Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Full_Metal

Pages: [1] 2
1
Spore: General / recording video (with menus)
« on: March 22, 2009, 03:54:48 pm »
I'm seriously looking at making some "how-to" videos for the space phase in spore... trouble is, I need to record the diplomatic menus, pointer, ect. so people can see what I'm doing. Any recommendations?

2
Everything Else / Calling all techies! *help needed*
« on: November 15, 2008, 03:31:02 pm »
Hi! :)

I know I haven't been on this forum much lately, but that's because I was busy purchasing parts for, and building, a new computer. While the new pc does work, (and at blazing speed compared to my old one!) unfortunately its bootup is buggy as hell. It takes about 5-6 attempts before it will bootup without errors. It spontaneously reboots (no windows shutdown or anything, just instantly back to the beginning), each time a little later in the bootup procedure, until eventually it runs cleanly. This only happens on a "cold" boot, when its been off for an hour or more. Rebooting, or turning it on if its only been off for less than a half hour is just fine. Since it's my first time building a pc, I wouldn't be surprised if I did something wrong, but I have no idea what.

Stats:
CPU: Intel Q6600 (quad core) 2.6 GHz
Video Card: ATI HD 4850
Memory: 4 GB DDR2 RAM
Hard Disk: 300 GB, 10000 rpm
OS: WinXP sp3

UPDATE!!!

I replaced the RAM, and there's been no problems since.

3
Spore: General / HELP! Corrupted Save.
« on: November 06, 2008, 12:12:29 pm »
Hi, all! Been gone for a bit as I was busy building my new computer. Now that that's done, I have spore... and a problem.

After my first long interstellar war in space, the game now runs for 5-10 minutes before the generic "Spore has suffered an error" box from windows. I've tried starting other games, and those run just fine. I think my first game has gotten corrupted.

Now, with some games, I could restore an older deleted save from the recycle bin, overwriting the corrupted file. (And lose some progress by doing so but that's better than no save at all.) With spore, I can't find either the spore saves folder, or any previously deleted saves in the recycle bin to work with.

I'm rather fond of my first game. Any techies out there with any ideas how I might find and salvage the file?

4
Spore: General / Nuclear War
« on: February 23, 2008, 09:42:42 pm »
Oh, dear... is this the start of a nuclear war?



from http://pc.ign.com/articles/854/854157p2.html

Anyway, I've been wondering what effect weapons of mass destruction will have on the civ phase. It's a big issue, if one of the computer civs decides to be trigger-happy (or you do  ;)) I know the Civilization series AI's "nuclear policy" (eye-for-an-eye retaliation... but they sometimes push the button in the last few turns), but the Spore AI's "nuclear policy" is a big unknown factor... and the more think about it, the more that worries me. Will we end up fighting Armageddeon every time ???

5
Spore: General / When was it confirmed...
« on: November 18, 2007, 12:59:30 pm »
I'm looking for the articles that confirmed underwater and flying creatures were removed, but I just can't seem to find them. Can someone please give me some links?

*Yes, I checked the stickied threads listing every article, and used the search button, AND read through the old threads.*

6
Spore: General / I WILL have infantry...
« on: September 30, 2007, 08:46:18 pm »
...if the vehicle editor still has walking legs in it. It's just a matter of making a tiny walking "vehicle" that has an uncanny resemblance to one of your creatures holding a gun. Power-armored infantry would be easy to make because then you can leave them looking mechanical. The game should put in the appropriate stats automatically (weak and slow but dirt-cheap) and since you can group vehicles into squadrons, VOILA: an infantry squad!

(Anyone thinking there are no infantry in Spore would be a bit surprised when they encounter my civ...)

7
Spore: General / What will you use the demo editor for?
« on: September 16, 2007, 02:05:58 pm »
As we just found out in this post, there will be a downloadable creature editor before the game.

While this is a good thing, I may not make the creatures I really have in mind with the demo editor, and hold off until I can make them in the actual game. Why? First off, I don't want the hassle of having to make my best ideas twice in order to play them in the game. Secondly, when what I make in the demo editor is ported to the Spore network, it will linger forever as a doppleganger of my actual creatures, out-of-context of the world, cities, and technology I want them to have.

All things considered, I'd rather use the demo to probe the limits of the editor and creature design, so I'll know exactly how to make what I really want in the game.

8
Spore: General / Is spore too cartoony?
« on: March 17, 2007, 03:48:41 pm »
My enthousiasm for spore deflated when I saw the new look of the game develloped over the last year. In 05 and 06 it was beautiful and dramatic and moved me to tears. Now it looks so cartoony it's like watching spongebob squarepants.

To its credit, the gameplay looks more interesting than ever before. The tribal phase looked so awesome it might turn out to be my favorite. (Organizing hunts, building up a village, sign me up.!) Interstellar war is now continent-sized fields of mayhem and explosions and looks great.

It looks like it will be awesome to play but I don't think I want to play it in this new cartoony platform.

9
Spore: General / Death in the Space Phase
« on: February 05, 2007, 02:13:03 pm »
Ok. So we know that if you die in the creature phase you go back a generation, and if you lose after that, you go back a phase, city phase->tribal, civ phase->city phase. But what happens if you lose, and I mean big-time, in the space phase? What if you got in a planet-killer weapon war and lost? How could you go back a phase, if you don't have a planet left to go back to? Is it possible, you CAN get wiped-out, and lose the game in the space phase?

10
Spore: General / My Plan for Galactic Conquest
« on: December 19, 2006, 10:38:26 pm »
I've been thinking about what WW said about the space phase towards the end of the 05 GDC demo. (Yes, it may have changed since then.) Anyway, he spoke of using black holes to launch your ship anywhere in the galaxy (slingshot effect or wormhole, something like that) and of stellar nurseries where new stars and planets were born, and of older stars being not so good as they would eventually die and of possibly becoming so advanced you could alter the astrophysics (move stars, planets, ect) once you were an established stellar power. I've also wondered how just one player could possibly maintain any kind of grip on a galaxy with a million or so starsystems. Putting it all together, I've come up with this:

The first thing to do is act like a galactic power. Find black holes for launch points across the galaxy and colonize only systems near them. That way, you can establish contacts, and trade relations with every civilization in the galaxy, while having the ability to rapidly respond to a threat in any of your systems, because you never stray far from a black hole.

Once you gain a large enough power and technology base, you move your already-terraformed planets into controlled orbits around their stars, and the starsystems into orbit around the most massive black holes. Your colony worlds would then circle stars which closely circle a black hole. The massive black holes can then be relocated anywhere, your colony starsystems pulled along with it as they orbit.

By this time, you will probably have encountered some hostile civs, (or hostile alliances) and this is where mobile black holes have their day. Your relatively weak civilization (only a few colonies around each black hole) won't have the power base to support a large fleet, or sustained combat, and exists only to defend your black-hole orbiting colonies. The real weapon is the black hole itself. All your massive black holes will be mercilessly hurled at your enemies' planets or stars, (circling colony starsystems and all) destroying them one at a time. Their defeat will be slow, but as inevitable as matter is pulled into a black hole.

Once things have quieted down, and the most beligerent civs have been humbled enough to stop attacking your colonies, you can go about the business of procuring more massive black holes. The existing massive ones, ( and their circling colony starsystems) will hang around clusters of older, dying stars... laying claim to the systems nobody wants (they'll be dead soon) not for their planets, but the black holes they may generate as their stars die. These black holes are not immediately absorbed but moved into orbit around the massive black hole, along with the colony starssytems.

The existing massive black holes can make small black hole collection tours, until they find a stellar nursery. There, you lay claim to the fresh, young planets, moving the protostars into orbit around your black hole, terraforming the new planets as soon as they've barely formed. Then the small black holes you've collected can be taken out and merged until the resulting black hole is massive enough to orbit the new starssytems you've acquired around it.

In this way, you can spawn more massive black hole and their own colony starssytems.

The best part about this strategy is all your colonies are very close-knit with your black hole launch points, so you can respond to any threat immedately, as opposed to a traditional sprawling stellar empire where some systems may be terribly far from a black hole launch point. Secondly, you're acquireing the two most precious commodities for a major galactic power: young planets, (for long-lasting colonies) and black holes (for transportation).

After some time, the activity of your civilization may grow to a point where you have so many black hole and colony system clusters, you can lay claim to any new starsystems or black holes, and have so much power base from your scattered colonies, no one can oppose you. At some point of continuing this "boring" activity of forming and maintaining one new black hole and colony system cluster after another, you may have so many of them, you can monopolize all the fresh proto-starssytems and black hole producing novas.

Once that happens, eventually all the existing civilizations will find their planets and stars getting older and older. (and also a bit of divide and conquer on your part since they don't have any black holes for long-distance travel.) They'll have to come begging to you for new stars, since you own them all, and their own stars are aging.

Then you can be the ultimate power-broker: selling out planets or entire stars from passing black hole-starsystem clusters (I wouldn't give out black holes as those are the source of my power) only to your friends and allies, at exorbitant prices. So exorbitant, whole civilizations could become like tenant resource farmers, saving up minerals and energy sources on collossal scales just to purchase a new star to sustain life on their planets when their own star grows old. Even civilizations so advanced as to be able to terraform planets, and move stars would be humbled this way: they might need those technologies just to make use of the stars and planets you sell them and stay alive.

And my civilization the true Galactic Masters, a monopoly on the stars themselves.

11
Console Games / $50,000,000 PS3
« on: November 17, 2006, 02:31:34 am »
ZOMFG!!! 50 million dollars!!!
 :o :o :o

EDIT: Alas, as you can see, the multi-million dollar bids were removed. It sold at at a measly $9,000. So here's my screenshot:


Which reminds me,
http://vegetawantsps3.ytmnd.com/

12
Spore: General / Social should NOT be determined by body parts.
« on: October 21, 2006, 12:06:34 pm »
Now that I've had several months for what we saw at e3 and Leipzig to sink in, I am disturbed by the presence of a social stat in the creature editor.

From some of the videos, how social/individual your creature is, was determined by how human-like the hands picked were. Human hands gave max socia stats, while creatures without hands/claws and only feet had no social stats at all. This means that a humanoid will always be social even if you you play them as psychopaths, and a gazelle-like creature, lacking hands, couldn't even use enough social skill to form herds. Something seems amiss with this picture. This is a far cry from a year ago, when it was said how you played the creature determined how social/individual your species was.

Here's how I thought social was supposed to work:

As you play, you can interact with others of your species, forming bonds of friendship. This could be to form a hunting pack, or a herd to defend against predators. The drawback would be that as a more social species, you would have to divide any food you find among the entire group. You might be able to pull down larger prey, but take just as long to gather enough evo points as if you were a loner. How social your species is, is determined by how much of your time you spend in a group each generation, and by how large the group is. That is, if you play more sociably, your species would gain a bonus in social abilities in the next generation, which would allow you to gradually reach new heights of social stats over successive generations. This in turn, would later affect your options available to you in the tribal phase, social and individualistic species having different abilities and strategies available.

...but this was just me daydreaming.

Now, it seems, gameplay will be more like, "I'm about to evolve max brain, quick, swap out the claws for hands so I can build civilization easier!" :P

13
Spore: General / To the noob-haters:
« on: October 11, 2006, 11:03:20 pm »
I don't care if this is flamebait, it needs saying. I have noticed this forum becoming quite newcomer-hostile in the past few months. Now I can understand being frustrated to answer the same questions 50,000 times, but frankly, under the current information drought, there simply isn't anything new from the source (Will, Maxis & EA) to discuss, so get used to it!

Now you've probably heard the cliche "You and everyone else were noobs once" 50,000 times as well, so here's a real reason to welcome new Spore fans into the fold: the more people are interested in Spore and eventually play it, the more creatures, civilizations, and whatnot they will eventually produce, expanding the possibilities of what you can encounter in-game, making the game a better experience for everyone, including you.

14
Spore: General / New Feature: Scale
« on: September 09, 2006, 12:05:45 am »
Everyone has something that could make or break the game for them. This won't break it for me, but trying to be "create content" in spore will put me in serious hurt if nothing's done about it...

Someone mentioned we don't know the size of a willowsaurus and that got me thinking. It's going to be awfully hard to make a small, squirrel-sized creature or giant elephant-sized one, if we have no idea what scale we're working in the editor. And not just the creature editor. How can we make doors and windows on our buildings, cockpits for our vehicles, the right size for our creature, if we take a shot in the dark in the editor each time, and then have to hope when a creature in our city walks up to it it doesn't look wonky?

I think all the editors should have a size scale, list dimenions (even if its in pixels, I don't care, I just need some frame of reference.) Another helpful feature would be to be able to pan back in the editor. If you're all the way zoomed-in and make a creature that fills the screen, it would be the size of a mouse, if you're all the way zoomed-out and make a creature that fills the screen, it would be the size of a T-rex. Bonus points for the option to add a human silhouette to get a better idea of size, but I'd rather see my creature's relative size.

(I really hope the devs read this, or I'm going to go bat$$it when I find my superpredator is mouse-sized, and try to make statues of my creatures in the building editor and robot-sized things in the vehicle editor!)

15
Everything Else / IM advice.
« on: September 04, 2006, 07:26:18 pm »
Hey everybody,

To make a long story short, I recently joined a forum where people seem to be big on AIM and IM. One guy, (a mod, no less) suggested I get IM to talk to him. But he's so eager he already created a hotmail account for me...

Anyway, I'd like to know as much about IM basics as I can so I can decide whether I want it or not, so here's a few questions:

1. Is IM really free, or does a monthy fee kick in at some point?
2. How much is the fee?
3. Do you need hotmail to use it?
4. How much does hotmail cost?
5. How many screennames can you have in IM?
6. Any advice on this guy would be welcome.

Pages: [1] 2