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Screenshot thread

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,535
CC53107D6B77B58E69F344726CB4546DE44A603B

I wonder how many other postapoc settings include things like this (memorial says "Nuclear Warfare"). I mean, it's literally a waste of resources. Although the world of ATOM feels more like post-post-apoc.
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With this accuracy I think I'm... a chosen one:philosoraptor:
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Thugs have intellegent hobby in TG.
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The result of 1.75 UI scale. Fucking cross-platform approach... I loved 1.75 scale in the base game, inventory and dialogues were bigger but not too much while here inventory size isn't even depended on scale option, just the font. Maybe it'll change though, the game is still in EA after all.
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Looks terribly familiar.
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Description says "it remotely resemble a skull indeed" (the rock called "skull rock" or something). But it literally looks like a skull -_- A minor gripe but still.
 
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A horse of course

Guest

I've been too busy with n*r*i* stuff to do any retro reviews over the past few months, but I've been playing a lot of Attila so I thought I'd dump my screens, plus the mods in case anyone was interested. I was playing at a whole bunch of different settings, from everything except models/textures on lowest, to everything on max, to a few 4k screens.

Vanilla:

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Age of Justinian AD527

Intended as a port of the Last Roman DLC to the full vanilla map, the mod has unfortunately been downgraded due to the author having problems with the DLC units not working properly. Sadly, that means most of the units and tech trees are basically the same as vanilla. I played an Ostrogoth campaign, which has some unique mechanics like being able to recruit WRE units from Roman buildings, but these were too effective as a steady anvil and more cost-effective than their Germanic counterparts of the same tier, so you're really just playing as Romans with barbarian family members. The balance of power in this campaign makes it good for players who want to start as ERE without being on the defensive from turn 1, or players who want to face a more challenging Roman foe, but everything else felt too similar to vanilla.

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Age of Justinian 555AD

Set in the twilight of Justinian I's reign, the mod hews a little too closely towards the vanilla WRE experience in that the Roman factions start in too weak a position and with too many inherent debuffs that don't really fit the era (why does Roman Britain have a -10 public order from immigration?). I played a Sassanid campaign with the intent of going head-to-head witn Constantinople, but the historical Roman characters were dead within 5 turns and by the time I killed the Gokturks, the eastern empire was already 90% rebels. Still, admirable attention to detail (mixed with fantastical nonsense like Artorius) plus great custom models & textures.

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642 Dark Ages: Rise or Fall of Islam

Set in a bafflingly overlooked period, Dark Ages has a lot of great custom art and a solid campaign setup. From the opening turn, the Dark Age kingdoms are pretty hostile to Rome but too busy fighting each other to turn their attention to Italy, whilst Rome and the Sassanids are in a precarious position as they try to hold off the Islamic invasion. This means plenty of challenges and opportunities on all corners of the map, and the established powers can remain a threat for a long time - without snowballing into an unstoppable force within 20 turns. The English translation is a bit awkward and the author is a huge queen who threatened to remove the mod if he didn't get enough reddit points, but it's a pretty good campaign.

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Joined
Mar 30, 2012
Messages
7,059
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.

If you liked Terminator: Future Shock and Skynet from Bethesda, you will really like it. A semi-open levels with main and optional missions help you level up through the whole story. My advise is not to take the quick learner skill, because you will upgrade everything before ending credits. There is more than enough enemies, that you will never need everything to survive. I liked the beginning, where small arms like pistols and shotguns won't hurt terminators (the latter ones just stun them). Later on we can finally start using energy weapons, and just like in Fallout they make the game much easier and awesome. You can also upgrade them through the chips found from destroyed foes, and make them even more satisfying to use. Even on the highest difficulty there is a lot of resources, that we can use to craft ammo and items like medkits or grenades. The devs put also a minor choices and consequences for some of the characters that we meet at the beginning. The most important is the atmosphere of the game, which is set during the Future War for longer than 5 minutes like in the movies.
 

jebsmoker

Arcane
Patron
Joined
Nov 17, 2019
Messages
2,586
Insert Title Here Strap Yourselves In I helped put crap in Monomyth
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ace + halo universe ARMA 3 mods = this

fucking master chief trying to revive this poor asshole. imagine master chief trying to revive a grunt for interrogation purposes, but he fails because he doesn't know their anatomy
 

A horse of course

Guest
but I've been playing a lot of Attila so I thought I'd dump my screens

Speaking of Attila, I had this lying around for the longest time.

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Attila has a semi-functional regent mechanic through which certain characters can stand-in as faction leaders due to the current leader being underage. This is very easy to break with mods and tends to result in infant or female characters appearing as governers in the capital (sadly their battle map versions just use generic bodyguard models, so no comedy baby warriors).

One of the few things Rome 2 (since the last DLC) has over Attila is that female characters have more relevance - they can become faction leaders and get married to the leader of another faction. I would've loved to see both female leaders and a regent/regentcy council mechanic properly implemented in Attila, but sadly CA decided to dump Attila's corpse in a ditch and shit out Thrones of Britannia instead.
 

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