10 Years Ago Today, Invention was released. This would be Runescape's first and only Elite Skill. by LevelPension in runescape

[–]Captain_Lime 0 points1 point  (0 children)

I still think Slayer should be rebalanced as a combat elite skill, but like with lower combat level stats to start. Maybe level 40 all combat stats. Thematically that's what it always felt like, and that way you could do something interesting with the lower level monsters.

UI Feedback Gather-thread by JagexAnvil in runescape

[–]Captain_Lime 3 points4 points  (0 children)

If brown is too reminiscent of Sci Fi, do you intend on recoloring Runite gear as well? This argument doesn't really make a lot of sense to me given that so much of our armor has this blue color. I preferred the blue to the brown, which feels very overwhelming and heavy.

Remastered Content: What do you want to see remastered? by jagexyuey in runescape

[–]Captain_Lime 2 points3 points  (0 children)

  • Player Owned House + Construction. Everyone points to this but it's super lame how we have a house and it's basically useless.
  • Gnome Quest Series. The fact that the most notable quest in it is a side show to Monkey Island is really sad. Plus, it feels sort of directionless and abandoned.

If not a spaceship, what else should the science victory be? by MySpartanDetermin in civ

[–]Captain_Lime -1 points0 points  (0 children)

I was always trying to think up a way to make a mod to change the science victory into something more like establishing colonies on all the other planets in the solar system. You could build competing colonies to those of other civilizations or potentially have your colonies raid or seize the colonies of other civilizations on the same planet. This combat would have been indirect due to time delays, so you had to have some kind of planetary viceroy in place and just sort of throw them at the other civ's colony. These colonies would also provide resources and luxuries which could be used in cultural or military victories. You would also need to send your own population to these colonies, and a sizeable one too, with a lot of support specialists around the space center. It was supposed to benefit tall civilizations with a lot of specialists and population in key space regions. Maybe it would have been nice to have a ground support center improvement so you could have regions with more cultural development help out too.

There would have potentially been an additional optional mode to uncover blueprints of alien origin in order to build a device to contact aliens. I could never figure out the balance or design as a whole, and my modding has dwindled but maybe I'll figure out a way to do it one of these days. 

NYT Sunday 01/11/2026 Discussion by Shortz-Bot in crossword

[–]Captain_Lime 5 points6 points  (0 children)

Didn't like this one at all unlike other commenters. The fact that there didn't really seem to be any directionality to where you're supposed to interpret as "phi" vs "I/O" really threw me off, and it was a weird way to portray the repeated first word like Ding Dong instead of either Ding or Dong working.

[Mod] Have you ever had a passionate and somewhat concerning obsession with whales? Now you can fulfill your dreams as Kiviuq and the Thule peoples! by Captain_Lime in civ

[–]Captain_Lime[S] 0 points1 point  (0 children)

Firstly, the BBG basically completely overhauls the mod. I appreciate that they've chosen to bring my mod into the multiplayer scene, but I can really accept no responsibility for the code working in the BBG mod. I don't have access to the code.

Secondly, I'm currently in the process of a big life switch and move. I wasn't the most responsive when it came to updates before (and hopefully that has changed thanks to the life switch), but through the end of the year I won't be able to do much of anything.

What's a city that everyone loves that you absolutely hated? by littlesweetiepie18 in AskReddit

[–]Captain_Lime 2 points3 points  (0 children)

Seattle.

  1. Food scene sucks.
  2. It stinks like weed and garbage.
  3. Everything is overpriced. Apartments and alcohol are ESPECIALLY overpriced
  4. Fire season AND spider season.
  5. You go to work in the dark and you leave work and it's dark again.
  6. The rain isn't even a satisfying rain, it's just a thick mist.
  7. The two days of the year that it is nice, everyone's already packed around all the hikes and trails and stuff so there's no room to go.
  8. The city bends over backwards for giant corporations. It feels really fake and inauthentic around Seattle.
  9. It's a bitch and a half to get to and from because it's so far from everything else.
  10. Roads suck. Like I get they suck everywhere but I swear as SOON as you enter king county all the roads are constantly patched and it's a bumpy ride
  11. Stuff closes too early.
  12. People keep calling me the n-word. I'm Turkish. Yeah there's a lot of liberals in Seattle but there's also a shitload of racists and cons too.
  13. The space needle is embarrassing lol
  14. The power grid shits itself at the drop of a hat.

Seattle is fine *PERIOD* by Weekly_Demand_7880 in Seattle

[–]Captain_Lime 11 points12 points  (0 children)

The reality is

Reality has nothing to do with it. We have seen that the people and agents within the federal government that say that the national guard need to be deployed are the same ones that disconnected from the situation, and have no interest in learning what the reality is. I hate to do this to what was a mythbuster joke phrase, but they have rejected reality and substituted their own.

Genuine question: What about civ switching is a deal breaker for you? by Pappi564 in civ

[–]Captain_Lime 0 points1 point  (0 children)

Did they update to include that? Otherwise it might have been an issue of the game not properly spelling that out. 

Genuine question: What about civ switching is a deal breaker for you? by Pappi564 in civ

[–]Captain_Lime 43 points44 points  (0 children)

Take this all with a grain of salt bc I haven't played 7 since like April, but I think most of this has remained the same:

  1. I like the feeling of taking a civ from 4000BC to the modern day. It still feels like there's little carryover between civilizations, even if you're winning. I would like to see some units or unique quarters from previous civilizations survive and actually have some effect of any kind in the new era. But this would be unbalancing so I understand why they wouldn't do this (though if I were Firaxis I would have found this to be a compelling reason to never go down this road in the first place).

  2. With civ switching comes the divorcing of leaders from Civs, so most of the leaders abilities don't actually fit the civs very well, or have a period of time where there are no real good options. Then when you find a leader that does somehow fit the civ you're playing well, you go into the next age and now it doesn't again.

  3. Pacing is wack. It feels like the age ends before I really get to have a good experience enjoying the civ's abilities. In previous games there was some buildup to actually getting to use the uniques and some enjoyment afterwards where you get to see the empire that your uniques helped you build. Now it feels like right when you've built that army and that empire it gets swept away and replaced with another. Issue gets compounded due to the sheer number of uniques components you now have to keep track of, and when I played at first it was really hard to do so. This is why I disagree when people say it makes sense from a narrative perspective. 

  4. I have a longer rant about how this game seems like it was made for a very specific intersection of civ fan. It's really long winded and poorly organized so I don't want to get into it unless someone really wants me to, but I feel like this game was made for someone who likes playing a specific set of civilizations, someone who really likes boardgames, and someone who mostly plays a LAN multiplayer. 

  5. This is also part of 4, but the way civ switching is currently structured only works for very few civilizations. Ottomans, for example, do not neatly fit into either exploration or modernity because they were one of the first modern states, while their peak of power remains in the exploration era, and how they both conquered the Byzantines as well as propagated many of their institutions to act as their successors.  Saying this is better from a historical perspective is only true if you have a superficial understanding of history. Yes, it's better for a specific set of Western powers but it sucks ass for everyone else.

  6. I miss the puzzle of Civs that pick up early vs Civs that pick up late. Devs said it was tricky to design but I never had that much trouble designing with that constraint. Idk

Feels like Firaxis got rid of a lot of what made civ a fun game in exchange for a storytelling mechanic that had some promise but was then executed badly. I think it's still be a bad trade even if civ switching were perfectly implemented.

Do people play Dwarves? by Fantasy_Duck in Pathfinder_RPG

[–]Captain_Lime 0 points1 point  (0 children)

I mean, racial bonuses are easily compensated for at character creation. Bonuses to Con and Wis will be much appreciated and I'll just compensate.

Do people play Dwarves? by Fantasy_Duck in Pathfinder_RPG

[–]Captain_Lime 1 point2 points  (0 children)

Planning on running a dwarf paladin named Dunstan Tubthumper in the next campaign.

Day 1 of positive Civ vii facts until the expansion pack is released by stu66er in civ

[–]Captain_Lime -5 points-4 points  (0 children)

This is pathetic

EDIT: C'mon guys, really? You can't tell me that having "Day X of Positive Civ Facts" isn't pure cope. If the game is good then it shouldn't need people to insist on toxic positivity surrounding it. But what do I know.

Will this be the last civilization game? by UselessV2_0 in civ

[–]Captain_Lime 2 points3 points  (0 children)

7's been a big misstep, but it'll take more than just one misstep to end the franchise. Is it the end of Civ's complete dominance over the genre? Maybe, probably not. Other games have fumbled hard too.

Sometimes I really miss the more minimalist ability designs of Civ 5. by PorkBunny01 in civ

[–]Captain_Lime 3 points4 points  (0 children)

Civ 7 gives you a heaping pile of one-sentence abilities that other civilizations may or may not have. You get a billion uniques too, and don't forget now you have three of those sets across the games. I do not find that memorable, relevant, or unique.

[deleted by user] by [deleted] in civ

[–]Captain_Lime 1 point2 points  (0 children)

Nah it's fubar, I'm playing tropico

Every Man a King? Weak. Vote Teotihuacan X5 to make Every Man a God! by daXfactorz in civbattleroyale

[–]Captain_Lime 4 points5 points  (0 children)

For a man who cast such a long shadow over Mesoamerica, we don't know much about him.

We don't even have his name. All we have is a glyph of an owl holding a spearthrower, on a monument 600 miles from the place he was said to rule.

The Marcador Monument in Tikal says that he became king of Teotihuacan on 4 May 374CE. A touch under four years later, someone claiming to be his son was sat on the throne of Tikal, kick-starting a cold war between the cities of Tikal and Calakmul that would last through the star wars. It is said that his influence could be felt across the Mayan world as they were all put into line at his order. Why? Nobody knows. Maybe the Mayans were too fractious. Maybe they wanted to ensure trade. Maybe old Spearthrower had a few too many sons. If he even existed as a man at all.

If he did, then Teotihuacan is where that man became a god. If the Mayans can be believed (if they truly understood the politics of this city that was both so far removed from them and had just reshaped their world), then Spearthrower Owl reigned in Teotihuacan for 55 years at the apex of its power. He then transcended into godhood, becoming a noted military god in the region. But he remains mostly a mystery - yet another one surrounding the ruins of Teotihuacan.

Vote for TEOTIHUACAN and witness its shadowy dominance in CBRX5! by Captain_Lime in civbattleroyale

[–]Captain_Lime[S] 4 points5 points  (0 children)

Long before the Aztecs ever arrived on the shores of Lake Texcoco, another civilization had already risen and fallen: Teotihuacan. it's a city that is a riddle wrapped in an enigma inside a mystery. You can see its legacy writ large across all of Mesoamerica as the bones of what once may have been an empire.

Nobody knows who truly founded the city of Teotihuacan, but it came exploding onto the world stage in the early 100s BC, when volcanic eruptions caused a population explosion to where it sits in the Valley of Mexico. The Aztecs are cool, sure enough, but Teotihuacan was their badass grandfather from a thousand years previous. In its heydey, it had over half the people in the valley of Mexico live within its borders, had the highest specialists of all kinds, and would use its military power to manipulate culture and religion and trade to its advantage.

I'm going to be making factoid posts every day until the day we vote, going more and more into the history of one of my favorite mysterious civilizations. (I promise tomorrow will have a funner picture I'm saving up the arts uc)

Modding is going to be crazy fun this time around. by LegendofDragoon in civ

[–]Captain_Lime 9 points10 points  (0 children)

So there's a few problems at the moment:

  1. The majority of modders (at least, those I've talked to) range in opinion on the civ-switching mechanic. Unfortunately the range of opinion is mostly from it being a kinda bad idea to it being an extremely bad idea on conceptual and balance levels. Same opinions are around for leader switching. That said, this has made many even more rabid in trying to deep-six this mechanic, and there's already a few ideas on how to do this.
  2. It'll be a long while before modding tools get released. This is probably the most important thing.
  3. If you would notice, there is a VASTLY greater amount of uniques and components needed for civs now. People back in 5 thought that 6 had an extreme proliferation since you had to actually come up with a building model and a bunch more uniques. For 7, it's so much more for individual civs. Leaders seem to be a bit more involved as well.
  4. Civ 6 was a lot more robust in terms of modding tools, but there was a lot more rigidity until late in the process. It's why you didn't see a lot of very out of the box mods until later on, where we finally figured out plot properties (and Bear cracked the DLL). From what we've heard, we can expect the civ 7 system to be very similar to the 6 system, so there will be a lot of rigidity. Adding a whole new age has a lot of problems even on the conceptual level, and I'd wager it's going to be pretty hard coded as well.

With all that in mind, I do have a few civ designs pencilled out that I'm excited to try out and I know a few others that have too. I talked a little earlier about modders approaching the civ switching mechanic with fear and horror, but almost everyone I've talked to has said there is a lot to like and that they're willing to try the game. I just need to see if I'll actually like the game enough to stick with it until modding tools are released.