I really don't like the 3D camera. I think it could be worse. So you can actually play the game without turning the camera, but what I don't like is the perspective.
Sometimes you have to move to camera to another position, just to be able to click on a unit. I found that much better with the classic dimetric projection [1]. In addition, I like the art-style of AoE2 a bit better. However, after putting these things aside, I love how they have adapted the AoE2 concepts. It still feels like an Age of Empires. But then again different enough to be AoE4.
So if you like the changes from AoE1 to AoE2 then you might like AoE4 ;- The civilizations play more diverse than those of AoE2 so even with just 8, there is a lot to learn. The story telling of the campaigns is also a bit different, but it still has the concept of teaching some history. AoE4 actually has some nice videos about armor and weapons of the time. The fortress building in AoE4 feels a bit more like Stronghold with the ability to move units on the walls and I think that is a good thing :- So much after playing AoE4 for about 13 hours.
It's more like AoE2 than 3, and in my opinion it's excellent. DeathArrow 17 days ago prev next [—]. But ever since Steam Play Proton was introduced in , it's begun rebounding. This past month it set a new multi-year high with a 1. Isn't it glorious? MattPalmer 17 days ago parent next [—]. So not too bad I'd say. Sebb 17 days ago root parent next [—]. Quite a few people cite games and software as the reason they don't switch, so hopefully that 0. You have to start somewhere. Valve has proven to me that a wildly profitable company's interests can very much aligned with my own.
Guess I should be thanking MS for prompting this amazing development. Part of me can't wait for the winter to come so that I can start using my Index again without feeling like I am wasting my time at home instead of enjoying a nice day outside.
Steamdeck with ML capabilities wolud be pretty cool. Play only on linux since the last year or so and got away from the dedicated windows machine i had to have for only gaming. I had some bugs in the beginning but with recent versions of proton it feels a lot more stable.
I don't have any bugs anymore in any games and don't notice any slowdowns or degraded performance. It is quite amazing. I think it is incredible that after all these years the best target for Linux gaming is still a Windows compatibility shim.
The Windows user base is too large, and the cost of maintaining two versions is too costly for most publishers to even think of making two versions. They instead learned how to write Windows games that can be easily run under Linux with no or minimum effort. Although this would require many years, Microsoft has been well aware for a long time, and it's the main reason they already aimed at taking control of Linux before it was too late WSL, VS Code, Edge for Linux, etc , and it's very likely we'll see a Microsoft branded free only as in beer Linux distribution soon.
Microsoft will most likely continue to adapt the open source model with lock downs like the rest of the industry. The question is will they be like red hat or Oracle. It's just an interesting shift in the wind. A few years ago I'd get flamed hard for suggesting that just building Wine-compatible Windows builds was smarter than trying to build native linux versions.
You would be writing linux-to-linux compatibility shims instead. Desktop linux is forever stuck in the "move fast and break things" mindset that just isn't compatible with the release-and-forget style of proprietary software.
Why wouldn't it be? What were you hoping would happen? Wowfunhappy 17 days ago root parent next [—]. Presumably, they were hoping for native Linux support.
TulliusCicero 17 days ago root parent next [—]. Unrealistic for most games, there just aren't enough users. With Proton now, there's probably more games playable on Linux than MacOS, even though the latter as far higher uptake among consumers.
Going through a shim is better. It allows you to modify the open-source shim to analyze and patch the closed source game. This is why Proton can release fixes so fast. It also lets each party care about the natural thing for them: gamedevs care about windows and do a good job writing windows code; winedevs care about linux and do a good job writing linux code. Gamedevs don't care about linux so their native linux code is crap.
So in reality, native Linux development has pretty much failed, and they have put all their money on Proton. That is probably the right decision from a business perspective, but it's pretty much a defeat nonetheless. What's wrong with it? Having the Windows APIs turn into a portable abstraction layer is certainly amusing, but having wine sitting underneath the program is really nice essentially for the same reason a VM is. For one thing, winedevs are way better at linux support than random gamedevs.
One has to remember what Valve tried to achieve. If I remember correctly, Microsoft back then announced that the Microsoft Store would be an integral part of the upcoming Windows The goal was to make Linux a first class citizen as a gaming development platform, not just something to run an emulation layer. The Steam Machine failed, because it simply wasn't very good. Valve quickly lost interest in native Linux and let the native SDK rot away into obsoletion.
Fortunately, Microsoft being Microsoft, the Windows Store was and still is a terrible platform, so pretty much nobody is buying games there except for Minecraft , and you can still install anything you want on Windows. So of course you can say that you don't care if it runs natively or in an emulation shim. It would have been nice if Linux had become a game development platform and not just a kernel with a Windows API layer on top.
So in a way, Linux' success here is similar to Android's: Yes, it's technically Linux, but not really. If I remember correctly, Microsoft back then announced that the Microsoft Store would be an integral part of the upcoming Windows 10 Your recollection is incomplete.
Microsoft was threatening to lockdown Windows app installations by requiring app signing for all executables in Win In the worst case, it meant the Microsoft Store would be the only store on Windows, and Steam simply wouldn't work on Windows.
Microsoft was toying with an idea that posed an existential threat to Valve. IMO, Valve's goal was to be unshackled from Microsoft's mercurial whims, and despite a slow start, they have finally achieved that goal in the last few years. Microsoft is still proceeding doen the TPM path, and has a turnkey walled garden - I think Valves call was the right one. Microsoft has the disadvantage of being the biggest platform and the most scrutinized.
The Microsoft store is as good as the Apple and Android stores, but people using Microsoft are much more used to downloading something from the website they want to install something from. And developers don't have a strong incentive to send them to the Microsoft store from their website. And Microsoft being such a big player, even time they make moves, everyone else digs in to prevent them from taking over.
An example of the is steam machine. Was it? Or was it a strategy they ended up not needing? Yesterday my son wanted to play Overlord II that I had purchased ages ago. Yesterday it would hang on startup.
I didn't want to spend an evening debugging it, so I flipped the proton override on steam. After a quick reinstall, it worked immediately and flawlessly. So, I don't care whether a game is native [1] or run on an emulation layer as long as it works and performs reasonably well and, most importantly, it is supported. I think it was Supergiant Games who said that because Proton is good enough, they're don't plan to provide native Linux versions of their games in the future.
Does the game run well in Proton? The other day I bought Ziggurat 2, a great game except for some mysterious input lag on the native version. Partially out of amusement, I tried playing it through Proton and poof , there went the latency. I do not know what kind of black magic it's using, but it seems to work quite well. Rebelgecko 17 days ago parent prev next [—]. At least we're past the days where the Steam installer would rm -rf your home directory. Personally I'd rather have all software like this.
Have platform agnostic code, or let it prefer windows. If your compatibility layer is so good I don't care. Better than what we have now where tons of applications don't run on Linux or Mac OS. Not so much failed as it was never a real thing in the first place. Please see the instructions page for reasons why this item might not work within Space Engineers. Current visibility: Hidden.
This item will only be visible to you, admins, and anyone marked as a creator. Current visibility: Friends-only. This item will only be visible in searches to you, your friends, and admins. Official: Space Engineers - Modding guide Downloading, using and creating mods. This guide will show you how to download mods from Steam Workshop, use them in game and create your own mods.
The guide includes detailed tutorials on how to make your own mods from scratch and share them with others. Examples of mods serve as a base for creating your own content by uising code and paths shown in the mod files. This item has been added to your Favorites. Created by. Marek Rosa Offline. Category: Game Modes. Languages: English. Guide Index. Looking for world workshop guide? Using mods:. Creating mods:. Mod examples:. Creating or editing game content:.
Gesture Animation modding:. You can sort mods in Mods screen. When multiple mods changes one thing e. Local vs. Workshop mods: When you start developing a new mod, you create a mod folder locally on your system. When you're satisfied with your mod, you can publish it to Steam Workshop.
Now you have two mods, one local and one on Steam Workshop. You can update local mod and then publish it to Steam Workshop again, this should overwrite the previous version. Multiplayer: Offline games can use local mods and workshop mods with any visibility Multi-player can use only workshop mods with public visibility default If the client who is joining the game fails to download a mod e.
What can be modded: - skybox - cube blocks, components, ingots, ore, asteroid materials - character models, animations - custom character animations waving, facepalm Downloaded mods are zip files, you can rename it to. Definitions must be in directory "Data", otherwise game would not load it. If you choose the newbie version, just keep clicking "next" until the patch is installed. The installation is standard procedure as well, just keep clicking "next" until it is installed. Then, you can click on "stop searching" on the bottom right screen of the NMM so it stops looking for other games.
Just do everything the NMM tells you. I can't produce the images again because my NMM is already configured and I don't want to do all that again. But if you have any problems, tell me and I will try to guide you. My image doesn't show that because my patch is already activated, but you should have that option. After this installation, you are very close to being able to play the game! This is where people have different results, so you are going to need to try both these options: Go to the Fallout 3 GOTY folder; Right-click "Fallout 3.
My game worked, so if this didn't work, let met know and I will try to help you as best as I can! In the next section of the guide, I have compiled a lot of suggestions made by users in the comment section. If you are still having trouble with this game, maybe it's worth it to take a look at their fixes. If the game still doesn't work, you can try these suggestions that users commented here in my guide that worked for them: If you are having trouble starting a new game , user Sparky says this worked for him: Originally posted by Sparky :.
Originally posted by takesonetodisco :. After the installation of the Unofficial Fallout 3 Patch Step 4 above , either by manually installing the newbie friendly version or by using the NMM version, your game should be good to go now. But I would recommend using mods to fix possible ingame bugs or even to bring the game closer to standards. This step and the next ones should ONLY be followed if you are interesting in modding the game!
Now because mods mess with a lot of files, multiple mods may mess with the same files and create a huge mess. After the download is completed, install it normally. Now, everytime you install and activate mods through the NMM not every after single one, after you install the bunch of mods that you want , you will want to run LOOT so it optimizes your mods order.
This is how you do it: Open Nexus Mod Manager NMM ; Download, install and activate the desired mods you do this by going to the nexusmods website, find the mod you want and click "Mod Manager Download", as was demonstrated in Step 4 and will be demonstrated in Step 7 ; Then, on the top side of the NMM window, you click here: This will launch LOOT, click this in the top side of the LOOT window: This will sort the optimal order for your mods keep in mind that there are mods that are incompatible ; Any errors or warnings will be shown on the top of the screen.
I myself have some warnings but since I am not an expert in modding, I just leave it there. Your modded game is good to go now. Now I will show you how to download, install and activate a mod, step by step. Let's pick a mod that is light and easily recognized in the beginning of the game!
Don't worry, you can easily deactivate any mods like nothing ever happened to your original Fallout files, thanks to the Nexus Mod Manager! Open NMM window again; Find the "Beards of Fallout" mod again; Right-click it and click "Deactivate": The icon will show a forbidden sign instead of a check sign and this will mean it is deactivated!
Some mods modify the same files and may cause incompatibility, so choose carefuly your mods! Just don't go downloading hundreds and hundreds of mods! If you want them all, you choose the most complete file.
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