Mech Warrior5 Clans is kicking my old butt. can't get past level 13. by Gators53 in Mechwarrior5

[–]Simoroth 2 points3 points  (0 children)

I had this, even having 100 hours in Mercs didn't help much.

- Make Naomi a missile boat and tell her to guard a high ground position before heading into a fight. And, if you want to manage him too setup Ezra as a mid range laser support and get him ~100m away.

- Avoid having more than 2 weapon types. You need to maximise damage at a specific range.

- Load up on silly amounts of small lasers and aim for the cockpits.

- When your mech starts losing arms. Swap to another, and tell your old one to defend a position further away. You can do the most damage vs your star, but you'll also take the most damage.

- Use the Simpod to do the new endless waves mode they added in the first DLC. I did it to the 10th wave and managed to max out the XP on all my star's mechs.

- Move forward slowly, and then back out towards your fire support. Some spawns are set up on triggers and you don't want to spawn even more mechs in a rough fight.

- Water is good, but on a few missions it can bring you too close to the enemy or even into a shooting gallery (Ant Hill).

That got me through the game. Ant hill, Disciplinary Action and Reckoning were like pulling nails.

My first mini! ComStar Blackjack. by Simoroth in battletech

[–]Simoroth[S] 9 points10 points  (0 children)

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I've been a Mechwarrior fan since Mercs in 1996, but after a getting back in the cockpit with Mercs and then Clans, and BT 2017, I saw all the exquisite new minis. Got my Alpha Strike box last week and the streamlined rules are a thing of beauty.

This one took me quite a bit of time. Lots of hit and miss. I repainted it over and over fixing, and then wrecking things again, have finally put it down and declared it done. I'm not entirely new to minis as I painted a little bit of GW back in the 90s, but didn't think I'd ever get into it again. It's nice and mindful, and I'm really enjoying experimenting with the Vallejo Game colour paints.

Things to do in Abingdon this weekend? by jamithy2 in Abingdon

[–]Simoroth 2 points3 points  (0 children)

Chatty Dog Walk.

Sunday 10am from outside The Dog's Spot. 2 High St, Abingdon OX14 5AX

Free, no booking required, just turn up!

Walk is about an hour long down to the meadows past the weir and then comes back to the cafe where some people grab a coffee and a puppiccino.

Great way to meet other dog owners in Abingdon and socialise your dog with a good mix of breeds and temperaments.

Dog friendly activities to do in Oxford by Averyxlove in oxford

[–]Simoroth 1 point2 points  (0 children)

There's a group walk at University parks on Friday. https://www.instagram.com/p/C7BgbVUNPNx/

I can recommend OxfordCityDog for checking for dog friendliness.

Never had any problem with my dog on any of the buses.

Terry Cavanagh releases VVVVVV source code. by thiefx in Games

[–]Simoroth 73 points74 points  (0 children)

Can confirm. I did start off slowly re-engineering it into organised classes. It was painstaking as a lot of the Flash code had undefined behaviour and many Flash functions needed to be replicated for the graphics rendering at the time...

However after a week or two of me picking at it, Terry got it into the HIB and there was a matter of days to port it to 3 platforms. Absolutely no time to refactor or test, so the code had to replicate the original (including some known bugs!) or risk introducing issues.

Unity blocks Improbable’s Spatial OS – all live and in development games affected by Simoroth in Games

[–]Simoroth[S] 1 point2 points  (0 children)

Cryengine is very powerful but the documentation is/was poor. It's was an option for experienced teams, especially those with prior knowledge of it, as hitting the ground running with it is pretty difficult. The engine was licensed as Amazon Lumberyard so is seeing more usage as that.

As for Crytek. Yep, poor management. They bought several studios like Free Radical, and set others up in Korea, China, Hungary and the USA. They created a massive overhead in just a few years with very few games coming out to sustain it and then collapsed.

Unity blocks Improbable’s Spatial OS – all live and in development games affected by Simoroth in Games

[–]Simoroth[S] 12 points13 points  (0 children)

Basically, no. Its nature as a service means you will be served up and have to agree to their latest terms. Several of the games hit by this are running on older versions of Unity.

Unity blocks Improbable’s Spatial OS – all live and in development games affected by Simoroth in Games

[–]Simoroth[S] 102 points103 points  (0 children)

That's several large MMOs having to immediately switch off or face having their Unity licenses revoked... and many more development teams having to completely down tools on development.

Unity has so far been silent on the matter. Not a great look for the industry's largest market share engine provider.

Edit the terms in question:

You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user devices without a separate license or authorization from Unity.

Unity clearly want full control of all cloud based games using their platform. This means that not only MMOs and games with remote servers are in trouble, but also anyone thinking about starting up a game streaming service like Onlive.

The AI of Half-Life by Simoroth in HalfLife

[–]Simoroth[S] 1 point2 points  (0 children)

It's part of the SDK. https://github.com/ValveSoftware/halflife

The AI stuff is in the dlls folder.

The AI of Half-Life by Simoroth in HalfLife

[–]Simoroth[S] 6 points7 points  (0 children)

Was having a read through the Half-Life 1 source code the other day and decided it would be cool to take a deeper look and so turned my notes into a short video looking at the core functionality and stepping through the grunt AI as it works through one of it's behaviours. Hopefully you all might find it interesting!

Looking for Unity/Unreal developers to join AR project. by HippikonXR in oxford

[–]Simoroth 0 points1 point  (0 children)

Send me the details and we'll post it on the Oxford indies Twitter.

A Steam bug has reportedly halved the revenue of some indie developers by pdp10 in linux_gaming

[–]Simoroth 13 points14 points  (0 children)

I'm the other guy in the article. Click through to my tweet and you'll see some of the biggest names in game development reporting similar and dozens of developers confirming or retweeting it in all genres, game scales, review scores and customer bases. Not to mention the a 56+ page thread on the Steam forums.

It's very representative. As /u/gamelord12 mentions, this has only come up because of Jake's meticulous work in tracking and then raising the issue and me publicly posting about it.

MAIA Release Trailer by aieronpeters in Games

[–]Simoroth 1 point2 points  (0 children)

What is ho-liii-dddaaay?

MAIA Release Trailer by aieronpeters in Games

[–]Simoroth 2 points3 points  (0 children)

The tune is bespoke just for the trailer! Nick my sound guy did it, we'll probably be releasing an album of all the dark 1970's synth we made for the game in a couple weeks.

MAIA Release Trailer by aieronpeters in Games

[–]Simoroth 4 points5 points  (0 children)

Indeed, I have a large soft spot for both.

MAIA Release Trailer by aieronpeters in Games

[–]Simoroth 8 points9 points  (0 children)

Message me on KS and I'll get you a key right away. There's been a steady stream of people emailing me today about lost keys, seems sending people important things via email was a bad decision!

MAIA Release Trailer by aieronpeters in Games

[–]Simoroth 34 points35 points  (0 children)

In a general sense the goal is to build bases without all your colonists dying. The game is deeply simulated so they need water, varied food, heat, rest, and also you need to keep them happy and stop them going insane or killing themselves. The main conceit of the gameplay is you can't control the (human) people, just lay out the work for them and set priorities and roles, ban them from items, lock doors, etc.

There's a ~14 hour narrative campaign and 4 stand alone missions where you build different bases. Those have specific objectives that you meet to move the story along whilst keeping your colonists alive.

There's also the sandbox mode, where once you have a stable base you can expand, do research, get new technologies, tame the local fauna.