Jump to content

cutterjohn

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by cutterjohn

  1. Darn, wanted to edit the above, but I missed the time lapse. In any event, I also wanted to add that Atari has apparently missed royalty payments to Bioware since the last half of 2005. Also, that Bioware itself was supporting additional patches, content, etc. for NWN1 for over the last year. Essentially Atari was just running the content by WoTC and collecting their cut from premium module sales. This forum topic on bioware's boards has more info and links to various other bits of information, including some IRC chat logs.
  2. quote:Originally posted by Soback: [QB] You guys are not reading the articles and therefore shouldn't be speculating whether the problems are caused by Starforce or not. #1. It doesn't matter if Lost was trying to write a cd or not. ONCE the speed of the drive has been downgraded, it REMAINS as such till corrected MANUALLY.]Actually, you're the one not reading. AFAICS the speed degradation is occuring while trying to write an optical disk. Now, I believe that I mention that there is NO verification done during optical drive(CD/DVD) write operations therefore something else is causing the misbehavior. It COULD be a failing drive, but I really doubt it. As for the degradation to 16bit mode or lower speed operation, you are certainly correct in that assertion. EDIT: Personally, I've only had ONE game that used starforce and IIRC that was X2, however by the time I purchased it they had just released the patch which removed the protection from the game executable(s). I did not immediately remove starforce, and did NOT experience any of the problems mentioned by others. I DID have nero installed albeit a copy that was several versions older than what other with problems have mentioned, and not likely to be on a starforce blacklist or other identification mechanisms(fingerprinting) by that point. /EDIT Anyways, this is my final comment on starforce on this board, but in closing I will say: Note that Bethesda ONLY feels a need to use a very BASIC disk check protection scheme, and Galactic Civilizations II uses no protection. Both are selling very well. I also tend to agree with Molyneux IIRC who stated something along the lines that the pirates aren't likely to buy anything that they pirate in the first place, or enough of them to make it worth the bother invasive protection schemes cause to legitimate customers. (Next thing you know we'll be collecting USB dongles for apps!) EDIT: Another method to restore drive "speed" is to go into the device manager and remove the drives themselves, allowing them to be re-detected and installed by windows. You'd do this AFTER removing starforce drivers though, if you suspect starforce of causing the problem in the first place. /EDIT [ 06-05-2006, 11:21 PM: Message edited by: cutterjohn ]
  3. Do ya think that Atari is pulling a Dreamcatcher Interactive? Take a look at this: Atari blocks release of our Premium Mod (It's about halfway down the page as of today's post date.) I missed this the other week when this new came to light, but the gist is in this particular case this company was developing a mod for NWN1 which featured amongst other things, rideable horse which have just been cut from NWN2. These guys will be releasing what they have for free in the fall. (Translation NWN1 has too much life, and isn't much worse than NWN2 so it could potentially threaten NWN2 sales which Atari DESPERATELY need to survive. This could also hearken that Atari wants to pull a Bethesda and release trinkets and other gewgaws for a continued steady cash flow.) Additionally rumours have it that Bioware had 3 other premium modules planned for release this summer and that those will never see light of day either. Bioware is going to release one final 1.68 patch ostensibly to correct a bug in thelast 1.67 patch, although I wouldn't be surprised to see some additional content as a farewell kiss to Atari. I guess that I'll just happily wait for Dragon Age and give NWN2 a skip altogether now, unless it a) is somewhat decent, has a decent cocmmunity, and hits the bargain bins, or is eventually released as a combo-pack like NWN Diamond. The good thing about Dragon Age is that all the IP will be Bioware's as they need no outside financing for development, and only need to work out some sort of distribution plan. And, if they treat it like NWN which they would have, apparently, kept on supporting indefinitely, well you get the idea...
  4. Lost was trying to write a disk, and AFAIK writing optical disks includes no verification until after the entire write operation is completed and is usually and optional check box on top of that. i.e. the drive should merrily write the disk, and then in the verification stage kick up the read errors/data loss errors. I would speculate on starforce further, however I know that the SC frowns on that so I'd just suggest a little more research farther afield. You won't find much info though as all of it will be speculation as starforce is closed, and there is precious little public official info available wrt how it actually functions and what windows operations it patches. Personally, I'll do without anything that uses starforce.
  5. Well, we've got another press release from this clown. This time he is going after Bethesda with the latest re-"rating" fiasco.
  6. ...actually saw this a while back on usenet, but it's so hilarious I'd thought that I'd post a link in here... Serenity bombs funeral It's really amazing how a group outnumbered by at least 2 or 3 to one totally pwns those people...
  7. Well, while doing some nosing around last night, I came across: Oldblivion which allows GPUs with only 1.1 shaders to run Oblivion. The screenshots on the site were taken from a machine with a 1.5G AMD, not sure about the GPU an ATI 9800 IIRC, and 512M RAM. I also sort of stumbled across the possibility of doing a temp upgrade on my machine(while waiting for powermacs x86) via using an Athlon XP in a KT133 mb. Apparently the KT7 board only recognizes 4 bits of the multiplier lock(XPs use 5), and you can get a hacked BIOS(A9_2.34, if you have -RAID make sure that you get the one with the HPT BIOS, uness you don't use RAID...) that will match the multiplier to a higher #, e.g. IIRC the XP2100+ matches to a 20x multiplier, giving an overal CPU speed of 2G on a standard KT7 board. Add a little RAM(ripoff PC133 prices) and a cheapish GPU (6600) and voila, good to go for a while. Caveat, I haven't tried this yet, and have ONLY see it linked to on a few overclocking forums with no benchmarks other than it apparently just works, excepting for the fact that you may have to reset the machine after a cold boot, apparently some CPU timing problems with the old hardware. (Oh yes, CPUs listed were the 266MHz FSB Thoroughbred Bs and Bartons. Apparently the mobile AMDs should work too if socket A and 266FSB. The 333FSB changes the clock multiliers again, and so may result in lower performance, pretty simple to check find the true speed of CPU, and for the 333FSB do TRUE clock speed/166 (133 for the 266FSB cpus)to get the multiplier.) If I do try this, I'll have to make a post, although, I think it's pretty much useless this late in the game... AGP card = junk soon, and PC133 RAM, high prices, and also useless in a new machine...
  8. I find it saddening how walmart keeps getting busted for hiring illegal aliens, and nothing really ever seems to be done about it or them. Also, sorry, I'll try to find the link to add, but there was a VERY good excerpt from a book(IIRC) on slashdot about the man who said no to Walmart. The Man Who Said No to Walmart I've only been in a Walmart once in Canada. There aren't any very close by to me, but there are at least 3 Targets close by, as well as several other similar chain stores, e.g. Meijer, etc. BTW: What's the other chain store that Walmart owns(or does it)?
  9. Well, just thought that I'd add this here as this man invoolves himself in the gaming industry often, and he seems to be a favorite of the SC... } Thompson sues Fla Bar [ 08-16-2006, 11:48 AM: Message edited by: Supreme Cmdr ]
  10. Ok, last set of commentary for a while, I think: @Eclipse: The mouselook toggle is now in the v1.01 patch available for everyone(1/6/06). Worked around my network problem by moving the dialout machine to ethernet(wired) when updating MoM, and when I've played online so far. (i.e. this means that I am a) having a problem with my wireless bridge, or linux(powerpc) wireless drivers which I'll look into at some other time, if I ever do). Most likely going to spring for cable modem again(I hate the cable company, but no DSL here) at least for a while, which will extend the length of time before hardware upgrading somewhat. Lastly, I fixed some of my video problems by updating to nVidia's 81.83 det drivers, and, maybe, by upping my video quality setting from pure performance. (I'm way too lazy to go reset video quality and check as I made both changes at the same time. Video quality looks a little better at that setting, however, I am now worried about the games that I made the switch for as I haven't tried anything other than MoM since doing this. Lack of time.) More commentary on MoM itself: My performance is MUCH better when playing online as the remote server handles MUCH more of the workload, so Eclipse, you may be better off trying online only unless you already did so with the demo. (There have been no SP optimizations in a while from what I gather from the patchlogs, and SP on my machine does lag the GUI. Alternatively, you could probably, if you have an extra good enough machine, run a dedicated server on one machine and play from the client on another. I have yet to determine if the server, for some reason or other, requires the min spec GPU, or what a server only spec machine would be for 1(or VERY few players) would be.) Release status: I'm still weaving on this as the zones seem fairly empty right now. Other have also recently posted regarding this on the MoM forums as well. The good point of empty zones is that there is alot of room for potential player expansion, although as mentioned in the MoM posts it does make the world/zones feel somewhat empty at the moment. Caveat: I've had limited playing time, and both my SP & MP players are only c. lvl 5/6 at the moment, which is fine as with dwarven class restrictions(which I checked), I am thinking of abandoning my preferred race/class(fantasy game character IOW) for one(elf or human) that can multi to more preferred classes... sigh... @Shohashi: BTW spellcasting is pretty kickin' at my current levels at the moment. (I've ended up with SP: Ranger, Cleric, Thief, and Wizard party of characters and the wizard and cleric destroy undead from a distance. Against non-evil/undead the cleric buffs, and the wiz deals fairly good damage at a distance often killing or severely weakening even significantly more powerful foes, although the latest patch has made it somewhat more difficult... MP I still only have my warrior, and cleric, but now may end up adding a wizard as I have difficulty ATM of finding similar level(low) players, and players that are on when I can be...) In the end, I'm going to go with the statement that this game is worth the $25, and likely worth the eventual $29.99 to most people who enjoy RPGs and MMORPGs, but, again, try the demo first...
  11. quote: quote: the control setup is very nasty, you either need a click to move system (which would fit better with the combat style) or a full blown mouselook lock with an "activate" key for interaction and inventory similar to Morrowind. Someone on their boards already asked that the Q key(look) be made into a toggle switch, and it sounds like it may be implemented. (I will be VERY glad of that as well, but for now I just hold down the right mouse button...) quote:* The Mouse Look key is now a toggle. You no longer have to hold the key down. Heh, it was actually implemented the other day for the test 1/4/06 patch, but you must own the game and request the test patch.
  12. quote:the control setup is very nasty, you either need a click to move system (which would fit better with the combat style) or a full blown mouselook lock with an "activate" key for interaction and inventory similar to Morrowind. Someone on their boards already asked that the Q key(look) be made into a toggle switch, and it sounds like it may be implemented. (I will be VERY glad of that as well, but for now I just hold down the right mouse button...) quote: I also found it to be over sensitive. Even after setting the mouse sensitivity down I had problems with not doing 360s on stairs or even getting up them without falling off. Same here, sort of. At first I found it to be too sluggish so I tried increasing mouse sensitivity, but in the end ended up right back at the default setting. quote: Inventory movement was a pain and the first time I got a shield the darn thing just wouldn't go quietly into my inventory... instead decided to plop around in the marco panel and handily erase all the preset ones. Now some of this could be user error but I really don't want to be looting a corpse when I'm being attacked nor do I want to be stuck holding a shield that just won't drop or equip while under attack. I had the exact same problem at first, and messed up two of my default macros, just like you did. The macros may be gotten back from the macro menu IIRC, and the inventory system DOES grow on you after using it for a while. I agree that it is still not the best implementation compared to morrowind, for example, but it is by the same token infinitely better than Gothic II's. (The invenotry slots DO highlight, but they don't highlight enough IMO, and it seems like you have to have the item in just the right spot for a click to release it into an inventory slot. It takes time, just like the BC3000AD games.) quote:Now Im not usually a big fan of graphics but the torque engine if I remeber right is the same one used in Tribes 2 and last I ran that i could run at full res with no slowdown. Not so with this, I well night have to run on the lowest graphic setting and resolution just to get acceptable framerates... in menus. Could be a driver or vid card issue, I don't know but whatever it was the impression of the game doesn't get bonus points for 2d menu slowdowns. Yes it was used for Tribes 2, and says as much on the Garage Games product info page if you go look at it. IMO the slowdowns are from the extensive use of Python(a good chunk of the game is implemented in Python), SQLite engine(not sure about this one, but I'm sure that it adds overhead, but I'd have to actually dl and test it out to verify it v. something like a XML based system, or just plain text files with my own "formatting"...), and the game uses OpenGL, which on nVidia cards may be a problem as IIRC nVidia doesn't have that great of an OpenGL implementation. (Additionally, I've got a GF2 and with current drivers it apparently doesn't support 5 OpenGL functions. This can be seen by looking in your log files in the Minions of Mirt directories... This might also have something to do with my branchless/leafless trees...) I wish that in the SP game that they'd just save a snapshot of a zones state when you exit out, that way loading the game & zone again would be MUCH faster, as it algorithmically populates zones when loading. Network problems: After a brain fart the other night, and a test of my Windows box, and an OSX notebook on my network, I found that plain HTTP transfer COULD sustain ~4.4kBps xfer, and ftp at ~2kBps(against two different sites, not comprehensive but good enough I think for here) which is pretty good all things considered. This leads me to believe that my poor patching performance(download of manifest plus patched files) is the fault of a) the prairie games patch engine(subversion based I believe) or Prairie games server performance because of either poor configuration or being overloaded. Personally I'm inclined to believe case a with a dash of case b. This leaves me only with my branchless/leafless trees, but I grabbed detonator 81.87 drivers and will try those eventually, although I am leery of it breaking things as everything else works perfectly right now...
  13. Heh. I didn't even think about a world map until you mentioned it. Should find the jpeg of the map, do a threshold conversion to B&W and print it out... Quests: I sort of noticed that a little already, which is, again, annoying. Does the encyclopedia offer any help/more details on these? Anyways, about online play, I've run into a slight kink in that plan, namely it took me, oh about 3h to download the manifest(~20m) then the balance was downloading a lousy 2.5M of client updates. I need to figure out whats going on with my network here as the windows machine cannot sustain bandwidth to the outside world, which make patching ridiculous as it can ONLY be done from inside the client. (I asked about this today and Josh said nope, and maybe they'd add it later... meaning I MUST find and fix this problem before the updates get too built up. Once I'm in the game everything is fine as it doesn't sustain large transfers, only infrequent small data chunks which sail right through.) (I've got a linux notebook that dials out and acts as a router for my wired/wireless hybrid home LAN, packets aren't being fragmented so thats not the problem. Next step I'm going to try a direct wire via the 100M switch to the notebook and see if local spectrum pollution may be the culprit, or the wireless bridge maybe... also going to try using an OSX notebook acting as the router as maybe it's some linux network flakiness in this kernel version... 2.6.10-5 powerpc, add to this my trees don't have leave/branch sprites when in close, which has been suggested might be an nVidia driver problem, so I've spent most of my free time today searching about for nvidia geforce 2 sprite problem, before just biting the bullet and trying the latest detonators, but IIRC I have the last GF2 upgrade already as it's no longer supported... and geez, their release notes weigh in at 122 pages, mostly revision history though... At least this is forcing me to finally finish tweaking out the dialup based network, but it sure is a PITA compared to broadband, which was, comparatively easy to setup. I think I'm going to run along and try the OSX variant... I'll let you know ingame global chat sometime... hopefully soon before you're level(s) 100/100/100 }
  14. This part of this site may be old, but I just came across a link to it today, and found it amusing for a while.
  15. Shohashi, want to try a party adventure some evening/weekend? (My chars(thinking of running a mini-party of 2 for starting dwarf cleric(keeping) and some warrior class to tank until the cleric levels enough and can multiclass) will be low level.) I'll talk to you on MoM chat some time... I'm currently fighting with updating as my windows machine sits on a hybrid wired/wireless network(which needs some tweaking) with a linux box provide net access(dialup). I'm waiting to see if I can get the "manifests" from the server right now. Release quality: I'm still not sure about that one. A beta game SHOULD be playable, beta just means that the game/application/whatever is basically finished(featurewise) leaving only major bugs to be hunted. I guess as I've not crashed to desktop, nor run into any incredibly annoying bugs that it could be called release, better to release early and often I guess... :shrug:
  16. ...ok, I sprung for and downloaded(@ a whopping ~5kbps for ~12h) game. Played for ~2h, finished basic intro quests(class and bear clearing). Graphics: definitely better than EQ1, and approximately as good in quality as Gothic II. There are some glitches and seams showing in some spots, but I am unsure if that is because of my GPU or the Torque engine. The sun image isn't very good, but the sky, etc. are as good a G2. Animation is a little shakey and could use some additional work. Sound: not bad, better than expected Combat: Melee, basically click and attack, feedback isn't synched closely enough with actions. Haven't tried spellcasting yet. Writing: Ahm... well... gets the point across, but not really in a professional fashion. It shows that most developers are NOT authors/script writers, but it does the job adequately, and if you play online primarily should not be a factor. (Haven't noticed any major grammatical/spelling problems though, mainly it's the execution/flow of the text and it's brevity.) UI: Pretty nice, scales to resolution run. Overall responsiveness: exhibits some lag on my system. I'd recomend at least 512M of RAM for this game(as with G2) as it seems to be VERY memory hungry. (Morrowind runs fine on my system with 256M although as implied above G2 wants more memory as well.) I'd really change the basic system requirements to at least 1GHz and 512M RAM, although there are reports of people playing it and well enough to enjoy on even lower specced machines, so YMMV. Online: dunno yet, I'll add it when I try it. Misc: Download was 226M, install space req. was reported by installer to be 294M, haven't checked actual size yet. Lack of a manual is VERY annoying, but there is ingame help with keyboard commands, engine/server "commands", a short FAQ for getting started and basic operation. Additionally initial default quests in the journal pretty much tell you what you need to do, nevertheless a coherently written manual separate from the game is sorely needed for most people. (It's in the works, just not available yet.) Bottomline, it's a decent game, well worth the $25 so far, and should stay that way as online play is free, and the source for the server engine is available. (No client source as to be expected since they use licensed technology(Torque Engine, etc.)) All of this being said, I really think it's more late beta quality right now than release, Prairies games should've pushed the release date back unless they really needed the cash flow... Final description: More like a graphical MUD than EQ, with graphics of higher quality than EQ1, but whose writing/ingame text currently detracts from, although a relative non-issue for MP. ...must stop being uber cheap and spring for some more memory at least, which I hate doing as it will be useless in my replacement machine, and the current machine will end up replacing my current/primary FreeBSD file server, and so doesn't really need uber(or even slightly better/more) memory/gpu/etc... sigh... happy new year.
  17. Shohashi, how's the combat? Is it anything like EQ? As to the graphics, others have described them as EQ1 class, but they look a little better than that to me in the screenshots. I think that I will purchase this in January, but I may just wait for a CD version. Sys Reqs: Windows 98 P3/Celeron 1GHz, 32M Video card (Reported run ok, on an 800M machine with everything turned to lowest setting, also recomended for the above spec) Mac: OSX 10.3 G4+ 800MHz+, 32M Video card Thats about it for system requirements, as they were non-existent until the last few days, and these are, pretty much, ad hoc caveat emptor. It's been strongly recomended that you download and try running the demo first.
  18. Avernum 4 has been released for the Mac. (This is the 4th installment in the Avernum RPG series from Spiderweb Software, probably MUCH better known to Mac users than Windows users. It was released a week ago Saturday, but I just never got around to posting...) *WARNING* If you cannot handle, or do not otherwise like dated graphics(think Ultima 6/Darklands) you will *HATE* this game. The game is a turn-based, party oriented RPG set in a large(tile based) world with something like 200 quests(see link for full details). Windows version is slated to be released in early 2006. $25 for game w/o hint manual. ~21M download(not sure if they sell CDs any longer, but you used to get CDs with the games on them, as well as download, back in the day. Hint manual is purely optional unless you are a min/maxer and want to save some work, are totally inept at RPGs, or just want to toss the dev some extra cash.) Personally, I own copies of Exile I-III, and Avernum 1-3(basically Exile I-III with slightly updated graphics, and some other minor changes) and really only played as they were the only RPGs available for quite a while on macs. This is not you typical fantasy RPG, as many favorite races are missing(i.e. the only race that you will really recognize are humans), takes place entirely underground... just go read the link for details if interested and/or whatever reviews you can find for a fuller background.
  19. Prairie Games quote:PRAIRIE GAMES, INC RELEASES GROUNDBREAKING ROLE-PLAYING GAME: MINIONS OF MIRTH Wishek, North Dakota - December 15th, 2005 - Prairie Games, Inc today announced that its groundbreaking role-playing game Minions of Mirth has been released for Windows and OSX. "Minions of Mirth gives the player an incredible amount of freedom in their role-playing experience! It can be played in single player, multiplayer, and even allows friends to run their own custom persistent worlds! We're very pleased to be releasing this amazing product. We've worked very hard with our community to make sure Minions of Mirth totally rocks!", says Josh Ritter co-owner and programmer of the title. Minions of Mirth is available for Windows and OSX at http://www.prairiegames.com for the special price of $25 through January 31st, 2006. The full price of the game will be $29.95 and there are no monthly service fees. Prairie Games, Inc hosts the complimentary PrairieWorld server and there are also community hosted worlds to play on. Minions of Mirth is also fully playable in single player with no internet connection. Minions of Mirth Features: Auto-patcher that delivers immediate content and feature upgrades Full single player support Player vs Environment and Player vs Player multiplayer No monthly service fees for multiplayer Form your own party of up to 6 characters. Join other players in online alliances with up to 36 characters 16 playable classes, 12 playable races, Multiclass characters in three careers up to level 100 3 playable realms: Fellowship of Light, Minions of Darkness, and the Monster Realm 14 huge and diverse zones to explore Unlock monster templates to create your own stable of monsters Epic Battle System A tremendous amount of unique NPC, creatures, items, and quests 2 hours of original music Free dedicated world server with source code is available. Host your own persistent world with your own original content Players are encouraged to visit http://www.prairiegames.com to get all the latest news, game information, and to download the free demo. About Prairie Games, Inc: Prairie Games, Inc is an independent game company dedicated to creating fresh and innovative role-playing games and technology. The company has offices in Wishek, North Dakota and Los Angeles, California. Minions of Mirth, it's debut title, is now available on Windows and OSX. The company's website is: http://www.prairiegames.com So, has anyone around here tried this single/MMO RPG from an Indie developer? From what I've been able to find out through my own research(BTW: rpgcodex is a complete pit) is that it's vaguely similar in play to EQ, first person view, supports a party(up to 6, others controlled by programmable macros), seems to be vaguely muddish in design(players can add their own content, server source is provided for private or other "worlds" running), prairiegames runs their own server(no monthly charge), full quest line for evil and good(alignments) with multiple subquests, ability to play monsters(somewhat vague as to whether you can enter the regular online game as a monster, or if you play on a completely seperate server/"world"), etc. Graphics are reported to be somewhat dated looking(sound familiar?) and of varying quality(professional to very amateurish), but the game itself is fun to some people. The game was developed by 2 full time people(Josh Ritter looks to be the main developer and cheerleader, not sure about his partner's involvement, Lara ???), and 3 contractors(mainly artwork/models from what I gather), and uses the Torque Engine(garage games IIRC). The ingame rules were internally developed, and overall the game is said to be heavily based on EQ, and less so on Diablo 2. It's currently $25 until the end of January '06 at which point it goes to $29.95, and is only available as a ~226M download. (They are considering a CD distribution next year.)
  20. Well, I've been lurking again, but decided to post since I stumbled across my silver box while gathering up my old stuff for archiving. (Apple IIgs, II, Atari ST, and Atari 800. I decided that I needed/should back up the old disks before they fall prey to bitrot. Still need to build/buy an SIO2PC cable for the 800 though... grrr... Also ran across my old Star Raiders cart, which actually was my 2nd space sim as I played Space battle on the Intellivision first then SR then elite then Sundog then...) Anyways, I must've picked up BC3K original at Electronics Boutique in the Fall of 1996(just graduated, had my first "real" job and MONEY } . I also picked up a copy of Interplay's(IIRC) rerelease and acquired a copy on CD from one of my game mag subs. I remember the old original site and board(actually the current site or at least the main page looks about the same as I recalled from all those years gone by.) I remember the trials and tribulations of the mad patching by Derek and the manual updates(exciting days in the BC world), then I switched jobs again and sort of drifted away for a while. Now, then in the late winter of this year I stumbled across all of this again, and eneded up acquiring BCMG, X2, and Freelancer(blech shooter, and I would've expected better considering the developer...) I've been playing BCMG & X2(Combat's a little better now as I haven't had any suicidal enemies yet, and I enjoy the more detailed trading aspects of the game, but not the little boxed "systems" and planets that just serve as background(more or less)) Right now, I am contemplating springing for a Radeon 9250 and attempting UCG but am leery of performance on my currently(and likely to be for a while) lowly machine. It's good to see that Derek persevered throughout the long mess of the late 90's and found enough success to keep BC going, which I hope continues for the indefinite future. (But with the XBOX360 stuff it sounds like Derek may be taking a short(hopefully) breather from heavy BC stuff... undoubtedly a well deserved break before he burns out on it all...) (Saw the old link to the old gamesdomain review and had forgotten that Yahoo had acquired them and/or the domain and ruined it, so I went and looked it up on archive.org. Man, gamesdomain WAS my favorite site for reviews, esp. since they REALY did cover my favorite genre: RPGs *ducks*, as well as strategy and spacesims(equally matched for 2nd place, although the relative dearth of spacesims pretty much makes it a moot point...)) Oh well having fun with BCMG and X2 for now...
  21. quote:Originally posted by DennyMala: quote:Originally posted by Carl Burning: Morrowind (4?) OBLIVION is already a work in progress. Visit www.elderscrolls.com ...I can't wait. And of course 3000AD games apart from the UC Online ditto
  22. well, there was the one available through: http://www.dungeonlordsgame.com/main.php The DreamCatcher forums were still down as of Friday afternoon(~3p EDT) Bard's Tale: Isn't that more of an action game? (i.e. My impression was that it was sort of a platform type game with only vague association with the classic...) Other RPGs: Devil Whiskey (Indie, more akin to classical Bard's Tale/Wizardry 7 http://www.devilwhiskey.com/)
  23. ...as to independently releasing a patch by Heuristic Park, they did it for Wizards & Warriors too, but the bugs were really too favorable for many players to bother patching unless absolutely necessary. (...and here I used to have such a relatively high opinion of Dreamcatcher because they still actually released adventure games, which is all I really ever associated them with...) Side note: n00b, actually own the original silver box BC3k and Interplay's release. Decided to grab BCMG as my sys specs aren't(and won't) be quite up to spec for the UC series...
×
×
  • Create New...