While you can do this on Dark Reign, Red Alert 2, and a few other games... most games on the market do not support Auto-repair or otherwise send damaged units back to base without micromanaging them.
That's because most games tend to rely on micromanagement to make the game "fun" because they saw that it worked for Starcraft. I've seen plenty of games with enough options to make autorepair possible (Warzone 2100, Earth series, etc)
- While you were attacking the enemy forces, you were naturally building up another attack force with your build panel on the right-hand side of the screen. Select those new units and add them to group 1.
Why select? In Earth 2160 you can just tell the units to automatically belong to a specific group and you can tell them to reinforce the group instead of going to the gathering point and waiting for orders. TA allows auto-assignment but not auto-gathering.
- Now, since the enemy base is weakly defended, have your reinforced group obliterate the enemy in one large swarm. To do so, wait until your reinforcements join up, and charge (which will be forever in every modern game other then Tiberian Sun and Red Alert 2 - as units stop in their tracks as soon as their assigned target is destroyed.)
units still stop in their tracks when their targets are destroyed (and queueing orders doesn't count, because of the neat trick of pulling units back to mess up tactics).
A move order before the attack order might take care of that. Of course it's queueing but at least your reinforcements will move in. Otherwise I prefer the attack-move command in most games to denote an attack (and thankfully Earth 2160 binds that to a double right click so you can use it almost permanenty), there's few situations where you really want to attack a single unit only.
Total Annihilation uses a large quantity of units - however, most of these units are highly similar with a stanadard forward-firing attack mounted on a turret. This is checkers.
C&C, however, makes sure that there is counterability - Minigunners defeat Rocket Solders which defeat Tanks, which defeat Minigunners
TA doesn't use damage modifiers much but it still has different unit strengths and weaknesses. The Annihilator is pretty pointless against large numbers of cheap units, a ballistic cannon has trouble hitting airborne targets, large groups of aircraft get ripped apart by a flak and a slow tank can get destroyed before it manages to close in on the enemy artillery. Reality doesn't have much unit variation either but most weapons are only good at specific uses. Chess has a variety of piece movements but it doesn't state "a rook may only be beaten with a knight or bishop" instead relying on the pieces' natural abilities to make the difference.
C&C's system only makes sense if you imagine each unit as a group of these units (since a tank shell would kill a single soldier but a machinegun is much faster for killing ten of them in a loose spread), in TA you can make each of them a group of units as TA is geared for mass. In C&C you'll go insane if you try to build a group of 50 tanks and 50 anti infantry vehicles without losing time because you take too long to reinput the build order. Even with queues it still requires a LOT of attention to make that work. In TA you just tell your factory "50 tanks, 50 missile launchers" and after a while you'll have those units at the specified location without further interaction.
The infinite credits hurt it (especially since scores are kept past continues making highscore hunting almost pointless), would be nice if you could get the game to enforce a credit limit so you don't have to count them yourself. The infinite credits are nice for two players, that way we don't end up like in Alien Hominid where the better player still is in the game while the worse one has to wait for the game to end. Maybe they changed that for the XBox, I've only played the PS2 version of MS3.
Motion capture? Naah, someone has to code the simulation and do MANY test runs with different parameters comparing the effect with large amounts of reference material to make sure it looks perfect;).
Inverse nippomatics would be if a big breasted character that stopped running would be thrown off-balance by the inertia of her huge breasts.
Depends on whether you made the software to further free software and want to see it develop in the open domain or out of pure altruism. In the former case you'd use a no-closed-source-derivatives license like the GPL, in the latter you'll use BSD or a similar "do what you want shall be the only law" license and allow everyone to benefit from your code, no matter who they may be or what their goal is.
I assumed that gEvil belongs to the large group of Slashdot users that reside in the US. Not that the black DS Lite is supposed to be available in HK, either.
How do you know it's perfactly edible? AFAIK no reliable tests have shown that (plus there are tests suggesting the opposite) and it was okayed because of bribery in the FDC.
That's what I'm using and that's everyone I know is using (over ICQ). That way we don't get any problems with "your client lacks this and that feature!".
I think you'd already have trouble with explaining why you have a large stock of items that aren't sold anywhere and the only shipment available on the market is a stolen one.
Those fees are the reason some big retailers in this country (Germany) stopped taking credit cards at all. Not that it matters, EC cards do the same job but are provided by your bank as part of your account and don't need to make a profit for a third party.
Even within such partial monopolies there can be competition. Usually the money you are willing to spend on music/movies/videogames/whatever IP-based goods is limited so the individual products are competing for your budget. At the same price two goods will attempt to outdo each other in quality, sometimes you see competition on price, too (usually when the maker of a good sees the good as being less valuable to most customers. An example would be the Serious Sam games that sell below standard videogame retail price because the companies responsible for the game understand that it's a game meant for quick enjoyment, not epic adventures or such and customers attribute less value to such games.
The majority of IP-based goods in a sector have the same price, granted, but I'd blame the oligopolies (small number of competing companies that have agreed on a common price) for that, not copyright itself. Books don't sell for the same price each yet books are "monopolies" as well.
Of course if you're so fixated on a specific item you only have one supplier but if I wanted a Ferrari I can't get one made by Honda, if I wanted a Geforce chip I'd have to go with one made by NVidia. Companies always have "monopolies" on their (manufactured) products as in they are the only company suppying THAT specific good. The competing goods will ALWAYS differ to a certain degree and if your demand is that specific you just have to go with the manufacturer that offers the specific good you want.
While you can do this on Dark Reign, Red Alert 2, and a few other games... most games on the market do not support Auto-repair or otherwise send damaged units back to base without micromanaging them.
That's because most games tend to rely on micromanagement to make the game "fun" because they saw that it worked for Starcraft. I've seen plenty of games with enough options to make autorepair possible (Warzone 2100, Earth series, etc)
- While you were attacking the enemy forces, you were naturally building up another attack force with your build panel on the right-hand side of the screen. Select those new units and add them to group 1.
Why select? In Earth 2160 you can just tell the units to automatically belong to a specific group and you can tell them to reinforce the group instead of going to the gathering point and waiting for orders. TA allows auto-assignment but not auto-gathering.
- Now, since the enemy base is weakly defended, have your reinforced group obliterate the enemy in one large swarm. To do so, wait until your reinforcements join up, and charge (which will be forever in every modern game other then Tiberian Sun and Red Alert 2 - as units stop in their tracks as soon as their assigned target is destroyed.)
Attack move?
units still stop in their tracks when their targets are destroyed (and queueing orders doesn't count, because of the neat trick of pulling units back to mess up tactics).
A move order before the attack order might take care of that. Of course it's queueing but at least your reinforcements will move in. Otherwise I prefer the attack-move command in most games to denote an attack (and thankfully Earth 2160 binds that to a double right click so you can use it almost permanenty), there's few situations where you really want to attack a single unit only.
Total Annihilation uses a large quantity of units - however, most of these units are highly similar with a stanadard forward-firing attack mounted on a turret. This is checkers.
C&C, however, makes sure that there is counterability - Minigunners defeat Rocket Solders which defeat Tanks, which defeat Minigunners
TA doesn't use damage modifiers much but it still has different unit strengths and weaknesses. The Annihilator is pretty pointless against large numbers of cheap units, a ballistic cannon has trouble hitting airborne targets, large groups of aircraft get ripped apart by a flak and a slow tank can get destroyed before it manages to close in on the enemy artillery. Reality doesn't have much unit variation either but most weapons are only good at specific uses. Chess has a variety of piece movements but it doesn't state "a rook may only be beaten with a knight or bishop" instead relying on the pieces' natural abilities to make the difference.
C&C's system only makes sense if you imagine each unit as a group of these units (since a tank shell would kill a single soldier but a machinegun is much faster for killing ten of them in a loose spread), in TA you can make each of them a group of units as TA is geared for mass. In C&C you'll go insane if you try to build a group of 50 tanks and 50 anti infantry vehicles without losing time because you take too long to reinput the build order. Even with queues it still requires a LOT of attention to make that work. In TA you just tell your factory "50 tanks, 50 missile launchers" and after a while you'll have those units at the specified location without further interaction.
Start isn't part of the code, it just unpauses the game.
Fortunately the ROM included with Metroid Zero Mission saves the password.
That trick won't work on games on a console as easily.
The infinite credits hurt it (especially since scores are kept past continues making highscore hunting almost pointless), would be nice if you could get the game to enforce a credit limit so you don't have to count them yourself. The infinite credits are nice for two players, that way we don't end up like in Alien Hominid where the better player still is in the game while the worse one has to wait for the game to end. Maybe they changed that for the XBox, I've only played the PS2 version of MS3.
Motion capture? Naah, someone has to code the simulation and do MANY test runs with different parameters comparing the effect with large amounts of reference material to make sure it looks perfect ;).
Inverse nippomatics would be if a big breasted character that stopped running would be thrown off-balance by the inertia of her huge breasts.
You can look into a library, the university I go to has the entire ISO set available.
Depends on whether you made the software to further free software and want to see it develop in the open domain or out of pure altruism. In the former case you'd use a no-closed-source-derivatives license like the GPL, in the latter you'll use BSD or a similar "do what you want shall be the only law" license and allow everyone to benefit from your code, no matter who they may be or what their goal is.
No, that number got DELETED!
€? If it shows, it works.
I assumed that gEvil belongs to the large group of Slashdot users that reside in the US. Not that the black DS Lite is supposed to be available in HK, either.
do you suppose Comcast cares whether your game playing is slow?
If they were to advertise that as a feature for a higher priced bandwidth package, yes.
How do you know it's perfactly edible? AFAIK no reliable tests have shown that (plus there are tests suggesting the opposite) and it was okayed because of bribery in the FDC.
Blindness doesn't. That methanol is fatal in slightly higher doses than required to cause blindness does.
I suppose if it was Ouzo you'd have mentioned it?
Is that limited to normal water or does it happen at the same amounts with isotonic drinks?
That's what I'm using and that's everyone I know is using (over ICQ). That way we don't get any problems with "your client lacks this and that feature!".
Of course they can run Linux. What are you thinking?
I think you'd already have trouble with explaining why you have a large stock of items that aren't sold anywhere and the only shipment available on the market is a stolen one.
Ever since the N64 a 1up goes for 50 coins, not 100. Probably inflation as 1ups have been getting more and more common these days.
Being caught is not profitable.
Not necessarily, black DS Lites aren't being sold in the US.
Those fees are the reason some big retailers in this country (Germany) stopped taking credit cards at all. Not that it matters, EC cards do the same job but are provided by your bank as part of your account and don't need to make a profit for a third party.
Even within such partial monopolies there can be competition. Usually the money you are willing to spend on music/movies/videogames/whatever IP-based goods is limited so the individual products are competing for your budget. At the same price two goods will attempt to outdo each other in quality, sometimes you see competition on price, too (usually when the maker of a good sees the good as being less valuable to most customers. An example would be the Serious Sam games that sell below standard videogame retail price because the companies responsible for the game understand that it's a game meant for quick enjoyment, not epic adventures or such and customers attribute less value to such games.
The majority of IP-based goods in a sector have the same price, granted, but I'd blame the oligopolies (small number of competing companies that have agreed on a common price) for that, not copyright itself. Books don't sell for the same price each yet books are "monopolies" as well.
Of course if you're so fixated on a specific item you only have one supplier but if I wanted a Ferrari I can't get one made by Honda, if I wanted a Geforce chip I'd have to go with one made by NVidia. Companies always have "monopolies" on their (manufactured) products as in they are the only company suppying THAT specific good. The competing goods will ALWAYS differ to a certain degree and if your demand is that specific you just have to go with the manufacturer that offers the specific good you want.