Mazuo

Mazuo

Joined Member # 2875252
6 Posts 396 Replies 446 Reputation

While I've hit some of the amusing bugs like 'Last played: Tomorrow' and not-so-amusing ones like 10-30 seconds of freezing by clicking on anything, I'm liking it overall. I had used the old green theme for years and the UI change itself is refreshing. I find more that things aren't where they used to be instead of in places that I actually don't like. Downloads need to be removed from the download section when completed and there's some wonky behavior with auto-susp

13 Replies 55,745 Views

Some well-worded opinions there Whiskey. That's to be commended. Excuse my post's combative nature, but it really did seem like a number of users in this thread thought simple one-liners about how much Steam sucked was relevant or useful.

86 Replies 252,437 Views

I didn't play much of SupCom 1 and didn't really like what little I did. That being said, SupCom 2 is completely unimpressive in almost all ways. So while I agree that it's been dumbed down, I think the more salient point is that at least from the demo it's simply a clunky, bad game. Leave room for those of us that appreciated the complexity of the first game, but didn't enjoy it who can still recognize the sequel as probably a victim of console porting and bad design.

86 Replies 252,437 Views

In my only game so far I was married and had two sons. If you thought the random name generator came up with some oddities for worlds, the kid names being pumped out are license to bullies everywhere to beat the crap out of them.

16 Replies 13,027 Views

Similar problems here, but not exactly. Goody huts seem to appear in front of my Sovereign while exploring. Could be that I was clicking the ground there, but I'm not sure. Equally strange are the goody huts you can get the tooltip text for by just moving your mouse over the fog of war.

5 Replies 1,296 Views

http://pastebin.com/wKwFpaA9 Nothing strange happening at time of crash. I had a caravan going back and forth for several turns successfully at least. Pressed end turn while Sovereign was exploring and my two towns were growing and it crashed. Had to manually trim the debug file as it contained 100,000+ lines of: "Debug Message: ERROR: (CD3D9Renderer) Failed to create a vertex buffer (invalid call): size: 0 flags: 0 usage: 0." <

3 Replies 2,278 Views

You can guard/assist each other, but they just treat it as a follow command and won't help with any constructions. Could be wrong, but I think that's what the button was labeled as.

86 Replies 252,437 Views

The money accessed by the banks is typically only held for a short time as part of a transaction to confirm you actually have that amount available. You're not charged anything until you can actually participate in the beta or have the released game as far as I'm aware.

81 Replies 260,317 Views

I think that truly is the misunderstanding. Gamers are more used to betas referring to something like the Starcraft 2 beta where the game's essentially done except for unit balancing and server load testing. I'm glad to see some more folks will likely make it in sooner than later, but I definitely agree that it would have lead to more than a few demands for a refund considering the broken mess 1A-1D have been. Don't get me wrong, that's not an attack, it's just that Elemen

81 Replies 260,317 Views

Yes, explaining every character for an hour is the same as giving any sort of indication as to who an entire faction of people are. Thanks. Anyway, it's already probably resolved as I'm guessing they reintroduce the groups in the earlier missions.

86 Replies 252,437 Views

[quote]So there's no reason you should have to be told.[/quote] What? Annatar has a point that if it's a later mission we'll already know, but it's just poor game design to toss around faction names with no explanation and expect people to look up the first game.

86 Replies 252,437 Views

I had proposed mobility or at least changes to the speed of a unit based on the weight of their armaments in a topic a long while back, so yes, I agree. I'd be really appreciative if no armor in the game actually reduces the chance to be hit unless it has some enchantment of some sort on it. I'd much prefer armor to reduce incoming damage by a set or percentage amount. Hell, you could even combine that with damage thresholds where perhaps some plate armor reduced all melee

8 Replies 7,914 Views

[quote]Another +1 for organic roads. We already have caravans trying to go between settlements. If there isn't a road yet, they can still try, and over time will carve a trail out.[/quote] I agree with this as well. If there's another use planned for roads there might be some problem with this method, but as I understand it now they're only meant to go between cities. I'd really like to see no manual control of roads at all except perhaps a cost-related option in the mid-t

287 Replies 655,893 Views

Played the demo for a couple hours this morning, and I'd agree with Annatar's impression of 'meh'. Units are somewhat visually appealing, but feel very blocky and almost made out of Legos themselves. I'm not really sure why in this day of modern gaming there appeared to be no way to determine what your units were actually good at without building them and throwing them at enemy forces. No tooltip saying what they can fire on? Plus the first experimental you bui

86 Replies 252,437 Views

I've said so before, but I still really like the idea of the pirate timer either being unknown or at the very least randomized. What pirates stick so well to a timetable? Regarding possible solutions to their current ridiculous overpowered state late-game, I was going to write something like FlyingNinja but he put it much more succinctly and so I'll just agree. Pirates really should be about hitting weak points and even if the AI can't determine that, it must be smarter to

173 Replies 410,915 Views

Alright, beginning testing. I should note that it's easiest to see the distortion on non-resource asteroids when zoomed out quite a distance. I'm not noticing anything really when zoomed in. The issue is actually more minor than I recall as I'm currently struggling with my vision to see the problem with edges. Reporting anyway as maybe it'll help track down a similar issue or the cause of this one. 4xAA in-game, Nvidia default settings: White dots on aste

52 Replies 137,778 Views

Things like the look of the Marza have been changed and weapon hardpoints to accomodate their effects differently. I don't believe any actual balance or stat changes have been made, but Moguta and Bailknight will know for sure. Regardless, since mods with a different checksum can't be played online except for with others running the same mod and version, I always create a copy of the mod and remove the GameInfo and Mesh folders from it. You can then disable the fir

273 Replies 926,249 Views