  Again, unless it's changed since the last time I tested it.  I could be talking out of my ass, though, I haven't tried that since EP2.

I'm really not sure why carpools exist.  Why can't the sims walk to work (ostensibly, to a bus stop)?
97  Serious Business / Spore Discussions / Re: Oh DUDE on: 2008 October 06, 22:00:14
Judging by my explorations with just two space-faring species, I'd be surprised if there's less than 2,000 stars in each ARM of the galaxy, let alone the whole galaxy.  As has been said many times here, Spore really does capture how big space really is.


And how little there is to do in it... Tongue
98  Awesomeware / The Armory / Re: The Fight Club: Now With More Shinyness on: 2008 October 06, 21:54:29
Code dissection: Rep gain/loss does not depend on the target being a social townie, but it DOES require that the action be "accepted", and without Awesomeware, must occur on a community lot. With negative actions, however, "accepted" or "rejected" is unclear.

Can negative actions even be rejected?  The only way I know of is to manually queuestomp.
99  Awesomeware / The Armory / Re: Phone Hack v8.3 on: 2008 October 06, 21:52:00
Never encountered this issue. I'm guessing it's a local problem caused by a corrupt lot.

It happened on several lots, though with the same sim. So I guess the sim could be a plague-bearer.  I just reset my neighborhood anyway, so I'll see if it happens again.
100  TS2: Burnination / The Podium / Custom butlers possible? on: 2008 October 06, 15:25:18
The answer is probably no, but would it be possible to allow for custom butlers on a per lot basis?

i.e. Could I make a Zombie butler or Servo butler or whatnot that performed exactly as a normal butler, including the whole NPC bit so I don't have to babysit them?  But that would only be used on one lot with different butlers for different lots?

Admittedly, I don't understand much about the sims code because I'm lazy and it does seem that this would be fairly difficult to do, unless the code was co-opted to perform the same actions under a different function.  But is it possible?
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