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Rituals
author=Zakariya
This is unique in comparison to not only your other games, but most games period.
Definitely worth it, imo.
author=EgyLynx
Garage :) Yes! It again your level!
Thank you both. Did anyone finish it with not-bad ending?
Heartache 101 ~Sour into Sweet~
author=Timeless_swgh
Wow the game is still receiving updates !? And i felt old for playing a 2011 game in 2020 ! The unlockable content reminds me of the time you unlocked things in games, now you buy them... And i'm not even that old.
Anyway sorry for rambling but i read some other recent comment here and got and felt that. Anyone has a clue on how to effectively progress character stories ? Even if they're lovesick they're not progressing most of the time. Is it only based on pure luck or something ? Should i date them more ?
What you need to do to progress a certain route pretty much depends on the character you're pursuing.
Generally speaking you should pay close attention to any conversation, especially if one of your interests is talking about liking some place or meeting somewhere with some one. Or if a friend of "your girl to be" talks about some event that might involve her.
But yes, luck is certainly a factor on most routes.
Also, not spending every single of your afternoons with trying to improve one of your stats might help, too. Maybe the next important encounter with "her" is waiting to happen in some place like "Market Street" or the Shrine?
World Movers
To whom it might concern:
If anybody of you is using a 32bit version of windows you should use the WorldMovers-32.exe - the other .exe is 64bit only.
(The game has been released using the latest version 7.4.4 of ren'py, and they're moving towards "64bit for everyone" ...)
If anybody of you is using a 32bit version of windows you should use the WorldMovers-32.exe - the other .exe is 64bit only.
(The game has been released using the latest version 7.4.4 of ren'py, and they're moving towards "64bit for everyone" ...)
World Movers
Update: I tried to reproduce the lag you mentioned. And failed. Even on a single CPUed VM running windows 7 with unaccelerated graphics and just 2GB RAM.
(There is how ever a deliberate .3s pause after each step of movement and ships firing at each other also has a few intended delays - maybe one of these might seem like a lag?)
Or maybe I'm just blind for it since I played the game way too much ...
(There is how ever a deliberate .3s pause after each step of movement and ships firing at each other also has a few intended delays - maybe one of these might seem like a lag?)
Or maybe I'm just blind for it since I played the game way too much ...
World Movers
Should I maybe add a difficulty level, like, if you pick "easy" you get higher rewards and might get a chance to retain a destroyed vessel or five?
And if you pick "hard" you'll get lesser rewards and maybe a limit on the number of units of a given type or something like that?
(Making spawn numbers or mission parameters depend on a difficulty level might also be possible but would require significantly more work)
And if you pick "hard" you'll get lesser rewards and maybe a limit on the number of units of a given type or something like that?
(Making spawn numbers or mission parameters depend on a difficulty level might also be possible but would require significantly more work)
World Movers
As for EXP benefit: each unit that has either suffered damage and survived or was able to fire at something gets a reroll for one of it's stats. If you're unlucky this does just nothing because the new roll is worse than the old one.
If you're lucky you improve one of the stats "a bit". ... If you are really lucky that improved stat happens to be speed ...
About ships getting killed off fast and you running out of money ... that depends a lot on how well you play in terms of outsmarting the AI (which, frankly is pretty stupid).
Regarding the training: currently the demo-scenarios have an independent pool of ships you can summon; thus any EXP would not carry over. But you could use "football" for example for trying and figuring out how to maximize your ships survivability ...
Spoilery hints:
If you're lucky you improve one of the stats "a bit". ... If you are really lucky that improved stat happens to be speed ...
About ships getting killed off fast and you running out of money ... that depends a lot on how well you play in terms of outsmarting the AI (which, frankly is pretty stupid).
Regarding the training: currently the demo-scenarios have an independent pool of ships you can summon; thus any EXP would not carry over. But you could use "football" for example for trying and figuring out how to maximize your ships survivability ...
Spoilery hints:
Before embarking on "Zerg" you should have finished both "Thera" and "Ether". And you really should try to secure both space stations. That would give you a total of FIVE elite cruisers. (Elite means they have an unique name, usually better stats and are faster than normal cruisers)
You should try to buy as many cruisers before committing to "Zerg" as you can afford. Minimum would be 6 cruisers and 4 fast fighters. Having 9 or better yet 12 cruisers sure won't hurt.
If there's no cruiser for sale try closing and re-opening the shop window, if you'restubborn patient enough you can also do this if you don't like their stats.
General strategy:
1) Take portals in the following order (counting from bottom) 2nd, 1st, 3rd, 4th.
2) Send two waves of cruisers (= 6 in total) straight right to the second portal from the bottom. Send your elites first.
3) If you have, send another wave of cruisers to the next portal above that one.
4) Send 4 fighters, preferably ones with a speed of 4 to the bottom portal, so they can work on that one while your cruisers are still busy.
5) Send in any remaining cruisers or fighters two the upper to portals.
6) Always completely surround a portal you want to take ASAP to prevent enemy from spawning.
7) Always make sure that you have at least taken over the portal before moving on. (Completely securing is always better and might be needed to finish the scenario anyway)
Use the game mechanic for your advantage: play with the "Skip" button whenever units get in each others way. Exploit the range advantage of your cruisers. Lure enemy fighters away from their cruisers. Exploit the fact that cruisers as well as fighters and patrols can't fire more than once per round. Any unit that's marked "RELOADING" can not fight back in that round.
You should try to buy as many cruisers before committing to "Zerg" as you can afford. Minimum would be 6 cruisers and 4 fast fighters. Having 9 or better yet 12 cruisers sure won't hurt.
If there's no cruiser for sale try closing and re-opening the shop window, if you're
General strategy:
1) Take portals in the following order (counting from bottom) 2nd, 1st, 3rd, 4th.
2) Send two waves of cruisers (= 6 in total) straight right to the second portal from the bottom. Send your elites first.
3) If you have, send another wave of cruisers to the next portal above that one.
4) Send 4 fighters, preferably ones with a speed of 4 to the bottom portal, so they can work on that one while your cruisers are still busy.
5) Send in any remaining cruisers or fighters two the upper to portals.
6) Always completely surround a portal you want to take ASAP to prevent enemy from spawning.
7) Always make sure that you have at least taken over the portal before moving on. (Completely securing is always better and might be needed to finish the scenario anyway)
Use the game mechanic for your advantage: play with the "Skip" button whenever units get in each others way. Exploit the range advantage of your cruisers. Lure enemy fighters away from their cruisers. Exploit the fact that cruisers as well as fighters and patrols can't fire more than once per round. Any unit that's marked "RELOADING" can not fight back in that round.
World Movers
Thank you. Ok. You're using windows and you have half my RAM size - your CPU is a bit older than mine (on the other hand you do have a dedicated GPU and I don't) ... all in all that shouldn't be that big a difference... I'll have to take a closer look at that highlighting code ... (and maybe wipe the dust from my ol' Windows box and check what happens there).
World Movers
Thank you for trying my game, Marrend. As always, any feedback is appreciated.
Like on those spelling errors you mentioned.
Ren'py is based on python and is rather generous about allowing to extend itself with the use of "pure" python code.
My games are really "python heavy", especially this one.
The whole strategy and battle stuff is hand coded from scratch by me using plain python.
Only dialogs and displaying screens is more-or-less like you'd expect from a ren'py game.
Like on those spelling errors you mentioned.
author=MarrendThat really is quite early in the game.
So! Gave this game a bit of a whirl. Not sure how long I've played, but, my system map includes the jump back to Sol, Bridgehead, Thera, Ether, and a mission in Zerg. Which is probably still very much the early part of the game.
author=MarrendCan you be a bit more specific on the situation? What kind of computer are you using (OS, CPU, RAM ... that kinda things), do you have a screenshot or mission for me to check (or better yet a save file) for figuring out what's slowing things down?
I noticed a number of spelling and grammar errors as I played, but, sadly, I wasn't keeping track of them. As a strategy/tactics game, I half-expected combat to be on the slow side. However, I could feel the game lag in places (ie: the cursor highlight for the hexes sometimes took a bit to update to the mouse's position) when I was trying to move units.
author=MarrendYeah. I can relate to that feeling ;) I wanted to try writing this kind of game is all.
I'm not sure if I'm a fan of having a "initiative" stat that determines the order in which units move in a turn, or not being able to see the status of my fleet out-of-combat.
author=MarrendThank you ;)
That aside, I can't help but to be impressed by how this could have come together. I don't pretend to know all that much about Renpy, but, the engine is certainly more designed for visual novels. Yet, here is a strategy title made with that very engine. Kinda makes me wonder how much work it took to even get to this point?
Ren'py is based on python and is rather generous about allowing to extend itself with the use of "pure" python code.
My games are really "python heavy", especially this one.
The whole strategy and battle stuff is hand coded from scratch by me using plain python.
Only dialogs and displaying screens is more-or-less like you'd expect from a ren'py game.
Heartache 101 ~Sour into Sweet~
author=EgyLynxauthor=MarrendCan i given that a chance?
*Edit: I would highly, highly recommend unity's Luxaren Allure for you.
Sure! By all means try this game. It's fun.
Heartache 101 ~Sour into Sweet~
author=Marrend
I would highly, highly recommend unity's Luxaren Allure for you.
Yes, you should definitely try this game.