>>47331>Any wiz here ever made something with RPG Maker? I'm seriously considering taking a plunge for the next year and make a serious attempt at making one RPG Maker game. The thing that is stopping me is thinking about better gaming engines like Unity and how far would I get in those if I spend a year messing with them instead.
not rpgmaker, but i'll do something in unity soon. i spent a few days getting familiar with the engine and decided it's viable
>>47331>Any wiz here ever made something with RPG Maker?
I helped my niece make a little RPG game for one of her school projects. It was nothing too fancy, though. Just a little game with a couple of mini-games, four battles and some multiple choice questions. Anyway, it was a fun experience –I even remember wanting to make a Yume Nikki clone starring a tramp. RPG Maker can be a little primitive, but it has a lot of potential, especially if you know a little bit of Ruby.
By the way, what have you got planned for your game, OP?
today i figured out unity nav meshes, nav agents, and in general how the pathfinding and navigation baking works. i made a list of mechanics and stuff i think are necessary for the type of game i want to make, and i spend a few hours each day figuring them out. wrote a bunch more but it looked like i was blogging for a second so i deleted it. anyway i am getting old but it continues to be fun
It's about a shutin who goes to another dimension on the day he's getting evicted. It has the yume nikki mood to it but it's a traditional jrpg, focusing more on items than leveling. Lot's of different monsters and enviroments to look at.
I decided to go with RPG Maker. I know myself and if I start to mess around with Unity I'll just quit everything in the end. With RPG Maker I can pretty much start doing everything without knowing nothing of programming myself.
I was bored one day and made an intro cutscene for a game that took me 3 hours because I'm a moron even though it was like 30 seconds long. I also added in a secret ending if you interacted with certain objects. I'd like to make a game in rpgmaker but I can't draw so it's whatever.
I think I'm going back to playing BF3 and BF4.
BF4 still has a whooping 6k players online on PC, and I haven't played it much, while I've sunk a lot of time into BF3 and had a blast generally.
I hate that so many games were dirt cheap or nearly free and I never bothered to download them. From now on I’ll grab every free game I can even if they’re turds.
i want to play bf3 again but if anyone is still playing in australia it will just be tdm on canals. fuck that.
even in its heyday nobody wanted to play rush. despair
installed mtasa and samp out of nostalgia after some wiz mentioned it not so long ago and they're full of russian, brazilian, turk and other third world servers
>go to rpg maker to get away from complexity
>it's actually quite complex
Well I guess I should've predicted this. I'm building the game with place holder assets because it turns out figuring the engine out is not something I can do while being worried about drawing nice looking sprites.
I have heard nothing but bad things about that game, so no I would not.
i started this game in 2016, and i was playing it on and off till about half a year ago when i got bored and quit, possibly for good. i was never particularly good but i found the team-based aspect rather frustrating. it seems to me that the way this game is meant to be played, is to round up a group of friends together in discord and play on comms. trying to organize strategy, or even just one-off plays, in a team-based game when you're queuing solo is practically impossible, so climbing the ladder becomes a weird process where it's more efficient to mute and ignore everyone on your team. people in this game tend to get upset easily, and playing in a certain way could cause someone to grief your match.
please don't interpret this as saying that you can't climb solo - it's just that it's not fun, and the presence of the community makes it less fun, and it seems like the "lesser" way of approaching a team-based strategy game to begin with.
overall i became frustrated with the community but even the "single-player" gameplay that you evolve in your selfish quest to climb the ladder, didn't end up being particularly compelling to me. ironically, the part i had the most fun with was laning, despite it being considered the "boring" part of the game. there, i found that i could immerse myself in things like matchups and itemization and mindgames and make it sort of like a regular 1vs1 fighting game, without having to worry about what my teammate is planning on doing, or try to keep track of 10 players at once. i disliked the heavy multitasking that would be expected as well, where you're constantly expected to have an eye on the minimap, while keeping track of farming, enemy ability cooldowns, and so on.
this game ended up draining a lot of time from me, probably a good 1000-2000 hours, and i can't really say that the bulk of it was "fun," as much as i became addicted to beating myself up over and over. i never made very much progress toward improving most of the time, and i feel like the game was just draining my life-force, ultimately making me a more frustrated and unhappy person when i played. i also used to be a fairly competitive person, but i lost a lot of that drive and ultimately became disenchanted with competition and ladder-climbing in general as i experienced a vicious cycle of failure and self-abuse.
when i started this post i was kicking around the idea of offering to dig up my account details to play with you for a while, but i ended up finding a bunch of negative memories that turned me off to that, at least for now. i remember when i first started playing, at least, it was fun and interesting. that was also probably the only time i experienced genuine improvement at the game. it's hard to improve at something when you really don't enjoy it, i guess. the problem is, the game is designed to hook you, keep you addicted, and it's pretty good at it if you let it sink its claws into you. the only people i would recommend this game for, are those who really want to kill a lot of time, and those with a masochistic streak who enjoy heavy multitasking and habit-forming grinds, and there are really probably better games out there that can satisfy whatever your taste is. i regret the time i put into this game and would ward off anyone approaching it. but, that's just me. maybe my perspective is totally warped and you'll love the game. who fucking knows.
Any Quake / Doom fans here? I've been playing Q2 multiplayer for the past month and it's amazing. The gameplay is pretty fast but slower than Q1 and QL
The only Q2 server with ping under 100 is gone now, though, so I can't play anymore :c>>47399
+ Runs well on dirt hardware
- In-game softcore porn
- Gameplay (way too intensive)
I like quake but q2 is garbage imo
the guns feel clumsy and slow
I've been doing stuff in love2D for a little while.
Seems like a good engine, but it's a hassle to use it without knowing how to make your own GUI for it, basically. And I only know barely enough python to kind of do a shitty level editor
I also considered using RPG maker and I was really excited for it as a kid, but it just has too many limitations imo
why league of legends? you have to buy the fucking heros in that game.
Not surprised, there's so much content out there to enjoy.
Well, it's not that weird if you think about it for a little bit. Creating an old doom map doesn't take much skill, it's easy, and anyone can do it through a multitude of different tools of their choice. New doom simply doesn't have the same accessibility.
I heard map-making is extremely limited to begin with for doom 2016 too.
Is BF1 good? it's 5 bucks on humblebundle
is that so? thanks for letting me know
I opened up Skyrim again. It's been so long, since I've been playing Oblivion and Morrowind. The difference among each of them, or namely, between Skyrim and Oblivion/Morrowind is that I've played the latter in one continuous playthrough, completing all main, guild, daedric prince, and misc. quests in one character while for Skyrim, I've played a majority of the game through many different characters. These characters are now frozen in time. I no longer play them, and I have no idea what I was doing with them. It was like they were living their own lives, and now I've left them to their own devices. It's kind of poetic in a way. However, this also means that these characters are not as important as my main character(s) from Morrowind/Oblivion. I will not forget uh, crap. I forgot Morrowind guy's name. I will never forget Daddy Donald from Oblivion though. Or Blueberry. I probably forgot their names because in Morrowind, I used an actual Breton name from Daggerfall.
Still, I feel like I know Skyrim more than Morrowind or Oblivion. That also means that I've played it so much that going back is harder too. It's a familiar land with familiar people. It's like an older game in my childhood that I've never completely beaten, even though I played it back in 2011. It's so weird to return to it and to have a lot more experience in the franchise. I'll feel like I'm missing so much. I don't even have the DLC either. I'll never completely beat it like Morrowind.
I think my only option now is to maybe get another copy on a steam sale, the full game, and 100% it in one go. I can't really do it any other way. The dragonborn wouldn't be as epic if they had just completed the main quest, and not every guild, every misc. quest, and every daedric prince quest.
>>47456>What are some good games for obscure consoles? Like Saturn, Gamecube, etc.
Gamecube isn't obscure at all. There are many good games for it, it's hard to recommend some if I don't know what you're looking for. Some of my favorite exclusives:>F-Zero GX>Sonic Adventure Battle 2>Legend of Zelda: Windwaker
when i was a kid i liked mario sunshine and pokemon xd on the gamecube, now as im getting older i also like animal crossing, twilight princess, and the wind waker
I have one and two, but three sucked dog ass so they have to earn my trust again.
I will say that at least it is actually in first person again. But I see shitty vehicle sections again too, and the whole thing looks 2 or 3 hardware generations old. Like something made 8-10 years ago.
Will wait for full release and reviews to come out before I even think of buying.
Gamecube was not in any way obscure dude.
It was apart of the big three of that console generation.
the guys made another expansion to 2 in like the last two years, which was a return to the formula of 2. Even if you aren't happy with the 4th, I'd recommend playing the new expansion.
Didn't know that.
Will get around to it, but currently playing one of those fuck huge open world games so it is going to take me awhile.
they didnt make 3, it was some other studio
this one probably looks shitty because its barely in a state of playability, its an alpha basically
Had lots of fun with Motherload many years ago. Mastermind world conqueror was very satisfying to play in a whole different way.
Looks like I have to get a battle.net account to actually play the up coming COD game.
Really hope this launcher doesn't suck.
This might actually convince me to pay for visual novels.
Good news for crabs.
Are there any games like Goblet Grotto in style or game play? These kind of games are awesome! No screenshots since I've not played it in a long time.
Holy shit, I'm so bad at strategy games. My minuscule attention span and double-digit IQ prevents me from enjoying any kind of serious strategy/4X game.
Started up Civ5 last night, chose Russia because of double strategic resources. I thought that was enough to win the game. Nope. Had to turn down the difficulty to prince(4/8, medium difficulty). Had to restart the match 5 times because I kept getting awful starting areas(tundras with 0-1 production and food and 0 resources). Fucked around in the settings and found a "legendary start" option. That helped a little bit. Steamrolled through the first 50~ turns and then difficulties started happening. My units kept getting attacked by barbarians(whom I never bothered to destroy) and I couldn't stomach not being in the absolute lead and I just stopped playing.
Played stellaris a little bit. It's easier than civ5 and I came prepared(watched some tutorial videos and letsplays). Played as a pacifist and never bothered to attack anyone. Got pretty bored and quit the game.
Also tried CK2. Picked ireland and just sat on my ass, not attacking anyone. When the game basically forced me to attack some neighbors I did it very reluctantly. Lost a couple of skirmishes, won the war, but still felt unsatisfied. Quit the game at that point.**I think I'm starting to understand why I'm so bad at strategy games…*
The only "strategy" games I'm semi-good at are the games I played in my teen years, HOMM3&4.
Also, on the topic of strategy games, which game is better, civ5 or civ6? I'd like to try civ6 but I'm afraid my pc won't be able to handle it.
>>47693>Also, on the topic of strategy games, which game is better, civ5 or civ6?
Thanks, I was looking for something exactly like this.
yep, everything is fun with friends, even the most retarded shit ever.
But i'm not sure about borderlands, it was fun solo, it's cheesy but fun and has same (if not more) amount of content as destiny 2, for instance
I started playing CS:GO recently. I don't play a lot of fps but I think CS:GO's system of adding artificial inaccuracy when moving is kind of an uncommon thing. I can see that practicing to accommodate this can be fun but at the same time it feels like artificial difficulty. What do you guys think of it and what kind of aiming system do you prefer?
A lot of fps make you more innacurate as you move, it's just CS does it to a much higher degree.
CS:GO's inaccuracy recovery is near instant. You just need to get in the habit of letting up on WASD when clicking to fire. However with the SMGs, particularly the UMP and Bizon, the accuracy is still usable for run-n-gun if you want to charge someone reloading, even more so when only walking
My favorite aiming style is the "sim" type, where there's no crosshair and your gun has a bit of free movement when not sighted in, but the shot will always land exactly where the sights are pointed save for that particular gun's degree of bullet spread, even when moving. Say if you're in full auto and the shot winds up high to the left, it's because the gun bounced to that angle from he recoil, and if you learn the programmed recoil patterns, you can keep on target by pulling the mouse down in tune with the gun's behavior.
>>47729>My favorite aiming style is the "sim" type
Example of such a game?
I got used to it and honestly the way movement works in that game took me longer to learn then dealing with inaccuracy.
Insurgency series and Day Of Infamy have the free-aim mechanic and accuracy I'm talking about which is why I play them a lot. Project Reality and ARMA are the big world sims, but I remember PR has an artificial inaccuracy applied to hip-firing. The last COD I played had a no-crosshair mode that was enjoyably but it was still viable to forgo the sights entirely.
I started with #21 the world. NOT A GOOD GAME TO PLAY ALONE AT 5 AM.
RPGmaker stuff was on sale so I bought MV. Might screw around and make something with it, or it'll just be another money sink.
I forgot to respond to the other anonymage about Daggerfall / Morrowind. RIP. Probably just gonna post all my content on Morrowind and delete these text files from my computer.
This is unedited, so it's pretty cringe.
A Morrowind Review:
I don't like the fighter's guild or thieves guild rn. I don't really get a lot of information on which one I want to side with at the beginning. I could make the wrong choice just through ignorance of the leader's and their visions of the future.
Mage's guild chores don't feel good enough reasons to rank up other than skills, which makes sense. Arch mage is never contacted in comparison to Oblivion, which, i believe did the mage's guild questline a lot better.
directions were wayyyy nerfed from daggerfall. Can't get directions from local citizens from nearby towns. E.g a local ruin near a town/village that people should know. Guards are near useless in this regard, no one to turn to for direction. Good though that there's a lot of lore, but a lot of repeated lore. It half-asses the lore, but has books. Gotta look into the books for more Morrowind lore and see how I feel then.
Combat is actually okay, LOL. I don't mind the missing, but I kinda liked Daggerfall's better. Daggerfall's combat was great, imho, but with the missing thing, you increase your level, you can see and feel your proficiency in that skill, and it compares to someone who has a bad skill in it, but I gotta see the NPC levels for that.
Magic is downgraded, actually. I used levitation, teleport (like it better than mark and recall wtf), and other skills in dungeons versus Morrowind. Spells cost a lot, and the game restricts spells like damaging weapons and armor for some reason. Some weapons have 3,000 durability. It would take a massive 30 seconds to destroy vs the 10 or 15 seconds to kill. Bad bad. Not always the case though, but ebony is pretty common rn on the elite guards. Magic is a lot harder to level, and that sucks, but it's also fine. More in next paragraph.
Training is op, and was rightfully nerfed in Oblivion. Funnily enough, Oblivion is a genius game compared to Morrowind in this respect. You can train without raising a weapon in this game, but in Oblivion, you do half and half. I like the half training for each skill though, it makes more sense. In Oblivion, you can half train and half practice, and that's a lot more realistic than full training. Also, it negates the exploits of drain skill more.
Perfect character was achieved within about 3 months? Probably more like 4 months compared to half a year (6 months) in Oblivion through vigorous training. Less actual work made me not appreciate the gainz before. lol
alchemy is op, makes magic actually worth it. Magic, otherwise, is not worth it.
Armor weighs WAY too much. It's horrible.
I have completed Morrowind.
Leveling is just as bad as Oblivion, but with static leveled NPCs. It takes strength + endurance to level up hp per level, which, like Oblivion, you'll want to do. I can't exactly help myself to do this. It feels like lost potential to do so, even though you can cheat your way to an infinite level. Otherwise, if you're going to level like that, you'll have to level up weapon skills and armor skills, which, honestly, I believe is okay for a mage. A mage can run out of magicka quite quickly and shield doesn't seem too effective from the times I've used it (100 shield spell). It might just be better to level up an armoring skill anyways. I don't mind that, honestly. Still, it slows down this already extremely slow game. Speaking of slow, your running speed. Even at 100 running speed, it feels quite slow. That's also probably because I have weapons that weigh a ton, but that'll be for another paragraph. You'll find the beginning slow since you'll have no money, no real skills, and you're trying to level up efficiently for those sweet health points. More on the beginning game later, I guess.
Overall, worse than Daggerfall, I guess? Daggerfall's hit rate was higher, of course, but I think slowly leveling up your skills would allow make you feel like you've earned the priviledge of hitting your opponent. Still, there's no dodging skill like in Daggerfall, and animals have no real way to block, so it's dumb to think they'll dodge something like a sword or anything. Any animal in close proximity wouldn't be able to do that except for smaller animals, but they never strafe anyways.
Magic, I feel, takes an eternity to cast. In Daggerfall, you can cast a spell pretty much instantly after another spell has been cast. Spells like Levitation or healing are those kind of spells where if it takes too long to cast, you're dead. Spells have changed as well. Healing spells now regenerate instead of instant heal, spells cost a lot more, and the way spells are made has changed.
Spell cost is way up. A custom levitation spell was cheap (monetarily and casting-wise), and worked great. Now, a custom levitation spell is extremely expensive for the same usefulness, takes a few seconds to cast (and you can't switch to another spell in the meantime).
Is magic underpowered, especially for less magically inclined builds?
For less magically inclined, I mean not high elves, not spell absorb, not anything that maximizes magicka. I've done that in Oblivion, so I just decided to pick my favorite race, the Breton. I can't even remember how the Breton became my favorite. Probably because Nords didn't appeal to me and because I started on Skyrim.
In comparison to Morrowind, I feel the spells of both Daggerfall and Oblivion are much cheaper. Though it's been a while since I've played both, I can remember at least some values. For Daggerfall, levitation, slowfalling, and a lot of mysticism spells, custom ones, costed me, at maximum, 10 magicka per cost, and lasted a very long time. It's quite similar for destruction as well, but not to that far of an extent. By level 100 destruction, which, currently, I have achieved, in Daggerfall, a nuke spell would cost about 15 magicka per cast, but for a Morrowind spell, even with weakness to magicka for a damage spell, it could cost up to 50 magicka for a 10-20, 1 duration spell, targeted. Even for a 10-10, it would be about 40 magicka. Conjuration did not exist in Daggerfall, but Alteration did. Of the small amounts of alteration spells i would use, that being slowfalling, waterbreating, water walking, and possibly free action, they would cost about 10 magicka per cast at level 100, or mastery. I am at that point, so I'm just pointing that out. I have almost complete mastery of most magic categories.
Oblivion is even hazier, sadly. I will do my best to list the spells I did use in Oblivion. I'll also add some of the tricks I used in that game just in case it's needed. I might make a post on the tricks I've used on Oblivion that may work on Morrowind. Sadly, there are not many.
Alt - burden, feather, open, shields. water breathing, water walking (not used, but mention)
Mys - Detect life, dispel, soul trap, telekinesis
Conj - all
Des - damage health, elemental damage, weakness
Ill - charm, night eye, light ?
Res - cure disease, cure paralysis, fort attribute, fort… fatigue, health, magicka, skill, restore… etc.
That's it. Getting rid of everything now.
The thing with spell costs in Daggerfall vs. Morrowind, I think, is that in Daggerfall the dungeons are much
larger and longer. And, in Daggerfall the rewards for levitating aren't as special. Levitation and other
spells in Daggerfall are cheap because you're supposed to use them a lot over a long, confusing dungeon
crawl. Sure, you can rest, but that's not always reliable, and being a hybrid spellcaster/warrior is much
more encouraged in Daggerfall. So, there's a decent chance you might not have that many spell points.
In Morrowind, on the other hand, you might only need levitation a few times per dungeon, at the most. In
smaller dungeons, you probably won't even use it at all. The trade-off is that there tends to be better
loot/rewards for doing so, since everything is hand-placed, rather than in Daggerfall where you might
levitate to the top of a room just to find a regular loot pile that you might find anywhere else. The
other piece of the puzzle is that you might need to levitate to progress in some Daggerfall dungeons. I
often found hidden switches in dungeons that would apply a levitation effect to my character, but I don't
know if that's always reliable. Morrowind had levitation requirements to a degree with the Telvanni stuff,
but it wasn't as punishing to be unprepared for it. Same goes for stuff like water-walking, I think. Magic
in Morrowind also seems meant to go hand-in-hand with alchemy and enchanting, so there's that too, I guess.
Directions in Daggerfall were more useful, but less interesting than in Morrowind. It's just another effect
of randomly generating most of your content vs. hand-crafting it. In Morrowind each quest could give a
specific amount of direction to the player depending on how much he needed to know and how much the devs
wanted him to figure-out on his own. Devs in Daggerfall didn't have that liberty (or that inclination,
perhaps), so might as well give the player as many sources as possible to get that information. The only
quests in Daggerfall that were like that to any degree were the main quest and its associated side-quests.
I agree that Daggerfall's way of doing it was more realistic. In Morrowind it feels more game-y.
I think the real hang-up with missing attacks in these games that a lot of people have, is related to the
visual feedback. You swing your sword, and it appears to connect, and the enemy doesn't appear to make any
dodge attempt - yet you miss. It's just poorly communicated to the player what's going on, with stuff like
fatigue and agility doing calculations behind the scenes, but no visual representation for what's going on.
This is a problem that action RPGs are going to have when trying to adapt D&D mechanics, I guess, but I
think the response that Bethesda took in Oblivion (just gutting the mechanic entirely) was too extreme. I
can conceive of several ways that the mechanic could be preserved, whether it's by adding animations for
when an enemy dodges a hit, or showing your sword swing off to the side rather than where you were aiming
it. To me, it just makes sense that an untrained fighter would miss his swings, and that enemies won't just
stand still and take all your attacks without attempting to dodge.
RE: leveling in Morrowind - I have never liked putting points in strength early just for the sake of hit
points. I think that strength only defines your starting HP. Getting a few extra points of starting HP doesn't
seem nearly as valuable to me in the long run versus, say, putting points into luck, which takes much longer to
raise in Morrowind. Endurance, on the other hand, is a must-have for pretty much any character early on. I
think that should pretty much always be the first stat you max-out. Every time you level up without maxed
endurance, you are actually losing maximum HP, permanently. Maybe this sort of thing contributed to the removal
of attributes from Skyrim.
Thank you for reminding me of that game. I should play it someday. I love stop-motion and I like some Edgar Allan Poe's stories, so I will surely enjoy this game.
I like that in Death Stranding's world people don't care about fucking or having relationships because of how shit the world is. Usually in apocalyptic stories the opposite happens.
Has anyone here played Death Stranding? Is it worth a buy?
i watched like 20 minutes of it, didnt even look like a videogame. all cutscenes and weird controls doing weird mundane things for who knows why. its like the entire premise is based on you going wtf? and playing more to understand wtf is going on
I've played this game so much, I think I've seen at least 90% of the content. Here's the end picture. I can't consider this game "done", but this is the closest I've gotten it to.
Good game. I'm glad I played it, honestly. The hot spring level is super relaxing and I love it.
>#21: The World is a surrealistic exploration game based on my dream journal I have kept for years. The game is heavily inspired by Osamu Sato's LSD Dream Emulator. I hope to disturb, calm, and shock players with #21: The World's many settings.
Damn. I've never played this, but that description (which you can find on the guy's website) really depresses the hell out of me. I've always wanted to somehow translate my dreams into something creative just like this and, more than that, to almost try & visualize them in a sense simply so I could see them again for their own sake and make them "real", or just tangible enough that others can see them as well, should they wish to. Most of my dreams are boring as shit though and the few interesting ones I do have almost always fade away before too long. I'm also lazy as hell and have absolutely no ability to channel what little creativity I do actually posses into learning how to paint, or write, or even make a game like this one.
It makes me extra sad because my mom always loves hearing about my dreams and I often only end up disappointing her whenever she asks the question, "So what did you dream about? Did you have any good ones?", and all I can ever reply back with is, "Sorry, I think I did, but I can't really remember.". Either that or all I can describe is some small insignificant snippet of them and she innocently says, "Oh, is that it then? I'd love to hear more if you can manage to remember anything else!". Needless to say, but it's a really depressing affair to the point where, for a long time now, I just wish she'd stop asking. My mom even got me a dream journal for one of my birthdays a while back after I mentioned in passing that maybe it'd make remembering my dreams easier, but, outside of some rare occasions here & there, I never use it. Even when I have the sort of dream I want to hang on to, whether for long term or to simply describe to my mother later, I still can't be bothered to use it. It just feels completely useless and I never know what to write and plus I'm usually so tired that I just end up talking myself out of it and going back to sleep, or doing something else. I feel like one of the greatest gifts I could give my mother is to make a game like this and to show her all my dreams, in such a way where she could actually see them for herself for the first time. That'd make her really happy, I think.
Anyway, I can't help, but envy this guy for doing something I've always wanted to do and making the sort of game I've always wanted to make. I can't even feel original in having come up with the idea and, in fact, can only feel worse given how others, like him, have already acted upon it and created this sort of thing already. Whether it's #21 itself, or Yume Nikki, or LSD. It's all been done before. At the end of the day, I'm just a boring, useless idiot. I'd actually like to experience this game merely for its own sake since I also have a small fascination with dreams, but I have the feeling it'd just make me feel like total shit instead, given how I couldn't see myself getting over this sort of thing I've already described. Having something I wish I could do and make myself rubbed in my face, but how I know I never will and that even if I did it wouldn't even be 1/100th as good and would just turn out to be a cringey/incoherent pile of shit. Ultimately though, I'd just like to make my mother happy and a game like this, if I'd only managed to make it myself, would fascinate her to no end. The cold, hard reality however is that she'll die one day and I'll never have been able to do this for her. Damn it. What does this guy have that I don't? Why am I so astoundingly vacant as a human being? All I can do is sit around, lick my wounds & feel sorry for myself, on top of having dreams that are either just dull as dishwater or that I can't even remember at all. All I can do is pound sand. All I've ever done is just pound sand. Damn it. I had a dream the other night where I was walking along an old country road in the middle of the night. There was a visible mist in the air and, although it was cloudy, the moon shone bright enough that I could still see what was around me quite clearly. Eventually I came upon an open, patch work-like corn field, which I could see in its totality from the raised dirt road I was already standing on. Some corn stalks stood alone in a radius of about 15 feet, others packed tightly together, and elsewhere there was simply just flattened grass. In some of the stalks, in place of corn, there was a lit candle. The collective light from these candles reflected off the mist hanging just above them to create a very relaxing sight. There was also a tiny house, no bigger than a garage, just off to the side, with puffs of white smoke coming out from its chimney and a warm light you could see emanating through its frosted windows. I then suddenly turned away from all this and looked straight ahead where I could see a train passing from left to right in the distance, at a point where the road ended in a T formation. I was wondering why everything seemed so quiet and, just then, I woke up. I don't know why I just wrote all this, other than I just felt like telling it really. You could also say it's the sort of dream I wish I could actually make something out of, or just have more of that's similar. Both to tell my mother about, but maybe to have some small amount of material to pull from to actually whip up something myself and show her someday. That's all, I guess. If I didn't just write it down like this, I'd probably have just forgotten about it anyway, heh. Useless, isn't it?
How does one get good at RTS? I'm playing AoE 2 on moderate and it's kicking my ass.
at the start of the match people generally follow a build order, either learn one or just watch some matches to see the general idea
for most of the early game your town center should be pumping out vils
upgrades are done at specific times
know each civ's special unit's strengths/weaknesses
use the cheapest counter to the enemy unit
don't overbuild defensive towers
invest in multiple town centers at castle age if you're doing well to gain a vil advantage
usually you have two units. ones in the beginning for harassing and poking, and then something for castle or imperial. you also make units to counter your main unit's weaknesses
build walls early to protect from rushes
if you get castle first, drop an aggressive castle and train/rally your special units inside
raiding opponent's eco is effective at pretty much all stages of the game and often you can get armies to withdraw from their attack to go defend
dropping towers behind opponent's woodline/walling around it, this is an easy area denial in feudal age. this works well for other places if you are rushing archers in feudal since they can garrison inside and increase the arrows fired
make sure you're never pop blocked, especially early in the game when you need vils constantly being produced, so make houses
vils with loom can against fight dark age militia
vils are good against buildings. pop them in rams to speed its movement, to repair it, and to help attack when it reaches the target
i think i had some idea of what to say but it just became a ramble. i recreated aoe2 for warcraft back in the day so i eventually learned all about the combat system, unit types, countering, upgrades, etc. i'm not great at RTS but i can fight bots in aoe2 anyway, you usually just need to punish them early, they always try to boom.
There's some really good tips, some I had no idea of. Thanks wiz!
ffxiv is great. I've been playing it a lot lately.
Me too. What datacenter are you wizzies playing on ?