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.


Messages - jydnys

Pages: [1] 2 3 ... 5
1
Spore: General / Re: Little icons next to planets
« on: March 01, 2009, 11:51:33 am »
Planets that are green are in the optimal temperature zone, and thus are easier to terraform (typically just by adding or reducing atmosphere).  Red and blue planets are too hot and too cold respectively.  These planets are more difficult to terraform having to adjust more than one axis to move it toward the green zone.

2
Spore: General / Re: Do you use city Decorations?
« on: October 21, 2008, 10:24:33 pm »
I fundamentally agree.  It would be kind of nice to have a check/uncheck as to which one the random generator picks.  I used to micromanage them all, but it got too time consuming.

3
Spore: General / Re: First REAL expansion: Space expansion
« on: October 15, 2008, 03:42:46 pm »
Quote
You don't need quality control in the other editors, because the editors are good enough to the point where any mishmash of parts will work and be essentially coherent (albeit uncreative).   The only way you would have any sort of coherency in a mission editor is if the player outlines a set of goals, and then "bundles" them.  When it pollinates, the in game dialogue takes over from there and relays scripted responses based upon said goals.  The problem with this is that it really restricts customization.

Two things,

1. We have not heard anything on the mission creator. How can we assume that it will be pollinated content?  Like the developers themselves said, by nature most things created by random people will be crap. Crappy missions could destroy a game in a way no untextured blob ever could.
2. How can we know that we will not be able to write our own dialog? Dialogs would be a very, very important component in any mission. What makes you say that we cant make our on dialog?

1.)I was describing a scenario in which the content was pollinated because that is how all the other content in the game is handled. 
2.)There are only two ways to have a mission creator and not have it crap.  Either cherry picking, or the dialogue generation I described above.  Do you want other people writing dialogue for your missions?

I can Imagine some of the mission possibilities:
"Lawz brings meh sum red spise and I gives u 7,000000,000000,00000,00000,00000,0000,0000 spurbucks"

This

4
Spore: General / Re: First REAL expansion: Space expansion
« on: October 14, 2008, 08:43:31 pm »
I do like the sound of a mission creator.  We'll have to see how it works. There's not a lot of variety in the missions Spore has included.

 Hopefully auto-downloading will be somewhat selective by then.  I'd hate to run into missions by semi-illiterate kids.

There has to be some quality control over this.  I would imagine that they will be cherry picking the best missions and flagging them as downloadable.

Why?  There's no quality control over anything else-- aside from some sporn removal.  Cherry-picking would take a lot of man-hours, and annoy players that want to share missions with friends.


You don't need quality control in the other editors, because the editors are good enough to the point where any mishmash of parts will work and be essentially coherent (albeit uncreative).   The only way you would have any sort of coherency in a mission editor is if the player outlines a set of goals, and then "bundles" them.  When it pollinates, the in game dialogue takes over from there and relays scripted responses based upon said goals.  The problem with this is that it really restricts customization.



5
Yeah , I really wanted to buy and play this game, but after playing it at a friends house....... I did not buy the game. Big disappointment. All i wanted to do was make planets and explore new ones. But i cant do that if the game wont let me interact with it the planet beyond just walking on the surface as a holo. And the tools are all watered down. Spore was a failure in my opinion. I guess now i will have to wait for Infinity... Unless Maxis cares and fixes this very simple to fix problems. I cant believe Maxis sold us out for EA....

I thought the tools were pretty powerful and detailed.  The only problem many in the community have been running into is the "50 changes per planet" limit.  Were the cap not in place, you could drastically alter a planet

6
Prior to the release, people visited sites like yours to acquire news and information (or spoilers).  Now that the game is out... there isn't alot of news and information.  Websites that retain high traffic after a release of a game is due to a strong community componants (content sharing, active forums, mod databases, etc).  However, between spore.com and youtube, community resources are practically built into the game.


7
Spore: General / Re: First REAL expansion: Space expansion
« on: October 13, 2008, 03:22:07 pm »
Quote
...The Spore Creepy & Cute Parts Pack provides more than 100 new creature-building components...

CosmicD, where'd you get that info from. The official announcement says more than 100 new parts.  You say 72.  That's a big discrepancy.
They are probably counting paint scripts in that 100+


I do like the sound of a mission creator.  We'll have to see how it works. There's not a lot of variety in the missions Spore has included.

 Hopefully auto-downloading will be somewhat selective by then.  I'd hate to run into missions by semi-illiterate kids.

There has to be some quality control over this.  I would imagine that they will be cherry picking the best missions and flagging them as downloadable.

8
Spore: General / Re: First Expansion: Cute and Creepy Parts Pack
« on: October 06, 2008, 07:04:39 pm »
A game to me will always be about the playing.  Building things with an editor isn't playing.  It's art.

And that's the way Maxis has done things since Sim City. Creating and building things.

So why are people complaining about the gameplay when it's supposed to be an artist in a box? That's what you should expect from Maxis.

Yes but there was also strategic depth in "creating and building things" in Sim City.  There really isn't in Spore

9
Spore: General / Re: What difficulty level do you play on? (please post why)
« on: September 28, 2008, 04:54:57 pm »
I play on hard because I wanted the game to be a bit more challenging.  However, I also played it on normal and there weren't huge differences in the overrall difficulty of the game at all!

10
Spore: General / Re: Beach front property.
« on: September 26, 2008, 08:02:42 pm »
I spawned near water when I played the game.  I thought everyone did.
I thought everyone did as well, otherwise you wouldn't be a contender for sea-based spice until you conquered a sea city. Which would suck.

Even if you start as a sea based city, you still need to conquer another city to produce sea vehicles.  If you start on the mainland, just pick off one of your (many) seaside neighbors

11
Spore: General / Re: Destroying Homeworlds
« on: September 26, 2008, 01:16:19 am »
If every colony on your homeworld is wiped, a new one spawns after about 10-20 seconds.

AI don't use planet busters, and they don't capture your homeworld colonies.

I don't like this part of the game.  I wanted to have kind of an exodus and move to a different part of the galaxy.

12
Spore: General / Re: No way to order your allies not to attack each other?
« on: September 26, 2008, 12:53:34 am »
You know, maybe they should resurrect the concept of a "galactic federation".  After you form "x" number of alliances, you can form a body that enforces peace upon all of the members in the federation.  If they wanted to declare war, they would have to leave the federation, which would be a choice weighted heavily by the AI.

You can also add in some fun resolutions too.  Like manipulating certain spice demands, increasing or decreasing their value.  Maybe a neighborhood watch resolution, reducing pirate attacks on all memebers, stuff like that

13
Spore: General / Re: Planet Sculpting
« on: September 22, 2008, 01:02:35 am »

[/quote]

Well, I don't think that there's any planet in the video that surpasses the limit of 50 uses of sculpting tools, so that's probably why the changes stick for you.

The "chocolate square" planet probably took no more than 10 uses of that tool. We have more problems with the "terran" sculpting tools.

Try making a full ocean world and you will see our problem.
[/quote]

Yeah not being able to make an ocean stick is really annoying.  Terra Seas = garbage.  It is frustrating to have the planet not turn out the way you want it.

14

Lookiking for a scanned or unscanned animal that you need for use on another planet and tired of zooming around hoping one will spawn?  Click on the unscanned icon in the terraform view and it will use your rador to home in on one. I'm talking about the little white dot that lets you know it exists on the planet.

Another neat thing i found out:

drop a sentient being (one of my space staged folks) on a planet that can support life, and they run from ther carnivores and once safe, start a fire and warm themselves with it, its really neat to see.

Good tip, I actually found this out by accident the other day.  I wish I had known it sooner, heh.

On the sentient being thing, if you come back are they still there later?

15
Spore: General / Re: Request for people with Space Problems
« on: September 14, 2008, 09:35:27 am »
GGGG Shaman.  Normal Difficulty

The attacks were incessant almost from the get go, and I was too poor to buy them off.  It is not the fact that an alien race is attacking you per se, so much as there is no
"cooldown" between the attacks for you to recover. Everytime you enter the galaxy screen, you are immediately assaulted again.  In the early stages of the game you don't really have any devoloped colonies for turret defense to slow them down either, so you HAVE to do it with your space ship

All the other phases have a "get off my back" panic button when you play as green:
2.)  Creature - Siren Song
3.)  Tribal - Fireworks
4.)  Diplo Dervish
5.)  Space....? 

But you don't get this in the space phase.  You have to be economically powerful to fend off foes with the extortion charges.  (later on you do get the happy ray, but by then you have a massive weapons arsenal and can just blow up your opposition)




Pages: [1] 2 3 ... 5