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Messages - Grangan

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Everything Else / Re: will wright supports mccain!!
« on: October 05, 2008, 11:23:38 am »
Will this make any of you liberals quit worshipping him?

Spore: General / Re: The Valid Suggestion Thread For Maxis
« on: October 05, 2008, 11:14:02 am »
  • The ability to make a Dyson sphere. It costs a lot of money, even more than the planet killers, but it creates a hollow sphere around the selected solar system, which will make all planets with blue orbits green. It will also make the solar system invisible to others and also provides protection.
...How is this valid? This sounds more like some kind of legalized cheat code than a feature.

Ummm... what?
He said it costs money.
And it is scientifically plausible.

Spore: General / Re: First Expansion: Cute and Creepy Parts Pack
« on: October 05, 2008, 10:15:03 am »
I just thought of something...
Maybe, in adding the parts, they add actual gameplay?  Going up to level 10 is only the beginning.  Maybe some parts have entirely new abilities.  Maybe-just maybe- some parts can swim.

Spore: General / Re: What expansion would you like to see first
« on: October 05, 2008, 10:11:07 am »
Spore:Wildest Dreams continued
New neutral ability:Dig
Digging can either be used to make a small trap for prey to fall into, or to make an underground nest. Underground nests are hidden from all but the smartest creatures.  If your nest is sufficently deep, between creature and tribal there will be a cutscene in which one of your creatures accidentally digs into a cavern, and you will be a cavedwelling tribe.  In Civilization you can choose whether you want to stay underground or go up onto the surface.
Dig also allows you to find underground fruit, if an herbivore.
New Play Type:Glory Hunter
To become a Glory Hunter, you MUST start at atomic or cell, depending on whether you have Spore:Tiny.  Glory Hunters spend their time killing Epics.  In atomic, kill an Epic Atom (Uranium, plutonium, etc) to go on the road to Gloryhunterdom.  Kill an Epic Cell (which is a lot harder now) in cell stage to do likewise.  Glory Hunter's consequence abilities are likened to hunting Epics.  For example, being a GH in cell gives the "Leader of the Pack" ability in Creature, which adds all members of your species to your pack, and doesn't even count them as pack members.  Glory hunters do things in a roundabout fashion-they socialize by killing things.  Specifically, they kill epics and make everyone who sees them do it or sees the corpse afterwards an instant ally.  In Tribal, they hunt epics to merge with nearby tribes who admit their superiority.  In Tribal, they will get some of the strongest consequence abilities, but they are for epic killing and epic killing only.  Leadoff, for instance, leads an epic off a cliff, severely damaging it (all glory hunters have cliffs).  Zombify brings back an epic as a being that has 500 health and attacks for 50.  In Civilization, they kill epics in order to get civilizations to give them cities.  In Space, they kill epics to receive the planet it was killed on.  Actually, in space, there is a much stronger strategy, but it won't be introduced until Spore:March Forward.

Next up:Spore:The Trouble with Tribal.

Spore: General / Re: What expansion would you like to see first
« on: October 04, 2008, 10:34:12 pm »
After Spore:Tiny
Spore:Wildest Dreams
An expansion primarily to the creature stage, S:WD gives much more options...
Expansions to Creature
Creature is much longer, at about 10 hours on a fast run.
You are no longer the only thing that can make other animals extinct.  Other animals can make animals extinct.  In addition, some of the random events are extinctions or mass extinctions.
Diseases will occur naturally.  They start in the base of the food chain, in fruit.  Diseased fruit slowly dies.  Herbivores/omnivores that eat the fruit have a chance of contracting the disease and slowly losing hit points until death.  Omnivores/carnivores have a chance of contracting the disease if they eat those diseased herbivores/omnivores.  In addition, cure plants work similarly.  Diseased herbivores/omnivores who eat them lose the disease, and diseased omnivores/carnivores who eat those lose the disease.  Cures grow blue, diseaseds grow yellow.

You can now be a water creature!  At the end of cell stage, you can select whether you want to leave your water habitat or not.  Doing so gives 3 legs like now, and not doing so gives 3 fins.  Controls are like in space- wasd or right mouse button for 2 axis of movement, scroll for up-down.
If you are still a water creature by the time you get to tribe, a vent replaces your fire pit.  The cutscene is changed so that your creature pounds his stick on the vent until it opens up, then scoops some into the stick to make it a staff.  Instead of "Fishing Spears", there are "Landing Spears", which catch small, simple, weak creatures from above.

In the water, there are four layers.  The top layer is the easiest to live in- no light parts are required to see, and it is full of weak (though social)  herbivores.  There's the occasional hunting rogue, but not much else.  You can't stay here too long as a carnivore, because eventually you'll run out of food here, if a carnivore.  The next lower layer also does not require light parts, though a few should be had to keep the waters less murky.  There are lots of rogues here, and the occasional hunting epic.  You will be forced down here.  Just hope you don't have to go much further.  The layer under that is most dangerous.  It typically has two or three epic species.  They will think nothing of eating you in one bite, though they spend most of their time fighting one another.  You need lots of light here, or be prepared to not even see the epic that eats you.  The final layer is not as bad as the one above it, but still very dangerous.  You need maximum light here to see a thing.  It is nearly barren, with the occasional nest of odd, eyeless fish, or a weird sea plant.  Some swarms of very strong organisms live here, but these are very rare...  (Each layer is very tall, some areas, such as the more coastal ones, do not have all of them.  Do not think you can switch between them with one scroll of the mouse.)

There are 7 new social abilities and 7 new attack abilities.  At first you only see one of each, and even those require a high brain level to reach.:
The social ability "Communicate" (makes your creature lead its audience around, as it points at things and names them)
The attack ability "Science!" (zooms into your creature's head, shows idea forming in brain, zooms out, creature goes into frenzyous instant rage and attacks everything within huge radius before they know what hit them)
Using Communicate fills in the Communication bar.  Using Science! fills up the Science bar.  Filling either one entirely gains the Communication or Science panel.
Communication Panel:
Chat:Very popular amongst creatures that are at or higher than your brain level and also have "Chat".
Joke:Very popular amongst creatures that are near your brain level, and even more popular with those who have laugh.
Laugh:Good social ability, and gives bonus when used after your own or someone else's joke.
Think:Does absolutely nothing, but buffs next social ability.
Interrupt:If your interrupt level is at or higher than the ability being used by a rival, you will stop them from using it.
Story:Though mouths that tell Stories are very expensive, Story is almost a sure-winner.  It prevents the rival from socializing long enough to hear your story, and Story constantly adds in the social bar as you tell it.
Science Panel:
Chemical Tag:If you don't want to risk dying yourself, but want something dead, this is great.  Spit the Chemical tag at an enemy, and your pack will attack it while you don't neccesarily need to.
Caustic Chemicals:A far worse version of spit, Caustic Chemicals is both a) a strong ability and b)like poison in RPGs.  It constantly leaches health from the enemy.
Explosive Chemicals:Target at something and they will be severly damaged and everything within a radius will be slightly less damaged.
Radioactive:Though a slow winner, Radioactive is good as a lowrisk surefire bet.  It does not change your status with other species as they do not know you are attacking them.  It is a passive ability.  It constantly sucks health from all within a certain radius that are not allies.
Flintysteel Breath:Firebreathing.  So yeah.
Electridamager:Use on an enemy to severely damge and stun them.  Works from a distance.
Consideration:Buffs next attack ability

New neutral abilities:Photosynthesize.  THough only suplementary, PS constantly adds health (slowly) IF your hunger is not at 0.
Climb:Allows you to climb trees and steep mountains.

There is no longer migration.  Rather, there are floating spheres, always, at several spots on the map, that you get extra DNA for moving your nest to.  You can actually move your nest anywhere.  This includes on trees, if you can glide/climb there.  Your nest will automatically be moved out of the tree if you deevolve what allowed you to go there.

More. later.

Spore: General / Re: First Expansion: Cute and Creepy Parts Pack
« on: October 03, 2008, 08:00:26 pm »
Oh. My.  God.  Has EA lost their fricking mind?  Theyr'e already on thin ice over DRM, they don't need to throw out expansions that reak of crappiness to attract the EA-makes-bad-games crowd too.

(Not that I disagree with that crowd, I just was hoping EA knows to some degree how to avoid making a game a total and utter flop.)

Spore: General / If DRM folks can start a protest...
« on: October 03, 2008, 06:13:37 pm »
Why can't we start an anti-protest-protest?

Downvote all DRM reviews, upvote all positive reviews.  Make positive reviews.  Battle people who insult positive reviews.  Comment negatively on DRM reviews.  We must do this.  We are Spore Fans!  We can't leave our game dying in a feild betrayed.  We must turn around this assassin's blade and attack them with their own weapon!

Spore: General / Re: What expansion would you like to see first
« on: October 03, 2008, 05:45:12 pm »
More later.
How can molecules ask other molecules to help them?
By telling them that a predator of theirs is there.

Spore:Tiny Continued
New gameplay style:Weird
To become weird, you must find the disco dance ability in Atomic (no, weird is not realistic.).  You must beat Atomic and Molecular by dancing.  Then, in cell you unlock the Popper, a mouth allowing you to eat bubbles.  Eating mainly bubbles gets you the cell weird card.  In creature, if you ate bubbles in cell, you can eat rocks in creature.  This allows you to be weird in tribal.  In Tribal, you must take over other tribes by making faces at them that are better than their faces, making them back up and eventually jump into the water, allowing you to have their empty tribe.  In Civilization, to be weird you must be a tourist civilization.  You must create tourist vehicles and set up tours of other cities.  An annoyance meter appears over their civilization.  When it fills up they will get so fed up that they give you one of their cities to make you stop.  In this sense Tourist is Economic's opposite.  The cards are as follows:
Strange Matter
Ice-9 Eskimo
Prison Cell
Weirds have a disadvantage which is that if they do not get all weird cards, their weird cards count as unplayed.

As it is possible to get wanderer naturally now, wanderers have the WhatBomb superability.  They drop it on a planet and question marks swarm over it.  There is a 50-50 chance that the planet will turn into a colonieless T-0 wasteland, easily taken over, or it will become a  T-3 planet of a new ally.

Now, in space, it is possible to get the Shrink Drive tool series.  Each one allows you to shrink into lower and lower cell levels, and eventually molecular levels and the atom levels.  Some missions involve using the Shrink Drive to scan/destroy a cell species.  The nanobot editor allows you to reaccess the cell editor (though all textures are metallic and all parts robotized).  You can then command it to divide (literally) and conquer, or to divide and terraform.  It divides very quickly when you zoom out to normal level.

And lots of new space personalities that I'll post later.

Spore: Sporepedia Exchange / Re: SPOREPEDIA Username & Useful Links
« on: October 01, 2008, 05:37:14 pm »

Spore: Sporepedia Exchange / Re: Gaming Steve Featured Content
« on: October 01, 2008, 05:36:41 pm »
Wrong thread.  Oops.

Spore: General / Re: What expansion would you like to see first
« on: September 30, 2008, 06:51:05 pm »
Expansion 1:Spore:Tiny
Ever wanted more cell stage?  As in, 8 minutes too short?  This expands the cell stage to at least an hour, and adds 2 new sizes, before "Ice 1": Magma 1 and Magma 2.  Also adds two new stages, both an hour long:Atomic and Molecular!
Atomic Gameplay
Movement works much as in the cell stage.  There are 3 offensive abilities, fling (basically spit), collide (basically charge), and gravitation (basically strike), and 3 defensive abilities, particle orbit (creates a spinning sheild arround you, passive, number depends on level), bind (aim at other atom to freeze it, allowing you to escape.  Atoms cannot be attacked while bound), and Empty Space (passive, increases chance of missing).  You can either eat floating particles for particle points or destroy atoms and get their particle points.  Periodically, you can use your Transitional Swirl ability (cutscene of all particles swirling into the nucleus) to enter the atomic editor, changing each part for better stats.  The goal of the stage is to develop Inter-Atomic Bonds.  The red card is Radioactive, green is Radiopassive, and blue is Stable.
Molecular Gameplay
Movement works much as in the cell/atomic stages.  You move your amorphous molecule to attack other molecules for their particle points, or to consume passive photosynthetic molecules similarly.  Though all the abilties from Atomic remain, albeit weaker, several new abilties exist- Offensive abilties Reaction (which acts like RPG poison, and is ranged) and Dissolve (a strike/bite equivelent), and defensive abilities Warning Signal, which causes all near non-agressive molecules to come to your aid, and Mark, which works similarly but causes them to attack a particular agressor rather than merely acting as living shields.  Red card is Acidic, green is Alkaline, and blue is Neutral.

More later.

Spore: Sporepedia Exchange / Re: Gaming Steve Featured Content
« on: September 30, 2008, 06:14:43 pm »
Hi guys.  I'm Jwaughler.

Spore: General / Re: Weird Bugs...
« on: September 30, 2008, 06:08:40 pm »
Also if you beat your "Creationist Challenge" your a badass :D.
Wasn't too hard.  I could evolve for about the first 1.5 brain sizes before it tried to make me migrate.  I got level 2 bite, charge, and strike.

Spore: General / Re: Requirements for Epics?
« on: September 29, 2008, 10:34:22 pm »
Once I saw a Rogue that had very low social abilities.  I added it to my pack pronto.
I met it easily.  It's end of the social bar hardly moved.

Spore: General / Weird Bugs...
« on: September 29, 2008, 08:58:04 pm »
First off, one savegame was ruined because earth got put as the planet that I had to find the*spoiler* crash *spoiler* on, and it didn't put the *spoiler* crash *spoiler* on it.  Second, my game crashes whenever I migrate, which means I have to take what I call the "Creationist Challenge", eg. never evolving.  It also means I can't die because that makes me born.

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