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81  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 17, 2014, 05:52:47 PM
Update 01.026 has been released:

- conveyor tube - move items from inventory to inventory (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
- collector block - can collect small objects (ore, ingots, components, tools...) into inventory (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
- connector block - first work in progress version, can throw items from inventory to space, in future update could be used to connect two ships/stations and transfer items (IMPORTANT: this is just a first work-in-progress version and a realistic version will be added later)
- server connectivity status notification

- removed lag caused by texture load when opening Toolbar config screen for the first time
- fixed beacon shining when it was out of power
- fixed join game screen which was cleared after alt-tab, but not refreshed
- improved 3rd person camera performance
- fixed disabled anti-aliasing
82  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 17, 2014, 04:18:41 AM
Another update. Access to the Death Cube right now is through that opening up on the side, outlined in yellow.
click to enlarge

Outside the reactor room. It's armored for protection.
click to enlarge

Inside the reactor room. Four reactors, twin gyros and a gravity generator. Eventually I might need a couple of dozen of the gravity generators if I want 1G throughout the ship; it's that big.
click to enlarge
83  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 17, 2014, 03:17:33 AM
Started a new project, "The Death Cube". Freakishly large death dealing warship. Working on it is pushing my CPU and GPU to the max.

Click to enlarge

Note that little platform down at the lower left? That's the standard size starting platform, and the Death Cube is mounted on it.

Also available in the Steam Workshop as a work in progress.
84  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 16, 2014, 05:48:12 PM
More images of the USS Savage Puppy. Again, all are click to enlarge.

My design philosophy for the Puppy; first, I wanted to make it logically functional. Since gravity on large ships and platforms is universally down, not towards the center of mass of the ship, there logically is a top and a bottom to the ship. So there is some similarity to earthbound naval vessels, although the Puppy does mount quad Gatling guns on the bottom to cover missile attacks from the lower hemisphere.

My second design concept was that there should be an "inside" to the ship, so there are doors separating the inside and the outside. In this photo we are just outside the port entrance door. Note the yellow deck plates; it's possible to walk all the way around the outside of the hull, yellow indicates a walkway.

Looking into the main reactor room. Note the red lighting, it's the common color used for interior lights.

Looking up to the piloting station. Note the excellent view all around.

The view back from the helmsman's chair.

Finally, an elevated look at the helmsman's chair from above and to the right. Note the excellent view.
85  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 16, 2014, 05:39:13 PM
Some exterior shots of the USS Savage Puppy. All are click to enlarge.

Note the quad upper gun turrets and the missile banks. Guns rotate to give it that mean look thumbsup. The big greenhouse on the left is the piloting station. The red structure houses the reactor bay.

The underside. Landing gears, thrusters and more gun turrets.

View from astern. Note the landing pad in the center.

And finally, from head on. The piloting greenhouse is pretty ugly. There are angled glass pieces available in the construction inventory, but it's very touchy trying to get them all matched up and then you realize that the tinted face of the glass is on the wrong side icon_confused. Easier to make it a big rectangle.

86  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 16, 2014, 05:26:09 PM
Biggest problem with large ships? Docking them! My solution? Add a secondary conning station under the hull, behind the landing gear. Sure, you're "upside down", but it's space, right? Those two big lights on each side of the gear cause a shadow to be cast. As you get close to the docking pier, watch the shadow. When it's the right shape the light on the landing feet will go from black to yellow, indicating that you are close enough to activate the magnetic landing locks, which show up as green.

Click to Enlarge
87  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: April 14, 2014, 03:26:51 AM
Just to let folks know, Qvadriga has been updated to version 1.20

Available through your updater or through our FTP is the new Qvadriga 1.20 Update.

Change History:

v1.20 April 7th, 2014


        Key controls to handle scroll (WASD) and zoom (QE).
        In game volume controls at the main menu.
        Option to play at windowed mode at the main menu.
        Final race rankings displayed at the bottom of the end race screen, with leaders color, injury info and victories' count. Displayed if player team crossed the end line only.


        The racing teams perform more aggressively if its front is blocked while staying at the outer lane.


        Upgrades for the light/dark grey horse teams correctly switched.
        Fixed some missed public from the stands at a few circuses.
        Price info and some other city screens alignments fixed for high resolution settings.


        Reduced size to orders showed when the turn starts.
        Leaders' victories are shown as tool-tips during race.
        Use of space within names avoided.


        When a player's leader dies is immediately substituted by other leader, that could be another player’s charioteer if has the greater victory count.
        A player’s charioteer could immediately gain the leader status after traveling to a city where its local leader's victories count is below him.
        "Sabotaged gate" and "aid at carceres" events removed from oval tracks.
        Three horse teams are not allowed to race, team must be completed first.
        Appearance of repeated names prevented.
88  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 10, 2014, 06:56:21 PM
New update 01.025
- glass window blocks
- two new types of large ship cockpits - can be used in first and third person view
- artificial mass block – can be used to add gravity-affected mass to ships, useful in machine ships or cars
- toolbar config screen: list of building blocks is scrollable
- save game is executed on background
- reduced meteor velocity
- rendering and game-updating are now independent (increased performance, removed FPS limit) --- this is a first step in our performance enhancements initiative

- fixed lag caused by 3rd person camera
- fixed startup issues caused by FIPS policy enforcement in registry
- fixed issues with copying cargo ships
- fixed medbay sounds
- fixed painting without preview in survival

Update 01.025.015:
- fixed the unsupported graphics card issue (Please update the game - restart steam in case there is no auto update)
89  Gaming / Console / PC Gaming / Re: [PS3/360/PC] Borderlands: The Pre-Sequel on: April 09, 2014, 04:05:43 PM

Quote from: Soulchilde on April 09, 2014, 03:26:25 PM

Well, I'll get this for the PC during 2015 Sumnmer Sale .  No longer buying games for the 360

You too? I'm only holding on to my 360 for new content for GTAV, otherwise it's the PC for me as well.

The new Borderlands game sounds good, too.
90  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 08, 2014, 10:22:46 PM
Just wanted to copy here what I posted over at the developer's website forum:

I'm seventeen hours in on Space Engineers. I started my career as a space pirate a few hours ago and have seen several of the auto ships. This afternoon was the first time I'd seen the Mining Hauler.

Wow. Just... wow.

First of all, the interior design is fantastic. It really does seem like something that hauls ore across the galaxy. Catwalks, access tubes, conveyers, all give the impression of a starship that isn't just some fantasy, it's a ship that does real work. And the unfinished blocks, like the under construction cargo container, break up any dull symmetry.

The color scheme is also excellent, even down to the red warning light over the access towards the reactor. It's those little touches that add to the immersion.

The exterior is excellent as well. Everything seemed very functional and austere as you would expect on a ship not intended to be seen by the public. And again, the use of unfinished blocks made it look like the space going equivalent of a rusty tramp freighter.

Sadly, I was unable to totally enjoy the experience, because I never found the cockpit (control room). But, again in a very realistic way, that makes sense. The giant MegaGothodon corporation that sends these haulers across the quadrant know that pirates might come on board, so they hide the controls. Think of the special control room for the Maersk Alabama. And they even made sure I never found all the cargo containers, even though I really, really looked.

So a big Gold Star to the designer of the ship (who I guess is also the designer of the game). Fantastic work!
91  Gaming / Console / PC Gaming / Re: [PC] Space Engineers on: April 06, 2014, 10:19:03 PM
I picked this up since it was on Steam sale and I'm a sucker for space games. To say it's Minecraft in space is an oversimplification. There is a mining aspect to it, but you're mining asteroids, which is different. And the biggest appeal for me is that you get to build and pilot space ships. It's still very much an alpha situation, but I think there's enough content now for several hours of play.
92  Non-Gaming / Steals and Deals / Re: Steam Deals Thread: Daily, Weekly, Midweek, Weekend and all other sales in OP! on: April 05, 2014, 05:27:08 PM

Quote from: Caine on April 05, 2014, 05:16:40 PM



Current Lowest Price: $13.39 at Steam
Historical Lowest Price: $8.99 at Humble Store on Mon Feb 17 2014
Number of times this game has been in a bundle: 1

So, worth getting this yet, even though it's in Early Access?
93  Non-Gaming / Steals and Deals / Re: Steam Deals Thread: Daily, Weekly, Midweek, Weekend and all other sales! on: April 03, 2014, 02:06:07 PM

Kerbal Space Program is on sale, 40% off till April 8th.
94  Gaming / Console / PC Gaming / Re: [PC/X360/PS3/VITA] MXGP - The Official Motocross Videogame on: March 31, 2014, 04:16:25 AM
I just published my review on Steam:

Before I say why I recommend the game, I'd like to put forth a few caveats. First of all, even on the highest setting with Pro physics, the AI isn't too hard to beat, and this is coming from someone born the same year Mount Everest was first successfully climbed. The AI appears to have enough straightaway speed but the human player seems to be able to negotiate the corners better. It's not a deal breaker for people like me, but for the very skilled, well, you're going to be bored against the AI, but then that's why there's online racing.

To be clear, it's the overall speed of the AI which people might find not as challenging as they wish. In all other respects, the AI riders are outstanding. They take different lines through the corners. They battle one another and occasionally they fall over or crash. They will react to a human player or another AI driver by moving over or sometimes changing lines to block. And they ride differently from one another as they race, they don't all run some hypothetical best racing line. They do seem very much like human racers.

If you do want more of a challenge, race in first person view rather than third person or chase view. You will need a video card that can handle it and probably a strong stomach as well, as this can be a bit nausea inducing. It does make the racing more difficult, but at a cost, so I can't really say that it's a viable solution for everyone.

I'd also mention that I've never raced motocross, and it's been four decades since I've been on a motorcycle. So I cannot address the realism of the representation of motocross racing versus the real thing from an actual rider's point of view. However, I think this is true for most people playing a racing game. Also, realistically there's no point in trying to sell again that's so realistic that it would be impossible for most people to play it with any level of accomplishment.

My thumbs up recommendation is based upon my perception as I play MXGP. It seems like what I would imagine a motocross bike would feel like to race. I'm using an Xbox360 controller on my PC and controlling the bike is smooth and intuitive. I race with Pro physics and using the two sticks for steering, bike tilt and body lean, I have no issues at all.

In my opinion, a successful racing game should present the player with a risk/reward challenge. MXGP does this well. It's possible (again, using Pro Physics) to drive easily and stay upright and on course. However, by judicious pushing at the right time, the player can be rewarded with a lower lap time, although he or she risks a tumble if pushing just a bit too much, or if an AI or human opponent gets involved. This is what a proper racing game should do, give the player a sense of satisfaction for taking risks.

Additionally, the tracks in MXGP don't force the player into a "best" racing line. It's possible to try different paths in corners, over jumps and even on straights, trying to tie together a better lap. Again, as a player, it's my perception that I'm going faster because I'm exploring difference approaches to each section of the track, and that's enjoyable. The tracks have realistic looking ruts, humps and bumps and during my races I felt that those track features made a real difference to my racing success or failure.

The tracks in MXGP present an interesting variety of layouts, elevations and difficulties. I find the variety challenging and again, enjoyable. Graphically they look pretty good as well. The graphics are not 2014 cutting edge, but I think cutting edge is a waste in a racing game outside of the track itself. It's good to have trackside objects to give of speed and provide a sense of immersion for the player, but objects that are too complex a polygon count would raise the minimum and recommended specs for the game for no real additional purpose. It's better for more folks to enjoy the game at 60 fps. This is not to say that the trackside objects are sparse or of poor visual quality. The opposite is actually true, there are plenty of things to see and they give a great visual appeal to the venue where you are racing.

The lack of a challenge from the AI mentioned at the beginning is really the only serious complaint I have, and of course there's always online racing if you want more of a challenge. I've done several online races and it's pretty straightforward to find a race. I did experience a lot of lag of the other players' avatars, but probably most of them are on the other side of the Atlantic from me, so that's to be expected. The game did run smoothly even with the other racers' lag and with the collision option set to off it really didn't affect my enjoyment.

So overall I'm giving this game a positive recommendation. I would strongly suggest that anyone who might be interested in purchasing the game first give the demo a try. The demo is very representative of the experience you'll find in the game.
95  Gaming / Console / PC Gaming / Re: What are you buying this week? (03/31) on: March 31, 2014, 03:10:41 AM
Goat Simulator, but only if it's under a dollar  slywink
96  Gaming / Console / PC Gaming / Re: [PC/X360/PS3/VITA] MXGP - The Official Motocross Videogame on: March 30, 2014, 03:52:09 AM
I played online this evening, just to try it out. You set up an ID and password in the NETWORK menu on the launcher, click the link they send you in a confirming email and you are good to go.

When I went to the multiplayer section there were only about six games going and only one has more than three players, it had seven of the max twelve. There are a number of options. You can choose whether you want AI in the race to fill up the remaining empty slots. You can also select the mandatory physics setting (base, medium or pro) or leave it free. You can select the number of laps. You can select whether to allow collisions or not. And you can select the track or let it be random.

The one lobby that was up and running had no AI, free physics, no collisions, five laps and random tracks. I raced several times there. The no collisions setting makes a lot of sense especially since I was playing with people who had very few bars, which I assume is a high ping (probably on the other side of the Atlantic from me). On my end the race was not laggy at all, but the other racers were jumping around a lot. This wasn't much of an issue as I just raced the track most of the time. I raced using Pro Physics, which only one other guy used, the rest mostly Base with one guy doing Medium. Since I'm playing the career at Pro Physics I didn't want to unlearn any bad habits.

I did pretty decently, especially considering I might be three times the age of some players. I ended up mid-field on several races and finished up with a decent third place in a field of eight; it was especially satisfying that all those who finished behind me were using Base Physics icon_biggrin.

The career mode is fun, but nothing you probably haven't seen before. There's an office where you go between races. While there you can check the standings, change your appearance or helmet, read your emails and <sigh> read the tweets people have sent you Roll Eyes

(click to enlarge)
(click to enlarge)
(click to enlarge)

There are fourteen event in a season Each event consists of a practice, qualifying, and two races (you can skip any segment you wish). Your career however starts off with just two events, then you sign with a team and start a full-time career.

The graphics on the track are detailed, the riders and the bikes especially so. Trackside is fairly basic, but pretty well populated with objects.
(click to enlarge)

I may have to figure out a way to remap the Steam standard F12 snapshot key to my X360 controller so I can take pics while in a race. In the meantime, you do have the option to replay an entire race and stop it at any point to take pics, which is pretty nice. I should repeat that I have the PC version, I don't know how consoles do the snapshot thing.
97  Gaming / Console / PC Gaming / Re: [PC/X360/PS3/VITA] MXGP - The Official Motocross Videogame on: March 29, 2014, 01:59:44 PM

Quote from: Zekester on March 29, 2014, 12:55:02 PM

The game seems decent. Are there weather effects? jz, did you use the keyboard or a controller?

No weather effects. I'm using an X360 controller which works fine for me, it's what I use in all my racing games so I'm used to it.

I'd check out the reviews before getting it. A lot of folks say it's too easy; I've already set the AI to hard (highest of the three settings) and I'm not that good. I'm sure there's an online component, but I haven't even looked for it, I wasn't playing to play online.
98  Gaming / Console / PC Gaming / Re: [PC/X360/PS3/VITA] MXGP - The Official Motocross Videogame on: March 29, 2014, 05:44:42 AM
Some snaps (all are click to enlarge)

On the start line. My race number is the year I got married; good way to get the wife involved slywink

She seems a bit... stiff:

Look at that great form!

60 frames a second makes it sure look pretty:

And finally, a dramatic action shot:
99  Gaming / Console / PC Gaming / [PC/X360/PS3/VITA] MXGP - The Official Motocross Videogame on: March 29, 2014, 04:29:33 AM
I picked up the Steam version of this game tonight. The last time I was on a motorcycle was about forty years ago eek, but I like racing games and I'm fond of motorbikes; I was thrilled when they were introduced into the GTA universe in Vice City. I played around with the demo and I liked it. The Steam forums were of mixed opinions, mostly how it wasn't as realistic as it should be. Since I have nothing to compare it to, I just have to say for a video game about motocross, it feels good to me.

It's on a 15% off Steam sale till April 4th, and as I said there's a demo you can check out.
100  Non-Gaming / Trading Forum / Re: Free Arma 2, Alpha Prime, UFO: Afterlight Steam codes on: March 28, 2014, 04:22:20 PM
the email is correct. Or you can just send a PM. Thanks!
101  Non-Gaming / Hardware / Software Hell / Re: New gaming computer? Where to buy? on: March 27, 2014, 06:23:47 PM

Quote from: Lee on March 27, 2014, 05:51:33 PM

Great info, especially the pictures, thanks guys. That sounds like exactly the kind of experience I want when buying a PC. I believe they also come with the windows disk, correct? I got in a Dell support chat last night asking about recovery options. They will mail you a recovery disk anytime you ask. "But one doesn't come with the computer, nor does a Windows disk?" I asked? "No". I know this isn't a big deal, you can make your own recovery USB/disk pretty easily, but just the fact they don't include it turns me off. It sounds like Falcon NW goes above and beyond. Have always wanted one since Rich of Gone Gold got one.

The hard drive seems to have died in my Alienware. I shouldn't be surprised, that thing has always seemed like it had to write to the drive often. The drive would never go in to sleep mode because the thing would write to it every 10 seconds even when sitting idle.

Edit: never mind about the included windows disk, I see it in the picture above.

Yup, the original OEM Windows DVD in it's case is included. And I also remember when Rich got his. I can't remember if it was before or after I got mine.

About the only complaint I have about that leather (I guess it's faux leather) binder is that it's not deep enough, they had to kind of jam everything in there. I mentioned that in an email to them they requested in lieu of the buyer's survey they used to do. My only other complaint was that there could be more USB ports on the front, as right now there are only two. It's not a big deal to me as I already have an external powered USB hub, but some folks might prefer more.
102  Non-Gaming / Trading Forum / Re: Free Arma 2, Alpha Prime, UFO: Afterlight Steam codes on: March 27, 2014, 05:57:03 PM
If UFO: Afterlight is still available I would like to get it, I'm on a bit of a Mars kick right now  icon_smile
103  Non-Gaming / Hardware / Software Hell / Re: New gaming computer? Where to buy? on: March 27, 2014, 12:18:59 PM
I just got my new Talon from Falcon Northwest about a month ago and I'm very happy with it. It's my second Falcon NW computer, I got my first one, a Mach V, in early 2003 and used it till 2011, although I did have to add more RAM and upgrade the video card. It ran without a problem, I just had to finally replace it because the processor just wasn't able to handle anything modern. After that I got a Hewlett Packard office computer with a entry level video card, but that was a mistake, so that's why I got the Talon.

Yup, it's expensive, but then I figure I'm worth it icon_biggrin. The nice thing about Falcon NW, the computers come with NO crapware, they are tested before they are shipped and the quality, at least in the two I've owned, is top notch. They come with a leather binder thing with all the the extra cables, manuals and disks that came with the individual components:

That little red thing on the right in the last photo is the recovery USB. Just before it's shipped, they image the OS drive and put it on a thumb drive, so if you need or just want to get things back to the original state they came in, just plug her in and follow the directions.

The computer itself it pretty modest, I don't go for painted cases and the like:

I haven't had to use Falcon NW support so far, but on my first computer I did have some questions. They have their own support guys, right at their location, and what's nice when I called was I got a machine, left my number and question, and they called me back pretty quickly on their own dime and the guy I talked to actually knew his stuff. That was in 2003 but they say they still supply support that way.

Let me know if you have any other questions about Falcon or my Talon.

104  Gaming / Console / PC Gaming / Re: What are you buying this week? (03/24) on: March 24, 2014, 04:33:08 AM
I guess Bioshock Infinite: Burial at Sea pt. 2 at some point, but I'm just a few hours into the original game, which I got a couple of weeks ago on a Steam sale.
105  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 23, 2014, 10:00:31 PM
Yeah, I won my first campaign!

106  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 23, 2014, 09:16:41 PM
I'm posting the following tips I picked up from the Matrix Games Qvadriga forum, where the developer Daniel was answers some questions posted by myself and others:

- Q. Does using Avoid, Stability or the Attacks orders decrease your potential speed? I was wondering if there was a trade off- for instance using the Avoid Attack order but at the cost of speed.

A. No they don't reduce speed, current speed will always be maintained unless you brake, collide with another team, suffer an injury to the horse team or other team brakes you due to a laceration attack.

- Q After making a lacerating attack I was unable to whip my horses or make anymore attacks. I think I saw a red X appear over my driver for a second. Whip loss? or something else.

A. Opponent grabbed your whip. This usually happens if you try to lacerate an opponent with higher skill than you, even if you have the same skill level there is also a small chance of this happening. Watch tunic's brightness!

Q. It seems to me that the max speed of the quadriga is limited to the slowest horse. Have other folks found this to be true?

A. I have to correct this in the ingame manual, it should say: "The sum of horse bar's lengths is a measure of current speed".

All four bars lengths (less if horses are killed) are summed up to calculate current maximum speed

Q. Why am I not getting certain upgrades?

A. It depends on your chosen faction. If you are playing a faction with no starting chariot upgrades (like the Russata) it will be almost impossible to find a full developed chariot.

Q. I had previous asked about the relationship between the length of the horse bars and the max speed and Daniel the developer replied that it was the sum of the length of the horses' bars that reflected the max speed. After some more races I have another question; does the color have any affect on the speed? I'm thinking no, it just reflects the decrease in endurance, but I'll throw the question out here just to see peoples' opinions.

A. The color is representing the percentage of the bar that you have lost by damage, for example if you lost half, the bar will have an orange tone, becoming more reddish as damage increases

107  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 22, 2014, 09:49:50 PM
I just thought it was coincidental, but it appears to me that when someone is stunned and has stars circling their head, there are also birds chirping, just like in the old cartoons  icon_biggrin
108  Gaming / Console / PC Gaming / Re: Running With Rifles (top-down tactical shooter w/ open-world RPG elements) on: March 22, 2014, 09:07:19 PM

Quote from: Blackjack on March 22, 2014, 08:21:45 PM

Learned a lot today while playing....

I've gotten several Early Access games lately so I'm trying to cut back and just wait till release, but what you've been posting may change my mind.  Thanks for posting all this info, I know it takes some time and effort to enter all the text and collect and process the screenshots, so I just want you to know that it's appreciated.
109  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 22, 2014, 07:44:32 PM
Sadly, things did not work out for our early leader who ran on the inside lane. On the next corner he again ran inside but slid out one lane, while the second place auriga caught up:

Then, as you can see at the far right of the image below, the second place auriga started to lacerate the first place guy, who died, leaving a red splotch... and a lesson: Sic transit gloria mundi

110  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 22, 2014, 07:30:11 PM
Here's another thing I like about the game... it's unpredictability. The image below is from Constantinople, about three-quarters through the first lap. All but the lead chariot are bunched up, but that first place quadriga has a decent lead. And take a good look at the tracks of that lead chariot. He stayed on the inside lane, what I like to refer to as "lane one", counting lanes from inside to outside. And he was there all the way from the start of the race. I've done dozens of races on these big tracks, and I don't remember hardly a handful where someone stuck to that inside lane the whole way and made it work so successfully. Very cool.

111  Gaming / Console / PC Gaming / Re: [PS4/XB1/PC] Assassin's Creed V: Unity - rumors, early pics on: March 22, 2014, 12:16:50 AM

Quote from: leo8877 on March 21, 2014, 04:21:34 PM

French Revolution does not seem as interesting as pirate Caribbean.

Ubisoft being a French company, it seems more likely than not. Besides, we can have a plot twist where it turns out that the Scarlet Pimpernel was an Assassin and Robespierre the Head Templar icon_biggrin
112  Gaming / Console / PC Gaming / Re: [360/XB1/PS3/PS4/Wii U/PC]Assassin's Creed IV:Black Flag on: March 22, 2014, 12:08:03 AM
I finished the main campaign today. Pretty enjoyable except for the platforming puzzles at the Observatory. And I have to confess that I'm not the type of person who normally plays to the very end of a campaign, but the missions were different and interesting enough that I was motivated to keep going. I did burn out on gathering up the collectibles.

Assassin's Creed III is kind of like Black Flag except with less refined graphics, much worse combat mechanics, a tutorial section that lasts for several hours before you're let off the leash, missions designed so poorly that you will question the moral compass of the people who designed them, and a main character with the charisma of a wooden block so boring that all the other wooden blocks kicked him out of the wooden block box.

I don't tend to get really invested in the characters of a computer game; frankly I lost track of which bad pirate was which. I enjoyed Kenway but the rest of the main characters didn't do anything for me. I'm thinking that perhaps I'm the kind of person who might be more likely to enjoy AC3 because I don't really care about the designers' moral compasses or how boring the main character is, so long as there is some variety in the missions. In any case, I'll still wait for it to go on deep discount.
113  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 21, 2014, 06:41:17 PM
There was a posting over on the Matrix Games Qvadriga forum, An article on the life of Gaius Appuleius Diocles, the best-documented charioteer of the Roman Empire.

Direct Link to download PDF article (only four pages).
114  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 21, 2014, 04:24:31 AM
Nicopolis... tiny track, nasty turns, and crappy janitorial services:

Approaching the first corner of the first lap. There are, count them, four busted up chariots sitting on the track. And there's now a fifth one, as one of my opponents crashed over another old wreck (off screen to the left).

Later in the race. One auriga dead, two more body surfing behind their rigs. My win is in the bag!
115  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 18, 2014, 10:06:59 PM
Ok, I've done over eighty races, but this is the first time I've seen this. I'm actually lapping these two guys as I do the final turn before the ultimate run down the back straight. And yes, I've sure I was in the lead the whole time:

Now what makes this interesting (OK, interesting to me Roll Eyes) is that as you can see, Jeriah's horses are beaten all to crap, while Joash's horses are fine. As I passed them, Joash was beating on Jerish's horses. Now what I think happened is that Joash has been stuck there because he's been beating on Jeriah so much that Jerish's horses are all used up. Certainly it isn't from Jeriah pushing his horses that much since I've got a lap on him as we enter the last turn before the finish straight. Which means that it is apparently possible for an AI auriga to get so focused on beating up an opponent that he lets the race go by him just so he can beat on this one poor guy.

Or maybe I'm crazy  Roll Eyes
116  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 18, 2014, 09:42:39 PM
You want to know what a really bad wheel on a chariot looks like? It looks like this:

And it drives like this:
117  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 18, 2014, 09:09:59 PM

Quote from: wonderpug on March 18, 2014, 08:58:02 PM

Historically, why would the best horse be the innermost one?  Shouldn't it be the outer one since he has to travel farther in the turns?  Wikipedia and the rest of the internet are falling disappointingly short in the quadriga knowledge department.

It seems logical to me if you consider that the inner horse has to sort of tug the other three into the turn. Being individual beasts, one of more of them might not want to change direction, so the inner horse has to pull them, via the harnesses, into the turn. It would also make sense that the innermost one would also be the most responsive of the four.
118  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 18, 2014, 08:55:10 PM
Some FYI for folks. I posted a question regarding horse speed versus the length of their health bars over on the Matrix forum and was a bit surprised at the answer from the developer Turnopia, as quoted below:
From the manual:

       Horse bar lenght[sic] is a measure of current speed.

OK, this seems simple enough, longer bar, faster horse. However, it seems to me that the max speed of the quadriga is limited to the slowest horse. Have other folks found this to be true?

Thanks for reporting the typo, I have to correct this in the ingame manual, it should say:

"The sum of horse bar's lengths is a measure of current speed".

All four bars lengths (less if horses are killed) are summed up to calculate current maximum speed
119  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 18, 2014, 01:41:38 PM

Quote from: wonderpug on March 18, 2014, 12:54:40 PM

In the middle barrier on the track, I get that the yellow doohickeys on the left are showing the lap counts, but do the doohickeys on the rightmost edge mean anything?  I'm currently seeing a column of 5 circles, with the middle three lit in yellow.

They just record when the chariots round that corner. You'll notice the three yellow circles in the middle become smaller one by one as the laps go by.

The yellow doohickeys on the left are dolphins, by the way.
120  Gaming / Console / PC Gaming / Re: Qvadriga - Roman Chariot Racer Simulator on: March 13, 2014, 09:03:05 PM
Rock, Paper, Shotgun review of the game.

Qvadriga is a fine game and a strong proof of Turnopia’s approach. Built on easily understood mechanics, the game involves a dissection of a complex activity and then reconstruction as a process of distinct phases and actions. A few decisions and interlocked mechanics become a convincing recreation.
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