Generals had C&C damage balancing. Instead of bashing and bashing at buildings until they finally explode you just pump a few tank shells into them and they're gone. But the same shells do next to nothing to infantry so you better have some machineguns ready. Try comparing the damage system in Warhammer^H^H^H^H^H^Hcraft and C&C. The only similarity is the build system, even the unit specials aren't that prevalent.
What I disliked about the sidebar is its monolithic nature. No matter how many factories or bases you have, you only have one sidebar. When we were playing 2 vs. 1 on a LAN (the one guy was a better player than the rest of us), the single player made the true observation that no matter what he does, he can't produce units as fast as we do simply because he has only one sidebar. In Generals your capabilities scale almost to infinity, if you have 50% map control alone you can churn out units just as fast as 4 players who control 50% together.
In Earth 21*0 (the only one I'm sure about is 2160 but 2150 probably does as well) there is a sidebar in which you can cycle through your production facilities so you can give new build orders even while you are watching a battle without ending up with a monolithic system. Of course it has infinite queues like every decent RTS interface so you don't need to constantly watch your queue to keep it full when you're producing hundreds of infantry units.
Yes but usually these revisions don't come until years later. Nintendo does exactly one revision of their home consoles, though considering what they did with the GBA and DS that might change with the Revolution.
(cheaper for Microsoft; who knows when they'll give us a price drop?).
I don't know if it counts but stores are already selling the XC premium bundled with King Kong for 380 Euros. Since the XC itself would cost 400 Euros that seems like a minor pricedrop to me, though it may have been motivated by slow sales rather than any official changes (as these stores really have large piles of XCs sitting around unsold).
Katamari's tank controls certainly aren't the most intuitive. I've tried the game on my parents, they couldn't get used to the concept of pushing both in different directions to turn. On the Revolution the controls could have been implemented with a single directional input instead of two. Granted, the same goes for a joystick with tilt axis but joysticks aren't exactly common on consoles and people don't want them either.
Get the Boomerang Skeleton soul and combine it with the Throwing Sickle (you can buy that roughly 4 hours into the game). The game becomes a complete pushover. The Medusa Head soul helps with bosses, as your weapon soul use Mandragora, Erynes or Abbaddon if you want to clear out larger spaces.
I haven't seen any Europe numbers for the 360 recently, but last I checked it was selling at less than half the rate of the 360 in the US. That isn't really dead, but that is still very bad.
That's normal. If it was selling as much in Europe as it's selling in the US that would be strange because so far all consoles had less than half of the US sales numbers in Europe. The US market for videogames (or at least consoles) is about twice as large as the European one. I think the distribution is different with PC games but the XCircle doesn't qualify as a PC, no matter how you look at it.
There's only this one troll who thinks that. He makes one or two posts in every XCircle story proclaiming how the "Dreamcast 360" will fail. I'm surprised he isn't pulling his "Cell is the second coming!" routine today.
Making a model for Quake took a 3d program with a matching exporter and an image manipulation program. Making a model for Quake 4 takes a 3d program with matching exporter and an image manipulation program.
Getting the software has become EASIER. Back when Half-Life was current (decent) 3d applications ran you 3000$ or more, now you can grab Blender and the GIMP and make your assets using only opensource software (if we ignore the game's built in tools). The only cheap solution back then was Milkshape and $DEITY help you if you try to do much with that. Blender is a few orders of magnitude easier to use for actual work (it's not as easy to start working with but it's kinda like MS DOS editor vs Vi or Emacs). The GIMP has developed much further since then. Both HL and Q4 require text file editing but that's pretty trivial.
Of course the time required to make an asset has grown somewhat and skillsets changed (less texture painting, more highpoly modelling) but those who were able to make good art for HL are able to make good art for Quake 4. Your weaknesses become more apparent with higher spec work* but you had enough time to either train them away or see them become bigger.
Nudeskins are only harder because these days people expect more than a tombraider-esque texture and it's harder to get away with an MS Paint texture**.
*= Depends on your weakness. My texturing is much weaker than my highpoly modelling so I think I actually make better models with normalmaps than before. **= Actually you may be able to get away with it if the normalmap does what you want. OTOH I'm not sure if HL2 even allows much normalmap usage, it's pretty primitive compared to the Doom 3 engine.
You mean Valve had one generation to LEARN it. Id doesn't reuse code, at least not enough to explain that discrepancy. In fact, the constant reuse of code has turned the Unreal game logic into a complete mess. Even UT2004 is a layer of derived classes put over the very first Unreal game. The player class (xPawn) has like four levels of inheritance by now.
I think they fixed most of the exploitable bugs like walljumping and wall glitching, probably even the pipe glitches. Not that it matters when you're not (tool assisted) speedrunning.
Region control is not covered by copyright (since copyright only covers the creation of copies and public performance) and indeed it usually violates anti-monopoly laws. Many countries have found region coding to be illegal.
Try using that unmetered access as unmetered access, i.e. maxing the bandwidth constantly. Most ISPs won't like that even though they sold you "unmetered" access. I think that's what he means, that his ISP won't make a backdraw and tell him he's using his "unmetered" service too much.
A university prof lecturing technical basics of computer science cautioned us to never use Wikipedia as a source for papers. Apparently a student wrote a paper on systems (system analysis) and Wiki said all systems are linear systems.
Since they count the RA games like normal C&C titles, it'll be C&C 5 in Germany. And I guess it has cyborgs again...
Generals had C&C damage balancing. Instead of bashing and bashing at buildings until they finally explode you just pump a few tank shells into them and they're gone. But the same shells do next to nothing to infantry so you better have some machineguns ready. Try comparing the damage system in Warhammer^H^H^H^H^H^Hcraft and C&C. The only similarity is the build system, even the unit specials aren't that prevalent.
It's a driver bug, I know I had that only after appling some driver patch. I'm not sure but I think it has gone away after another patch.
What I disliked about the sidebar is its monolithic nature. No matter how many factories or bases you have, you only have one sidebar. When we were playing 2 vs. 1 on a LAN (the one guy was a better player than the rest of us), the single player made the true observation that no matter what he does, he can't produce units as fast as we do simply because he has only one sidebar. In Generals your capabilities scale almost to infinity, if you have 50% map control alone you can churn out units just as fast as 4 players who control 50% together.
In Earth 21*0 (the only one I'm sure about is 2160 but 2150 probably does as well) there is a sidebar in which you can cycle through your production facilities so you can give new build orders even while you are watching a battle without ending up with a monolithic system. Of course it has infinite queues like every decent RTS interface so you don't need to constantly watch your queue to keep it full when you're producing hundreds of infantry units.
Yes but usually these revisions don't come until years later. Nintendo does exactly one revision of their home consoles, though considering what they did with the GBA and DS that might change with the Revolution.
(cheaper for Microsoft; who knows when they'll give us a price drop?).
I don't know if it counts but stores are already selling the XC premium bundled with King Kong for 380 Euros. Since the XC itself would cost 400 Euros that seems like a minor pricedrop to me, though it may have been motivated by slow sales rather than any official changes (as these stores really have large piles of XCs sitting around unsold).
Katamari's tank controls certainly aren't the most intuitive. I've tried the game on my parents, they couldn't get used to the concept of pushing both in different directions to turn. On the Revolution the controls could have been implemented with a single directional input instead of two. Granted, the same goes for a joystick with tilt axis but joysticks aren't exactly common on consoles and people don't want them either.
Get the Boomerang Skeleton soul and combine it with the Throwing Sickle (you can buy that roughly 4 hours into the game). The game becomes a complete pushover. The Medusa Head soul helps with bosses, as your weapon soul use Mandragora, Erynes or Abbaddon if you want to clear out larger spaces.
Funny that you mention it, just today I've seen one in a store.
I haven't seen any Europe numbers for the 360 recently, but last I checked it was selling at less than half the rate of the 360 in the US. That isn't really dead, but that is still very bad.
That's normal. If it was selling as much in Europe as it's selling in the US that would be strange because so far all consoles had less than half of the US sales numbers in Europe. The US market for videogames (or at least consoles) is about twice as large as the European one. I think the distribution is different with PC games but the XCircle doesn't qualify as a PC, no matter how you look at it.
What, Terence Hill is doing the advertising for Nintendo now?
There's only this one troll who thinks that. He makes one or two posts in every XCircle story proclaiming how the "Dreamcast 360" will fail. I'm surprised he isn't pulling his "Cell is the second coming!" routine today.
You can just go into options and disable "run Stam on startup". If you MSConfig that out the option is disabled as well.
It's kinda like playing a Treasure-made game, you have to like a whole lot of gameplay styles in order to enjoy the entire game.
You should stop playing hentai games.
Making a model for Quake took a 3d program with a matching exporter and an image manipulation program.
Making a model for Quake 4 takes a 3d program with matching exporter and an image manipulation program.
Getting the software has become EASIER. Back when Half-Life was current (decent) 3d applications ran you 3000$ or more, now you can grab Blender and the GIMP and make your assets using only opensource software (if we ignore the game's built in tools). The only cheap solution back then was Milkshape and $DEITY help you if you try to do much with that. Blender is a few orders of magnitude easier to use for actual work (it's not as easy to start working with but it's kinda like MS DOS editor vs Vi or Emacs). The GIMP has developed much further since then.
Both HL and Q4 require text file editing but that's pretty trivial.
Of course the time required to make an asset has grown somewhat and skillsets changed (less texture painting, more highpoly modelling) but those who were able to make good art for HL are able to make good art for Quake 4. Your weaknesses become more apparent with higher spec work* but you had enough time to either train them away or see them become bigger.
Nudeskins are only harder because these days people expect more than a tombraider-esque texture and it's harder to get away with an MS Paint texture**.
*= Depends on your weakness. My texturing is much weaker than my highpoly modelling so I think I actually make better models with normalmaps than before.
**= Actually you may be able to get away with it if the normalmap does what you want. OTOH I'm not sure if HL2 even allows much normalmap usage, it's pretty primitive compared to the Doom 3 engine.
You mean Valve had one generation to LEARN it. Id doesn't reuse code, at least not enough to explain that discrepancy. In fact, the constant reuse of code has turned the Unreal game logic into a complete mess. Even UT2004 is a layer of derived classes put over the very first Unreal game. The player class (xPawn) has like four levels of inheritance by now.
Overly expensive amounts to crippled IMO.
I think they fixed most of the exploitable bugs like walljumping and wall glitching, probably even the pipe glitches. Not that it matters when you're not (tool assisted) speedrunning.
Region control is not covered by copyright (since copyright only covers the creation of copies and public performance) and indeed it usually violates anti-monopoly laws. Many countries have found region coding to be illegal.
No, all Slashdot proves is that a million geeks isn't nearly enough.
Try using that unmetered access as unmetered access, i.e. maxing the bandwidth constantly. Most ISPs won't like that even though they sold you "unmetered" access. I think that's what he means, that his ISP won't make a backdraw and tell him he's using his "unmetered" service too much.
A university prof lecturing technical basics of computer science cautioned us to never use Wikipedia as a source for papers. Apparently a student wrote a paper on systems (system analysis) and Wiki said all systems are linear systems.
Standard bank transfer? Oh, right, that's crippled and uncommon in the USA.
I don't. I hate that freaking marshmallow.