EDIT: Hey Chris are you listening? Once you finish Kensi. Make a game like RotTK but with the whole world and more RPG elements. And you know what? My money will not exit my wallet fast enough!
FTL - Faster Than Light. A PC game.
- BLazerules
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Nope. You see I would also love to see a game where that happens. Personally I would like a game in which you grow a country then take over the world. Then the galaxy. Although the galaxy is a little over kill. Not to mention I would like some RPG elements in it. Like conversations, going from town to town to recruit men etc. Something like Romance of the Three Kingdoms X but with the whole world instead of just china. God that would take at least 1 year (real life time) to take over the world... I WANT!!!
EDIT: Hey Chris are you listening? Once you finish Kensi. Make a game like RotTK but with the whole world and more RPG elements. And you know what? My money will not exit my wallet fast enough!
EDIT: Hey Chris are you listening? Once you finish Kensi. Make a game like RotTK but with the whole world and more RPG elements. And you know what? My money will not exit my wallet fast enough!
I was thinking more of a abstracted game. Like controlling a country rather than individual people as in kenshi or something. I'd just like a game where i can delegate some stuff. I am tired of all the micro-managing in every game.
pie
- BLazerules
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Hahaha try playing Romance of the Three Kingdoms X. I had to get a PS2 emulator for it. It was worth it. Strangely enough it is really REALLY fun because you control 1 character instead of the whole force. Combat is turn based so you obviously control the army. But yeah you should try the game, you might like it a lot.
Version 11 is on pc. Am downloading the demo now. I have played an OLD super nintendo version and hated it. Lets see if things are done differently this time. Since there are tutorials that might be a start. =)
pie
- BLazerules
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I dont like RotTK 11. You control the force in that game. While in the 10th one you control 1 character. And to be honest I downloaded 11 and had around 1 hour of fun while 10 gave me at least 1 week of fun
Which is why I am recommending RotTK 10 not 11
Feels more RPGish. To be honest the reason I dislike 11 is because it is missing that RPGish feel :/
EDIT: Happy 100th post me xD Didn't think I would post this much.
EDIT: Happy 100th post me xD Didn't think I would post this much.
Well, comes down to availability. I don't want to mess around with emulators. It's just a pain in the arse. I'll play the demo and might buy it if I like it. Too bad all the lets plays on youtube seem to be made by social retards.
pie
- BLazerules
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Yeah I had to fiddle with an emulator for a day to get it to work. But boy was it worth it! Sadly there is no English PC version of the game which as you can guess. Is a pain in the ass. Also 10 and 11 are like 2 completely different games that just share some similarities. Which is strange really 
I was gonna say civ2 or 4 before i got to the "roleplay along the way" part of your post lol. Maybe you can try your luck with spellforce 2 or Celtic Kings (Rage Of War). Both have rpg elements with "nation" building too. But it's quite hard to combine slowpaced with roleplay i thinkBlxz wrote:I really want some sort of freeform game where i can build a tribe/nation/country/whatever. there is nothing really out there that i can think of. Something slow paced and gradual. I'm getting tired of arcady things these days. I want to turn a backwater into a powerhouse and do some roleplay along the way.
Any suggestions?
You should always proofread carefully to make sure you didn't any words out.
Need help? pm me or any other mod.
- Scotterius
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Hey Blxz, try Star wolves. The first one is kind of a cross between Mechwarrior and Space rangers, but the other ones are open RPG. You can try the first one for free at Gamersgate using the void.
I have to say your suggestions are all very good. So good in fact that I actually own every game mentioned (except star wolves 2 and 3). But you have reminded me about them all, thanks. might go fire up star wolves 1 or maybe even space rangers or somehting. And been meaning to get back into spellforce 2 for a long time.
Much appreciated all. (of course if the creator of Townseed would get a move on I might have what I am looking for)
EDIT: Starwolves 3 is on a big sale on gamersgate. A match made in gaming heaven.
Much appreciated all. (of course if the creator of Townseed would get a move on I might have what I am looking for)
EDIT: Starwolves 3 is on a big sale on gamersgate. A match made in gaming heaven.
pie
- BLazerules
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- BLazerules
- Posts: 137
- Joined: Wed Sep 05, 2012 5:29 pm
- Location: Solar Ant Colony
Evolution you say ;D
http://en.wikipedia.org/wiki/Evolution_(film)
http://en.wikipedia.org/wiki/Evolution_(film)
I've finally thought of my ideal game. Something like the old 'Settlers' games with mining and farming and wood and stuff. Only I don't want to have to actually manage anything. I don't want to have to say, build this here and get these resources or worry about building placement and getting optimization to reduce travel time and all that crap. I want to say. "Ok, we need to expand our military. Lets double it and get a total of 20 soldiers". Then the little buggers would begin expanding the military. if that means they require more food then they would also expand the farming area. but if that means there is a greater draw than the current land can hold then they will expand out and start farming more lands and or diversify into new crops or livestock or whatever the fuck they need to do to fulfil my orders.
Am I being unrealistic? Does wanting to play a management game mean that I have to micro manage EVERYTHING and actually turn it into a more complex version of tetris where I need to fit buildings around into some small little area? I just want to deal in large scale things while being able to drink a beer and watch some little buggers carry out my orders.
End rant....for now.
Am I being unrealistic? Does wanting to play a management game mean that I have to micro manage EVERYTHING and actually turn it into a more complex version of tetris where I need to fit buildings around into some small little area? I just want to deal in large scale things while being able to drink a beer and watch some little buggers carry out my orders.
End rant....for now.
pie
- Santaissick
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Blxz wrote:I've finally thought of my ideal game. Something like the old 'Settlers' games with mining and farming and wood and stuff. Only I don't want to have to actually manage anything. I don't want to have to say, build this here and get these resources or worry about building placement and getting optimization to reduce travel time and all that crap. I want to say. "Ok, we need to expand our military. Lets double it and get a total of 20 soldiers". Then the little buggers would begin expanding the military. if that means they require more food then they would also expand the farming area. but if that means there is a greater draw than the current land can hold then they will expand out and start farming more lands and or diversify into new crops or livestock or whatever the fuck they need to do to fulfil my orders.
Am I being unrealistic? Does wanting to play a management game mean that I have to micro manage EVERYTHING and actually turn it into a more complex version of tetris where I need to fit buildings around into some small little area? I just want to deal in large scale things while being able to drink a beer and watch some little buggers carry out my orders.
End rant....for now.
I have been thinking secretly something like that also. Old Settlers (haven't tried the newer ones) were great btw. Game that you only manage few command panels. It could be like playing Kenshi but using only AI commands. For example, Make 20% of men to expand. 30% Get resources. 20% focus on economics. 25% Defend workers. 5% wander.
Maybe possibility for little more accurate commands: Expand west. More wood, we need more wood, get me wood. Enemy is attacking, to defend.
And everything would happen automatic. I would love to see cities being build auto according to my commands.
I think the problem is, that the less you have micro manage, the less you have stuff to do and it might get boring after playing a while. There would be nothing to do besides watching little potato heads walking around.
Good management of big picture is what makes you to play/buy the game, and micro manage is what makes you to keep playing the game.
I hope you get my point, had some language problems there
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013
I know what you mean. And I was thinking more along the lines of part 2 where you said the "expand west" kinda stuff. Thats what i want, control without the burden of the minutiae. Efficient delegation is the most important leadership aspect.
As for worrying about getting bored or somehting, well.....that is the trap that developers fall into I guess. People want to control shit everywhere (at least that is the general consensus). I am of the opinion that an AI that is well crafted can do all that for me. AND it doesn't have to solve the same problems as a human. I realise that is impossible to program an AI to do. I am happy to abstract things like efficient movement of resources from point A to point B.
I really just want a kind of game that has some depth but where I don't need to babysit it. Lets think about Spore in the galaxy part of the game. How big can you expand? Not very big because those eco disasters keep popping up to 'give you something to do'. They are annoying and repetitive and offer nothing to the game. But, they limit you from expanding throughout the whole galaxy since more planets equals more chances of something going wrong. Good game design would not have that. if it doesn't ADD anything good to the game then don't include it. And in my ideal game (which is what this rant is all about) I would like to not deal with this shit. I want to take the big decisions that are important. Go to war, can my generals handle it, can they not. Do I need more troops, should I focus on solidifying the current state of things or can I afford the risk of an expansion, etc.
EDIT: To talk about my idea of abstracting things a bit to aid the computer I will use my idea of warfare that i just covered above.
Let my AI general control my troops going after the goal of the war in whatever way he sees fit (according to his inherent 'skill' for example). Let the defending general try and stop him. Now....let the AI's basically work together to give me a good show. If my general is a little champion and the other is a dumbass then set it up so that they walk into a trap that my guy 'set up'. Alternatively my guy could be bad and just unable to properly and efficiently take enemy lands and so the other AI is able to stop him (because they are technically working together and so know what is going on). Sure it is all 'fake' but it puts on a good show for me and actually has some grounding in the stats or whatever behind the scenes. And I, the player don't actually need to know about this behind the scenes stuff. My job is getting a powerful enough army and the right generals to do the job that I want to acheive. The skill required on my part is giving the right orders to the right guys and hoping they are good enough to do it....and then reacting and changing the plan accordingly if they are unable to take whatever task I assigned them.
As for worrying about getting bored or somehting, well.....that is the trap that developers fall into I guess. People want to control shit everywhere (at least that is the general consensus). I am of the opinion that an AI that is well crafted can do all that for me. AND it doesn't have to solve the same problems as a human. I realise that is impossible to program an AI to do. I am happy to abstract things like efficient movement of resources from point A to point B.
I really just want a kind of game that has some depth but where I don't need to babysit it. Lets think about Spore in the galaxy part of the game. How big can you expand? Not very big because those eco disasters keep popping up to 'give you something to do'. They are annoying and repetitive and offer nothing to the game. But, they limit you from expanding throughout the whole galaxy since more planets equals more chances of something going wrong. Good game design would not have that. if it doesn't ADD anything good to the game then don't include it. And in my ideal game (which is what this rant is all about) I would like to not deal with this shit. I want to take the big decisions that are important. Go to war, can my generals handle it, can they not. Do I need more troops, should I focus on solidifying the current state of things or can I afford the risk of an expansion, etc.
EDIT: To talk about my idea of abstracting things a bit to aid the computer I will use my idea of warfare that i just covered above.
Let my AI general control my troops going after the goal of the war in whatever way he sees fit (according to his inherent 'skill' for example). Let the defending general try and stop him. Now....let the AI's basically work together to give me a good show. If my general is a little champion and the other is a dumbass then set it up so that they walk into a trap that my guy 'set up'. Alternatively my guy could be bad and just unable to properly and efficiently take enemy lands and so the other AI is able to stop him (because they are technically working together and so know what is going on). Sure it is all 'fake' but it puts on a good show for me and actually has some grounding in the stats or whatever behind the scenes. And I, the player don't actually need to know about this behind the scenes stuff. My job is getting a powerful enough army and the right generals to do the job that I want to acheive. The skill required on my part is giving the right orders to the right guys and hoping they are good enough to do it....and then reacting and changing the plan accordingly if they are unable to take whatever task I assigned them.
pie
Maybe you should look into political games, sounds like what you would do in one of those.
There are a few good ones out there. But since it's not my kind of game, i don't know if there's one that is like what you want.
I have played a german one (i'm not sure it's out in any other language lol) some time (years?) ago where i could declare war and just as you said, the only thing I had to do was: have a proper political state for it (dictatorship ftw) and a big enough army ("we need to allocate more budget to the manufacturing sector!") and the rest is automatically calculated.
But maybe those games concentrate too much on the political aspect (you can actually be trown out of your throne if you instilled a democracy lol).
There are a few good ones out there. But since it's not my kind of game, i don't know if there's one that is like what you want.
I have played a german one (i'm not sure it's out in any other language lol) some time (years?) ago where i could declare war and just as you said, the only thing I had to do was: have a proper political state for it (dictatorship ftw) and a big enough army ("we need to allocate more budget to the manufacturing sector!") and the rest is automatically calculated.
But maybe those games concentrate too much on the political aspect (you can actually be trown out of your throne if you instilled a democracy lol).
You should always proofread carefully to make sure you didn't any words out.
Need help? pm me or any other mod.
- BLazerules
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- Joined: Wed Sep 05, 2012 5:29 pm
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Talking about your ideal game. I would love a game in which you rise from nothing to a king. Something like Mount and Blade warband but more complicated and RPGish. I loved how you can execute different methods in order to become the king. Found your own country with your own banner and appoint your followers as lords. This is something I seriously want... World domination from 1 to 1 billion...
Galactic Civilizations was what I wanted the Spore space age section to be like - that was a good management simulation - everything was turn based, and whilst you could micro manage every detail of what happened within your empire, you could also program "planetary governors" to manage your production for you. Plus there were sliders overview menus that allowed you to see and manage everything from a difference.
Plus the inter-species relationships where interesting as well. It was harder to make friends with war-like races, and some were alot easier. It's probably the closest I've got to an engrossing strategy game which let you actually take time and think about your approach to galactic dominance.
Plus the inter-species relationships where interesting as well. It was harder to make friends with war-like races, and some were alot easier. It's probably the closest I've got to an engrossing strategy game which let you actually take time and think about your approach to galactic dominance.
- BLazerules
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I personally prefer Sins of a Solar Empire. Mostly because the combat can get rather out of control. I was having 8 battles at the same time. Was awesome. Not to mention I went from loosing my last planet to a foe that completely overwhelmed me. To completely destroying him. Was amazing.
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