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1  TS2: Burnination / Peasantry / Re: Enthusiasm gain mod - V2.00 (19 Oct 08) on: 2008 October 25, 03:43:17
It sounds (almost) Awesome.
2  TS2: Burnination / Oops! You Broke It! / Re: The Spiral Staircase on: 2008 October 24, 09:28:08
You could also try going up a level for staircases, that's how I solve this problem.
3  TS2: Burnination / The Podium / Re: Children witches/warlocks on: 2008 October 20, 01:54:04
I have enough trouble with English. I will refrain from any attempts at dog Latin. Instead, I was wondering if some of the existing spells could be improved. Specifically, the evil spells are not effective enough. They take ages to cast, drain motives fast and don't do very much. Not only are the effects inadequate of themselves, any aspiring evil magician has to work against the normal Sim sociability if he/she wants to sow discord. The chicken dance curse actually makes the victim more popular for some lame reason! If you want to be a jerk it's much easier to train max body, get bitten by a wolf (for the werewolf bonus) and then pick fights with everyone. Evil spells should pack more bang for the buck.

Could Spiritus Poultria uniformly produce a negative reaction? Currently, P&L at someone going crazy makes the relationship score go up, and by a lot. Doesn't make sense.

Serventus Attackum just uses the caster's body skill, plus it doesn't have logic or mechanical points to give it an edge in fightclub mechanics. Completely pointless. Evil magicians should spend their time studying evil, not working out. They then summon minions who do can actually fight. The effectiveness of the servant should depend on the caster's magic skill. Also, the servant could get a fightclub attack bonus similar to other supernatural creatures. Hard to fight with something invisible/inmaterial.

Extractum Amorus may need to hit the relationship harder/add furious. Currently, it only drops the relationship by around 50 points, so lovers/spouses are only set back slightly and soon recover.

Currently, Inflammo only works at home. I want to set fire to other people, not my own house. Major disappointment.

Both the insect attack and Heavus Ho should maybe have motive hits. Getting stung should hurt.

The Discordia spell only has 5 'charges'. Maybe make it permanent until removed/dispelled, or make the relationship hit from failed interactions bigger for the spell's duration?
4  TS2: Burnination / The Podium / Re: Children witches/warlocks on: 2008 October 19, 08:16:35
It might be almost as useful not to follow EAxis conventions with any new spell names, just so players can spot the new stuff easily. After all, you already have batboxes and Soviet toilet paper.
5  Serious Business / Spore Discussions / Re: Invisible Attackers? on: 2008 October 17, 05:58:53
Shields in Trek negate most of the benefits of a first strike. If, like a submarine torpedoing a battleship, a stealth bomber dropping a nuke, or a sniper picking off a target, most targets die in one or two hits, stealth of the Trek variety becomes more useful. However in Trek, even the smallest shuttlecraft can survive a few direct hits from a battleship, especially if main characters are on board. Being able to move unseen is still a pretty big military advantage though. I suppose stealth is also useful for dropping mines (must be cloaked themselves, of course), running away (blockade runners), suicide attacks with really big bombs (preferably the type that make suns go nova), ramming, shooting and scooting with weapons that don't give away your position as easily (like a carrier launching fighters from long range, or some sort of time delay missile), or, if you are facing an enemy who outranges you, getting in close before decloaking and fighting on more equal terms (aka 'grabbing the enemy by the belt', see Korean War).

I use stealth in creature stage to avoid fights not in my favor. Useful for ambushing unwary Alphas taking a leak alone in the woods.
6  Serious Business / Spore Discussions / Re: L&P Spore (expansion) announced on: 2008 October 17, 01:53:36
Bodyguard badge gives you mega photon missile with having to declare war on anybody, useful for when you do start declaring war on everybody. You can wait just outside the pirate portal and take them all out with a splash damage weapon the moment they appear. The fighters only have 50-100 hp and the bombers about twice that. 1-2 pulse/missile should do. But yeah, basically the raiders are for laughs. The first thing they do is attack you anyway. Some superweapon.

Enslaving the homeworlds? How do you keep them from recolonizing when you don't have those planetary slave shields?
7  TS2: Burnination / Peasantry / Re: Enthusiasm gain mod - V1.00 (12 Oct 08) on: 2008 October 16, 16:06:50
I like the 50% slower because I want to avoid unwanted hobby club membership from basic survival activities. Eating should not be accompanied by rapid fan swarm.
8  Serious Business / Spore Discussions / Re: L&P Spore (expansion) announced on: 2008 October 16, 15:57:02
Actually, I do play with the Warrior archetype almost all the time, despite its non-awesomeness. This is because I enjoy exterminating everything. The raiders are used on my own homeworld to get the bodyguard badge, extra sporebucks and free laughs.
9  Serious Business / Spore Discussions / Re: L&P Spore (expansion) announced on: 2008 October 16, 12:44:18
I was thinking more along the lines of being free to demolish any irritating force empires you come across because you don't need their weapon discounts. They shoot at my ship and then demand 1000000 sporebucks?
10  Serious Business / Spore Discussions / Re: L&P Spore (expansion) announced on: 2008 October 16, 07:12:29
What would have made the "cheaper tool results" meaningful is if you ALSO got the "archetype discount" on domestic purchases, *AND* the discounts stacked.

But then there wouldn't be any reason to make FRIENDS. Everything in space stage is about making FRIENDS. Spore teaches life lessons here.
11  Serious Business / Spore Discussions / Re: Spore Mods! on: 2008 October 14, 18:34:12
I think the Mega Laser is still better for picking off fleeing ships and those bombers. They tend to be running away from you so the pulse often misses.

Yeah, I was attacking a city when a defense ship (one of the tough ones with 900+ hp) flew up. I forgot to switch weapons and ended up blasting it with the pulse.
12  Serious Business / Spore Discussions / Re: Spore Mods! on: 2008 October 14, 14:24:30
I originally used pulse weapons on turrets and discovered their virtues against ships because I fail at weapon switching. Same thing with megabombs.
13  Serious Business / Spore Discussions / Re: Any ideas on how to deal with the Grox? on: 2008 October 11, 03:18:49
Wow, didn't know that. I destroy everything I meet as a matter of course. The fact that the Grox are officially more awesome than me (by being basically invincible) is a bit stupid. If the Grox can have 2,400 planets, I want a REAL galactic armada, some REAL planetary defenses, a REAL spice harvesting system, and a REALLY BIG ship to take them on with.
14  TS2: Burnination / Peasantry / Re: Enthusiasm gain mod on: 2008 October 11, 03:00:38
Baaa! 50% slower is a great help.
15  TS2: Burnination / Peasantry / Re: Enthusiasm gain mod on: 2008 October 10, 14:48:49
"3/ The enthusiasm bar will take 50% longer to fill than just having main."

I'm sorry, I really don't understand this part. Also, Zharder isn't showing up anywhere.
16  Serious Business / Spore Discussions / Re: Any ideas on how to deal with the Grox? on: 2008 October 10, 14:34:21
I haven't actually met the Grox yet, but I am wondering if I should. If the 'normal' path to the galactic core involves fighting one's way through Grox space, and if the Grox can mount retaliatory attacks on your homeworlds halfway across the galaxy, and if the typical Grox attack is powerful enough to destroy the most heavily defended colony, and if you can't make peace with the Grox afterwards, and if all you get afterwards is a lousy staff with 42 charges, then what's the point? You'll be fighting off Grox attacks forever and you can't even 'sort of' ignore them like you can with pirates. It sounds like attempting to follow the game's tutorials (specifically the 'explore galactic core' one) condemns your race to eventual extinction at the hands of the Grox.
17  TS2: Burnination / The Podium / Re: Personality and Enthusiasm on: 2008 October 09, 11:21:32
Nice. And my WMP has stopped crashing.
18  Awesomeware / The Armory / Re: Macro Control: Macrotastics on: 2008 October 09, 02:36:23
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.

Yes, I can order manual playing no problem. Piano and easel are also available.
19  Awesomeware / The Armory / Re: Macro Control: Macrotastics on: 2008 October 08, 17:50:25
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.
20  Serious Business / Spore Discussions / Re: Blue Circles and Sentience on: 2008 October 08, 02:11:36
Uberturrets are nice, but like the powerful defense ships on enemy planets they don't really do their job properly because the enemy targets the cities and all the buildings have really low HP, especially the supposedly heavily-armored turrets (500 HP vs 800 HP for a house? Even the primitive civilization turrets on other planets have 800 HP!), and die in one shot, plus the buildings only auto-repair while you are personally on the planet. One or two bombs from an enemy bomber can destroy half a city. Unless the uberturret can intercept and destroy the enemy before they come within range of the colonies OR unless the colonies can replace destroyed buildings automatically, every enemy attack always sees me replacing destroyed buildings (especially those useless turrets). The uberturret always seems to be patrolling on the opposite side of the planet from the invaders when I arrive and it also rather unhelpfully always decides to attack the group I'm attacking at the moment, with the result that two or three flights always get through. I wants a 'tougher turrets', 'auto-rebuild' and 'colony forcefield' mod.
21  Serious Business / Spore Discussions / Re: Blue Circles and Sentience on: 2008 October 07, 15:32:05
Don't homeworlds have very low harvesting rates to force you to colonize other planets? All the spice is supposed to have been mined out during the civilization stage or something. Interesting thing is that nobody else's homeworld has this problem.
22  TS2: Burnination / The Podium / Re: Personality and Enthusiasm on: 2008 October 07, 15:28:26
If the thanks button actually did anything (other than crash my WMP) I would have hit it several times by now. Thanks, most informative.
23  TS2: Burnination / The Podium / Re: Personality and Enthusiasm on: 2008 October 07, 13:28:15
I have the Insim interest adjuster permanently mounted in the skilling room to reset unwanted hobbies before they generate hobby club membership spam. Can Sims lose hobby club membership?
24  Serious Business / Spore Discussions / Re: Blue Circles and Sentience on: 2008 October 07, 08:22:14
Spice collection in the Space stage doesn't work in the same way as in Civ stage. Instead of establishing mining rigs over geysers that automatically produce spice, cities build vehicles to harvest the spice directly without having to 'claim' the geysers (they go to the geysers and fill up balloons with spice). You don't need to worry about it at all, everything is automated. Turning that spice into money, however, is not automatic. The planet display shows you how much spice has been collected and the maximum storage capacity of the planet (it should be 5 for every city/colony on the planet, I don't know how you got 23). So 4/23 means the planet can hold 23 units of spice maximum and currently has 4 units in storage. Since your ship is the ONLY ship in your entire interstellar empire, it is up to you to take that spice and trade it to other empires/colonies for money. Stupid system.
25  TS2: Burnination / The Podium / Re: Personality and Enthusiasm on: 2008 October 06, 13:23:14
I am aware that hobby enthusiasm is horribly easy to gain. I ask because I sometimes switch OTH when I get too many in a particular neighborhood and was wondering if this 'breaks' the game rules in any way. I only allow Sims to build their OTH because I hate the hobby club membership memory spam.

WTB 'Harder Hobbies' hack, extreme edition.
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