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Post by enkephalin07 on Sept 5, 2016 10:29:02 GMT -8
You're right, that was intended to be feedback, and I apologize for posting in the wrong place.
You're dismissing my critique with an overgeneralization, but I can see that the devs must have been conscious of it while creating the missions, because the characters themselves lampshade it.
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Post by enkephalin07 on Sept 5, 2016 10:22:05 GMT -8
I didn't start applying missiles to my strategy until Far Point, and even then I didn't expect them to be game-breaking death blossoms. So no, I hadn't relied on missiles that early in the game.
But you're still getting far from my point that the stage by stage difficulty of the port, and the behaviors and capabilities of the opponents, is a very poor fidelity reproduction. Instead of stabbing in the dark as to what I'm saying here, could you try playing the original FA and this port side by side, battle by battle, and give your impression of the comparison?
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Post by enkephalin07 on Sept 5, 2016 10:15:00 GMT -8
I was still getting WSH errors occasionally, so I just commented out the elif windows part of the same function. I haven't played LD for as long as MoA while I'm still getting it, but I haven't seen this issue when I have played it.
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Post by enkephalin07 on Sept 5, 2016 8:36:13 GMT -8
I haven't been able to continue this except in bite-sized increments because the story and game tries to throw far too much at the player. From Far Point onward, Captain difficulty becomes difficult enough to require a more deliberative approach that can become exhausting if a battle is extended too long. Ongress was the battle that extended too long. If a battle stretched this long in an anime, you know the fans would be howling.
After the 4th (or was it 5th?) incoming warp, a tension breaker was much needed, not necessarily on the order of another beach interlude, but at least just a few pleasant character interactions. Instead the game proceeded immediately into another high-tension battle, and it only took one incoming warp to for it to feel onerously repetitious. This is because trying to sustain a dramatic crescendo for this long generates audience apathy and discontent.
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Post by enkephalin07 on Aug 30, 2016 19:45:18 GMT -8
Well, now it's no longer fresh in memory after playing through FA. You say it's doable in the port, but your perspective of difficulty is informed by the curve you've already been through, not the one someone beginning FA would face. But by playtesting just your port you're not even attempting to compare, and playtesting your own port isn't going to give you any more objective perspective anyway.
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Post by enkephalin07 on Aug 28, 2016 10:36:48 GMT -8
I solved the lag spike issue by copying tts_function in Liberation's renpy/display/tts to MoA's. I haven't seen any WSH messages since then, and it no longer appears in my volume mixer. I have to remember to unmute that someday. It was getting aggravating, because tts would start spontaneously at the same time a WSH message popped up
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Post by enkephalin07 on Aug 28, 2016 6:51:16 GMT -8
I mean FA; I just started that from the beginning with the original app, so the experience was(is) fresh in my memory while playing the port version. The 1st battle was easier due to the 2 extra missiles, but the difficulty climbs so quickly that the pirate's nest mission becomes futile after reinforcements are called, and taking the base before that isn't even a reasonable objective.
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Post by enkephalin07 on Aug 28, 2016 6:44:55 GMT -8
Hm, I've always left it at the default 125%, never saw fullscreen apps magnified to that. That worked. As for the lag spikes, they only occur when I have Task Manager open, which I habitually do. That's how I noticed this game keeps using Windows Script Host, and not always properly. I've never seen python that relied on it or used it before. Should be unnecessary as of Python 3.5.2.
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Post by enkephalin07 on Aug 27, 2016 14:04:05 GMT -8
First thing I tried, made no difference between DX and OpenGL. I was hoping to hear suggestions I didn't find out from lurking.
EDIT: I don't know if this is related, but when I try to go fullscreen the game expands beyond my monitor's resolution, so I can't see the full images, and often parts of the interface are left offscreen.
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Post by enkephalin07 on Aug 27, 2016 12:21:59 GMT -8
I haven't seen any complaints about this since MoA release, but I've been getting intermittent spikes of lag while playing this. It may be just a Win10 issue, the python script keeps trying to run a TTS application, and I regularly see error dialogs from it pop up in the background. I never actually use TTS in any application or game.
However, after running Liberation Day for awhile, I retried MoA and I'm not currently experiencing the problem.
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Post by enkephalin07 on Aug 27, 2016 12:00:30 GMT -8
What kind of character did you use to playtest this? Because Captain difficulty plays nothing like the original, though it performs a hell of a lot better. Adding compensatory goodies isn't quite making it 'Challenging but fair'. Every ship down to the mooks appear to have identical accuracy and power, and hit perfectly from across the map.
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