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1  Mayhem Intergalactic / General Mayhem / Re: Impulse on: April 11, 2010, 08:26:56 am
Chris you very very sexy man Wink
2  Mayhem Intergalactic / General Mayhem / Re: Impulse on: August 14, 2009, 07:33:33 pm
Sorry for the late reply. Thanks Chris Smiley
3  Mayhem Intergalactic / General Mayhem / Impulse on: July 30, 2009, 09:56:20 am
Hey Chris, are you going to consider selling MIG on Impulse too? I know friends who are unwilling to use Steam, but don't mind Impulse due to no DRM. Also, has a boxed version made it out on to the market yet? Smiley
4  Mayhem Intergalactic / Features & Bugs / Re: General Idea for MI. on: January 31, 2009, 08:36:14 am
Not for the rock paper scissors idea, but the idea of planets giving bonuses is nice

However I think the default MI formula should be left untouched. Maybe this can be added in as a mod/another game mode? MI is to number possibilities and simple fleet management, just like what Quake is to simply pure fragahollic FFA; however, Quake has CTF, instagib, Team Fortress etc Wink
5  Mayhem Intergalactic / Features & Bugs / Re: General Ideas Thread on: January 26, 2009, 01:19:36 pm
Me, I'd like to see more moddability in the game. I liken this game a lot to Galcon, but the two things that this game has over me compared to Galcon is the friendly community (and developer), and that the game can be played at a more leisurely pace, yet maintaining the complexity

But, like Galcon, I'd hope to see users being able to create their own mods too - maybe develop their own upgrades aside from the default production upgrade, or being able to mod diplomacy options with the computer

I mean sure, these are feasible ideas that can be implemented into the game, but I think that the game's delicately balanced enough right now, so it's probably more suitable to classify it under user preferences
6  Mayhem Intergalactic / General Mayhem / Boxed version on: January 26, 2009, 01:10:57 pm
Hey, now that the game's out on Steam, any chance we might be getting a boxed version soon?
7  Mayhem Intergalactic / General Mayhem / Congrats on: January 25, 2009, 06:03:41 am
Well Chris, you did it. The game's community seems to have expanded many folds since the last time I posted

Congrats. You deserve it! Smiley. Sorry you didn't get into the moddb finals, but then there's always next time
8  Mayhem Intergalactic / General Mayhem / Re: Mayhem Intergalactic v1.2 released on: October 02, 2008, 02:47:32 pm
Wow some of those changes look really nice. I'm downloading the updated demo now to take a look

You really need to expand the community btw. Get a PR Manager or something. You, and Mayhem, deserve more than this little community Smiley


Tried it out. Wow. Every version just keeps getting better and better! What next, full 3D animated battles? Keep up the good work Chris! Smiley
9  Mayhem Intergalactic / General Mayhem / Re: About CD edition on: August 20, 2008, 07:05:45 pm
Ah I see thanks bro!

Also, I think Mayhem Intergalactic needs more exposure to the outside world. I would love to give it a shot online, but I don't see myself having anyone to play with, unlike Galcon. I think you definitely can make more money out of your baby, than as it is now
10  Mayhem Intergalactic / General Mayhem / About CD edition on: August 17, 2008, 09:01:57 am
Hi I notice Mayhem Intergalactic has an option to be bought with the CD. Does it come with a box and manual?
11  Mayhem Intergalactic / Features & Bugs / Interface on: August 17, 2008, 03:36:31 am
Well, I really like the latest version of MIG. Combat also feels less random, although it could be just me. You've got yourself a new customer Chris, as soon as I get my next paycheck Cheesy

Anyhow, I noticed the interface somewhat lacking in certain areas:

- When there are no ships in a planet, and you want to check how many turns it takes for ships to travel from that planet to another planet, you can't. You can only estimate. Suggestion - when you left click on a planet, and hover your mouse over another planet, there'll be a small text indicator in the bottom of the screen telling you how many turns it takes

- It's easy to sometimes overlook upgrading when you're too excited eg. want to take revenge on the person who ate your freshly upgraded planet, and in the midst of excitement forgetting to upgrade factory. The arrows on the planets don't look conspicuous enough. Suggestion - have an obvious enough indication like an orb that lights up once you've upgraded a factory that turn, and dims when you haven't upgraded a factory yet

- Would be nice if the history box also indicated how many ships you originally had in a firefight, instead of just how many ships you have left after the fight; also would be good if it indicated how many ships the enemy originally had

Btw Duncan did a great job on the audio. Really nice improvements all around compared to the older version of MIG
12  Mayhem Intergalactic / General Mayhem / Re: Introduction thread on: March 11, 2008, 01:31:55 pm
Wish I did! I only have 1-2 hours of gaming every weekday, though weekends tend to be a bit better!
13  Mayhem Intergalactic / General Mayhem / Re: Introduction thread on: March 08, 2008, 04:30:53 pm
Well hello. I might as well drop by here to say hi Smiley

I'm from Singapore, currently doing National Service in the Army. Compulsory conscription is a bloody waste of time and a real test of my patience toward my loyalty to this country, but that aside, yeah most of my time's spent either playing indie games, Quake Wars or modding. I'm currently doing a mod for Jedi Academy called Open Jedi Project

Will be going to University after my National Service. Prolly be taking psychology or Economics or Business Administration, not sure which yet

Oh right, born in the year 1988. Don't know what else to add here though, so... :p
14  Mayhem Intergalactic / Features & Bugs / Re: Less random combat on: March 06, 2008, 02:43:04 pm
No problem. I'm a modder myself, so I understand where you're coming from. It's just that sometimes it gets a little frustrating when it's too random

Anyway glad you made it to the IGF finalists! Smiley
15  Mayhem Intergalactic / Features & Bugs / Less random combat on: January 17, 2008, 03:08:26 pm
Combat seems to be too random atm. IMHO there needs to be a formula that allows for less randomness, so that invading a planet of 20 enemy ships with 30 ships will not result in you losing 50% of the time; or having 30 enemy ships invading your planet of 40 ships resulting in you losing

I like these simple conquering Risk-esque games, like Galcon. I think Galcon has several mods that expand the gameplay a bit, like having nukes. Would be cool if MIG had a few new tricks up its sleeves. Not that the standard gameplay isn't fun, it's just that it would be novel to play something different once in a while
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