Just for the sake of clarity: this interview is for my aplication for game design in the Design Hochschule Schwerin then my "audience" should be well aware of gaming words like those, right?
ok, Denglisch is uncool. noted. I like where this discussion went
Search found 29 matches
- Tue Aug 26, 2014 1:55 pm
- Forum: Off topic
- Topic: Needing some german help
- Replies: 12
- Views: 18282
- Tue Aug 19, 2014 9:33 pm
- Forum: Off topic
- Topic: Needing some german help
- Replies: 12
- Views: 18282
Re: Needing some german help
Thank you, guys!
this mostly solves my problems.
My main concern was using to many english expressions, but seems like it won't be a problem after all
I apreciate the help
this mostly solves my problems.
My main concern was using to many english expressions, but seems like it won't be a problem after all
I apreciate the help
- Mon Aug 18, 2014 9:54 pm
- Forum: Off topic
- Topic: Needing some german help
- Replies: 12
- Views: 18282
Needing some german help
So I noticed there are lots of germans on this forum and i'm needing some help. I'm gonna have a presentation (in german) about a game i'm gonna develop but i'm not sure when I should use game related words in english or in german (I also don't know the right translation for most of them). Things li...
- Tue Jun 03, 2014 1:03 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] zergling mod
- Replies: 8
- Views: 20963
Re: [REQUEST] zergling mod
Cool, man! Gonna try it as soon as i get home. Thanks
edit: oh man, it's not perfect but it's a lot of fun! i couldn't do it better myself anyway xD i may try to get the audiofiles replaced too hehe
ahhh the bloody mess
edit: oh man, it's not perfect but it's a lot of fun! i couldn't do it better myself anyway xD i may try to get the audiofiles replaced too hehe
ahhh the bloody mess
- Mon Jun 02, 2014 9:40 pm
- Forum: Gameplay Help
- Topic: A bunch of newbie questions
- Replies: 5
- Views: 2089
Re: A bunch of newbie questions
1 - press Q to deselect stuff or change weapons
2,3, and 4 - keep playing and you will find it out, mate. You can finish the capaing and start a freeplay map. I personaly am gonna wait till the campaing is finished to play it. For now i only play o freeplay
2,3, and 4 - keep playing and you will find it out, mate. You can finish the capaing and start a freeplay map. I personaly am gonna wait till the campaing is finished to play it. For now i only play o freeplay
- Mon Jun 02, 2014 4:41 pm
- Forum: Gameplay Help
- Topic: Don't understand why my generator didn't work
- Replies: 4
- Views: 1981
Re: Don't understand why my generator didn't work
The above is right. The boiler needs to be connected to the center of the engine. Just move your boiler one square to the left and conect it to your water suply.
- Thu May 29, 2014 11:57 am
- Forum: Balancing
- Topic: Trains vs conveyors?
- Replies: 108
- Views: 78278
Re: Trains vs conveyors?
Man are you spying on me? I was having a discussion about exactly the same thing right now lol
Yes, I agree with you. Right now there's no real motive for using trains for mass transportation of one type of item.
edit: or there is? I would like to hear peoples opinions and observations on that.
Yes, I agree with you. Right now there's no real motive for using trains for mass transportation of one type of item.
edit: or there is? I would like to hear peoples opinions and observations on that.
- Wed May 28, 2014 4:16 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 24784
Re: Trees should regenerate health
I do like the idea of not having to see random bars of uninteresting information. An alternative to polling the status of gigabajilions of trees for the need to regenerate, sixty times a second each (and let's be honest, Factorios forests are dense ), might be to just not display a health bar for w...
- Tue May 27, 2014 9:40 pm
- Forum: Implemented Suggestions
- Topic: Trees should regenerate health (or have hidden HP bars) βΈ
- Replies: 59
- Views: 24784
Re: Trees should regenerate health
I had the very same idea for the same reason. +1
Also it is intuitive in most games that organic things like trees and spawners regenerate health
Also it is intuitive in most games that organic things like trees and spawners regenerate health
- Fri May 23, 2014 5:42 pm
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] zergling mod
- Replies: 8
- Views: 20963
Re: [REQUEST] zergling mod
That's why i've asked to be pointed in the right direction. So i can make it work just for me and have some fun killing lings with lasers
"Publishing"? Copying? Have never seen L4D2 mods?
Anyway if this request is violating some kind of rule, please tell me so I delete it.
"Publishing"? Copying? Have never seen L4D2 mods?
Anyway if this request is violating some kind of rule, please tell me so I delete it.
- Fri May 23, 2014 11:53 am
- Forum: Ideas and Requests For Mods
- Topic: [REQUEST] zergling mod
- Replies: 8
- Views: 20963
[REQUEST] zergling mod
Hi! This is both a request and idea(?) I think many here have played and loved starcraft 1. My request is for a mod that replaces biters models/sound by zerg units (zerglings and ultralisk maybe?) Also would be cool to replace spawners with hatcheries :D I would be very thankful if someone could do ...
- Fri May 23, 2014 10:07 am
- Forum: Ideas and Suggestions
- Topic: A way to turn off accumulator electricity effect
- Replies: 8
- Views: 3349
Re: A way to turn off accumulator electricity effect
I also would like to have this option. In late game I have hundreds of accumulators and their effects kills my fps.
+1
+1
- Tue May 20, 2014 9:26 pm
- Forum: General discussion
- Topic: 20k sells
- Replies: 20
- Views: 8630
Re: 20k sells
26137 right nowBobdafilter wrote:I just found out this game existed a few days ago and I already rate it a "minecraft before it was cool".
Also 23998 purchases, ERMAGAWD!
Soon this post will need a title change
- Tue May 20, 2014 6:11 am
- Forum: Gameplay Help
- Topic: Character run speed
- Replies: 2
- Views: 1599
Re: Character run speed
Looks like your cousin had advanced technology that allowed him to run faster!
exoskeleton
- Mon May 19, 2014 1:19 pm
- Forum: Implemented Suggestions
- Topic: Showing up/see/visualize modules in assemblies...
- Replies: 11
- Views: 7361
Re: Showing up modules in assemblies...
1+ to everything above
I was thinking about how to optimize the tiresome job of managing modules and this is a really good start.
I was thinking about how to optimize the tiresome job of managing modules and this is a really good start.
- Sun May 18, 2014 8:27 am
- Forum: Implemented Suggestions
- Topic: Showing turret range
- Replies: 16
- Views: 5846
Re: Showing turret range
or BUFF the bittersSedado77 wrote:1st NERF the turrets
- Sat May 17, 2014 11:35 am
- Forum: Implemented Suggestions
- Topic: Showing turret range
- Replies: 16
- Views: 5846
Re: Showing turret range
Most people have massive amounts of turrets so modules on turrets are way too much manual work. beacons affecting turrets could work way better
- Fri May 16, 2014 8:59 am
- Forum: General discussion
- Topic: The Car
- Replies: 22
- Views: 7173
Re: The Car
Pro tip: go play Rock n' roll racing and you will become a great driver.
- Thu May 15, 2014 8:42 pm
- Forum: Implemented Suggestions
- Topic: Showing turret range
- Replies: 16
- Views: 5846
Showing turret range
As per title, there's no way to tell the turret range. it would be nice to know which areas are going to be protected by the turrets. This allow players to do a little more planing on placing turrets. I don't know if this is really relevant with the current enemy AI (they focus the turrets so the ra...
- Thu May 15, 2014 5:01 pm
- Forum: Duplicates
- Topic: Accumulator effects
- Replies: 13
- Views: 9783
Re: Accumulator effects
my guess is the light effects of the accumulators. I transferred my save to a lower specs computer and now I experience heavy fps drops at night and i feel like lamps and things that emit lights are causing it.