Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Viken

Pages: [1] 2 3 ... 51
1
Other Games / Re: So OpenX-Com...
« on: April 22, 2020, 07:17:12 am »
I've been keeping my game restricted on the tech, even though it's already logged something like 18 hours of playtime.  As you can imagine, I've run through literally hundreds of hands being killed... but I have a few prizes that have survived and now literally 'wreck' everything that crosses their paths.  So I send them on the hardest missions.

And then stuff like that happens.  Also, I don't do a whole lot of the math, but in this case the gal has 180 STR stat, which is the highest of every I have.

So any better options?  Or should I switch to just fists? Lol.

2
Other Games / Re: So OpenX-Com...
« on: April 22, 2020, 02:49:37 am »
 >:(

One of my gals has enough strength to kill the target in one hit, with a HANDLE.  A weapon I'm fond of using for taking captives.  And given I was on a mission to actually capture the target instead of killing them, that was annoying as all heck to restart.

 :'(

3
Other Games / Re: Outer Colony
« on: April 22, 2019, 05:52:12 am »
@VoyagerGames - Think you could add in a wireframe/outline mode to the visuals?  I have a problem with my eyes where I cannot see in '3D', so judging angles and elevation are really hard for me, especially when the colors tend to blend into each other.  It's easier with the greens and darker colors, because you do have a spacing between the individual cells, but for the desert and other light-colored terrain it is nearly impossible for me to see the details.

You can consider it a request for thus of us who are visually impaired, or those of us who prefer to have visible grid-lines in games like Civilizations.  Lol.

Other than that it is looking really nice!

4
Other Games / Re: Tropico 4!
« on: March 30, 2019, 06:02:38 am »
Tropico 6 is both a continuation of the classic formula as well as a new twist all its own.  You -can- play on either a single large island or a bunch of smaller ones, using the map generator.  This in itself has changed up the game a bit, because you have to do some real planning this time around.

There's a very real limit to how far your population will move to work, to get food, or to find entertainment.  If you place a mine quite far away from teh rest of your city, you'll have to build infrastructure, housing, and everything else around it as well.  Add in the limitations of actually transporting materials around, and you'll basically have to plan out mini-cities based around the resources and industries you place there.

This is even more pronounced with all the islands you can settle.  It's similar to the ANNO games, except you can connect everything with bridges and whatnot.  It's a delicate balance between population management, resource management, transportation management and finances.  Unlike Tropico 5, where if you are smart you can spam a lot of industry and whatnot, in Tropico 6 you have to be smart about where you place things and how you want the bits and pieces to develop.  After all, you only have so much space to put up additional houses for all the workers, leaving room for beauty (gardens) options, entertainment businesses (which require even MORE population), schools and ect.  Missing out on these can really mess things up as you try to balance the politics too.

That said, the game is missing tools that'd be quite helpful.  Like a traffic spotlight and whatnot.  Lol.  Oh, and modding.  Tropico 5 has some nice mods, and I'm hoping they can get translated over to Tropico 6 sometime here soon too~  Haha.

Anyway, rant end.

5
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 21, 2018, 12:34:30 am »
Yes, and it'll kill off half the usable mods in the process.  Still, new content and better systems are always something to look forward to.

6
Other Games / Re: Pathfinder: Kingmaker CRPG
« on: September 30, 2018, 11:42:29 pm »
Yeah, there aren't any in-depth explanations outside of the tooltips for a lot of feats/abilities/spells.  Or even for the Kingdom management side of things, which is highly annoying.  It's like you have to save your game before doing anything to make sure you don't mess up something.

Also, I'm pretty sure you need Arcane Armor Proficiencies/Mastery in order to cast magic while wearing armor.

7
Other Games / Re: Outer Colony
« on: September 05, 2018, 05:35:25 pm »
As always, really excited about this.

In regards to art, I'd really, really recommend trying to find a 'new' art style for it if possible. I know there's 'nothing new under the sun' and all that, but I don't think something that just looks like rimworld/prison architect etc. would suit. I only say that because it seems to be the default graphics style at the moment, and whilst I have nothing but respect for those sorts of games, they all merge into one and it'll be more difficult to stand out.

Even if the design ends up a bit out there, it'd be better than generic sci-fi sprites #24252.

The biggest problem with art design is the point-of-view of the player.  Especially with top-down perspectives, there's only so much you can do without making it look like stick figures laying on their sides.  Lol.  The 'blob-person' style of Rimworld/Prison Architect lends itself very well to the top-down perspective, but also limits the range of what's possible when dealing with the art assets.  There are only so many different styles of hair and body shapes that people can come up with there.

I'd know, I enjoy those sorts of mods from Rimworld myself.  *Snickers*  Anyway, as for actual style goes, I'm actually hoping for something at least somewhat futuristic.  Everyone decked out in comfortable body suits with attachment points for armor or equipment would be a nice basic-level uniform, for example.  Slim-lined high tech machinery at the end game while the starting equipment is big, bulky, ugly and cheap.

All sorts of options there.

8
Other Games / Re: Outer Colony
« on: September 04, 2018, 01:58:10 am »
I just did a bit of advertisement for Outer Colony on a different forum.  May or may not get any hits from it, but I linked to both the forum here and the Outer Colony webpage, asking specifically for pixel artists interested in making a bit of money for their work.

I still have high hopes for Outer Colony, so it's good to hear that development is going apace.  Hopefully you are able to get your money back from the flakes though.  Stuff like that definitely needs to be put under contract.  Ugh.

9
The Mechs' are run on fusion power cores, if I remember the lore correctly.  Just like fission nuclear plants, if you damage them then they'll shut down, but if you damage them in a different way they can blow up.  Fusion is just that much more powerful.  Some go boom, some don't.  And the blast radius of a run-away fusion power core is pretty huge to boot.

I was really waiting for the explosion, which got me in trouble in the early game cause I always kept my mechs well away from any enemy I was about to destroy, just in case it did blow up.

10
Other Games / Re: Dwelvers: Dungeon Housekeeper
« on: February 15, 2018, 04:37:11 pm »
I enjoyed it, and adore games like this.  Which is why I'm here, because I'm a DF nerd.  Lol.

Sadly, I don't have the money to buy the game.  -.-;  Dealing with cancer in the family has drained us dry in our finances.  Gonna keep an eye on Dwelvers though.  I hope it gets better and better.
As if the disease wasn't horrible enough as it is, the system apparently needs to put financial strain on everyone involved... Best of wishes to you and yours.

Thank you, Kagus.  It's gotten to the point where we have to start choosing rather or not to pay bills or have food to eat.  We just don't bring in enough combined income to make up the difference.  Even going to the local foodbanks doesn't help as much as it should.  Still, we'll do what we can to get over it.

And yes, I apologize for dropping such a sad thing in a totally unrelated forum.  At least I can get my gaming fix by watching Youtube videos. :P

11
Other Games / Re: Dwelvers: Dungeon Housekeeper
« on: February 15, 2018, 10:08:40 am »
I enjoyed it, and adore games like this.  Which is why I'm here, because I'm a DF nerd.  Lol.

Sadly, I don't have the money to buy the game.  -.-;  Dealing with cancer in the family has drained us dry in our finances.  Gonna keep an eye on Dwelvers though.  I hope it gets better and better.

12
Other Games / Re: Minecraft - It has blocks.
« on: February 12, 2018, 04:04:19 pm »
(Sorry for posting so often but I can finally be useful for once)

I haven't played MineCraft in a long time.  The last time I was enjoying Direwolf20's modpack on the FTB app.  But it seems like that all kind of died.

Can someone suggest an equivallent modern modpack?  I tend to do singleplayer mostly and enjoy both tech and magic stuff.

It hasn't died, really. Most modpacks now seem to be on the Twitch launcher, including DW20's 1.12 pack. There's probably something for you on there. DW20, FTB Revelation (for something similar-but-different, though it has a fucked-up Advanced Rocketry config), Undiscovered if you like quest lines, crazy recipes, and exploring lost cities, The Clay Experience for once you get sick and tired of Tinkers and Draconic being in every single modpack ever.

I just spent over an hour trying to get the twitch app to work right.  Had to migrate my old Mojang account over to curse and kick the minecraft launcher into working right.  I have yet to actually try any of the quest line type mods in MC.  Remember, it's been a few years since I last played.  Kinda sucks that Thaumcraft is still playing catchup though.  I really loved that mod.

Okay, what does progressive mods and 'gating' mean?  I feel like a newb all over again.

13
Other Games / Re: Minecraft - It has blocks.
« on: February 12, 2018, 01:32:55 pm »
I haven't played MineCraft in a long time.  The last time I was enjoying Direwolf20's modpack on the FTB app.  But it seems like that all kind of died.

Can someone suggest an equivallent modern modpack?  I tend to do singleplayer mostly and enjoy both tech and magic stuff.

14
Other Games / Re: Outer Colony
« on: February 03, 2018, 07:31:29 am »
It may just be that most players aren't sure of what options are available for them.  Most games these days are in pure 3D, with a fully movable camera angle that can get into everything.  Having pre-selected options in Outer Colony without explanations or the habit to look for them can cause others to just simply miss 'em all together.

I'd suggest a UI box/icon/whatever solely dedicated to camera movements.  Up and Down on the Z-Levels, different type of view focuses, half-wall or whatever to be added.  Maybe paired with pause and time speed indicators.  You guys should know what i'm talking about.  Lol.

15
Other Games / Re: Outer Colony
« on: December 14, 2017, 01:06:22 pm »
I have a problem trying to play Outer Colony.

Generating a new world sucks up way too much RAM and then maxes out my CPU, causing everything to lag and bog down.  I didn't notice at first until I tried to save, causing everything to stutter.  I had to close the program from the Task Manager.

A restart of Outer Colony did the same thing, and I can't seem to get around it. >.<''  It makes the game all but unplayable for me.

My computer specs:
Windows 10 Creator,
Core i7-6700K 4.00Ghz,
16GB DDR3 RAM,
AMD Radeon R9 390 graphics card.

If there's anything I need to do or tweak, please let me know.  I've been craving playing a game like this for a while now.

Pages: [1] 2 3 ... 51