They are Billions is a very interesting game, but stupidly stressful. It takes ONE fucking zombie getting past your defenses to completely fuck your base
Ashes of Singularity tends to be easy on the action-per-minute requirement, since there’s no micromanaging individual units, unless it’s the larger ships, so you can probably have a good time with it.
On the performance side of things, Elbrus has nothing to write home about based on benchmarks that have largely found it “completely unacceptable” for most tasks.
(in a linked article) The testers cited “Insufficient memory, slow memory, few cores, low frequency. Functional requirements not been met at all” as key reasons for the failure.
Elbrus-8C: 8C/8T, 1.30 GHz, 16MB L3, 70W TDP, quad-channel DDR3-1600 memory, 28nm, 250 FP64 GFLOPS
It can probably run Doom, but likely won’t run Crysis.
The other console, “MTS Fog Play”, is just cloud gaming
This update added a lot of new stuff to the game not counting the new really big island. Human bosses, an “arrogant pal tamer” that wants to see specific pals, a NPC that asks you to do specific emotes and one hidden npc that gave me a book that increases 1 work thingy by 1 (got one for handywork, the game crashed, then got one for planting, so there’s possibly one for each work)
My biggest gripe at the moment is with predator pals, which don’t always spawn where they’re supposed to (fixed locations, unmarked on the map) but drop predator cores, which are needed for the inventory expansion, as well as giant pal souls.
It also added some high QoL chests: one that lets you check ALL the chests in the base and the Guild Chest, which acts as a shared base chest. Another super useful building is the skill fruit farm: plant one, get 3 of the same skill.
The new island starts with several anti-air missile places, but at least it seems you only need to disable them once. Whether the missiles will go through walls or rocks and kill your flyer seems to be random chance, but it at least tries to be physical projectiles.
Purkeypile explained that Starfield’s main city, New Atlantis, was the “antithesis” of Fallout 4’s Diamond City.
Baity clicks are still clicks. Very shitty behavior from the site.
“I didn’t work that much on that city,” Purkeypile explained. “I worked on Akila and Neon a fair amount, but New Atlantis, I wasn’t really involved in that much. But I got lost in that all the time when I tried to play the game too it’s so big and Diamond City, you can see, is kind of like the antithesis of that like sprawling city thing.”
I’m not the best person to answer, as although I have programmed in Pascal a decade ago, I also never really fiddled with anything outside school. I do have a interest in the language, given it tends to be as fast as C, has object orientation and other goodies, and seems to be able to compile to just about any architecture with minimal fucking around or code wrangling.
Anyway, according to the Freepascal wiki, “The compiled file is called .bpl in Delphi. This is effectively a (special) DLL. In other words its linking is finalized. The needed metadata (.ppu, inline function and weak packaged units (see next point) go into a .dcp file.”
According to Embarcadero Delphi’s help page, the .bpl is a binary file built from source, so it’s probably not a simple matter of just telling Lazarus or Delphi to open it.
Awesome work on archiving it! I guess it not having an english version, even if there isn’t much text, makes it significantly harder for non german speakers like myself to have heard of it.
I see that the game was made using Delphi/Pascal, as there’s a number of .bpl files, so maybe it’s possible to attempt a translation using Lazarus. This also probably explains why I could run it straight away on Windows 10, no need to turn on compatibility mode.
Reportedly found on a Wii test kit discovered at an e-waste recycling center
Man, talk about a find.
The reason for it being canned so late seems to be mostly on internal higher up conflict within Lucasarts, whose leadership became bean counters. www.eurogamer.net/free-radical-vs-the-monsters
And then we went from talking to people who were passionate about making games to talking to psychopaths who insisted on having an unpleasant lawyer in the room." (David Doak on the change within Lucasarts after Jim Ward left)
“LucasArts hadn’t paid us for six months,” says Norgate “and were refusing to pass a milestone so we would limp along until the money finally ran out. They knew what they were doing, and six months of free work to pass on to Rebellion wasn’t to be sniffed at.”