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Messages - Shades

Pages: [1] 2 3 ... 230
1
Other Games / Re: Sword of the Stars
« on: May 05, 2023, 04:09:23 am »
You better give it a try. One of the best 4X ever. In a lot of cases much better then Stellaris. Especially then it comes to tech tree and combats.

It's a great game but I could never bring myself to play it since I got sots2 because my brain tells me the new one should be better so I should play that instead and I don't like that one nearly as much.

2
DF Dwarf Mode Discussion / Re: Work order conditionals
« on: May 04, 2023, 12:07:05 pm »
Given that cooking creates a number of items equal to the combined sizes of the ingredient stacks, I believe that there’s no reason not to just set your cook to making lavish meals from the get-go.

If you have fewer than 4 ingredents, those last few can be turned in a small batch of easy or fine meals.
In the unlikely event you are trying to max skill gain then your want to opt for easy meals too as you end of with more xp per ingredient.

Also, (while I’m just starting out) I like to set the order conditions so that I have twice as many meals as citizens (it used to be 3 before I found out that visitors don’t eat).  This leaves me with a one season buffer (which I probably should expand it…). 

Similarly, I set conditions to ensure that the number of drinks that I have on hand is equal to five times the number of citizens.

It never occurred to me to base the meal numbers on the population... damn it that is so obvious in retrospect, we should ask to have a type "citizen" we can use for the numeric orders.


3
DF Gameplay Questions / Re: Job Allocation Queries
« on: May 02, 2023, 04:11:16 am »
Something to add to this if you haven't seen it, is that you shouldn't need to micromanage labor as much anymore since the game now tries to pick the dwarf with the highest available skill for open jobs, so it naturally favors using and training the most skilled dwarves for any particular role.  A few jobs may still make sense to restrict in this manner though, like weapon or armor smiths.

Huh Thanks, I did wonder why my brewer seemed to do all the brewing at the start before I had a specific job spec setup up. I'll have to play around with relaxing my fairly dictatorial style of job allocations :)

4
DF Gameplay Questions / Re: Job Allocation Queries
« on: May 01, 2023, 10:42:46 am »
I see the default profiles jobs are on the wiki, and I'm just blind :) so that helps a little at least, as is my query about the icons not being changable, that is a shame

5
DF Gameplay Questions / Job Allocation Queries
« on: May 01, 2023, 10:22:01 am »
It's been a _long_ time since I last played DF but I finally got around to the trying the Steam release and unsurprisingly lots has changed, most of this I'm slowly getting used to but right now I'm having issues with job management.

Last time I played I would assign job types to each Dwarf as they wanted, which worked fine if somewhat of a hassle. I recall using Dwarf Therapist a lot to make professions to group things into.

The currently version (and probably a number of previous ones) has a similar Job Profile option but it seems like Dwarfs will work on anything unless there is a labour profile and that profile is marked as only/noone. And then you assign dwarfs to none or more of these profiles.

I'm finding working this this tricky so I'm not sure if I've missed something important and there are better ways to manage jobs in general, or at the very least if there is a list of what jobs the default profiles cover (or if it's just the one with the same name as the profile has).

As a bonus question can you assign nice graphics to these profiles like the default ones have? Currently I have 3 different profiles with the I numeral which doesn't help for the at a glance viewing.

6
History and Tradition positive traits are Cybernetic, the big expensive trait that eliminates your dependence on food. Negative traits are Small and Polluted Homeworld, since you don't care about the fertility penalty and you're going to be a rapidly expansionistic empire. With the bonus point you have left you can get a nice prototype flagship to explore the galaxy with when you start.

I've not played it for a little while so it might have been rebalanced, but I found cybernetics was the same cost as polluted homeworld which meant you took both and basically got the first free.

At the time I avoid the tax traits as my tax rate was always 0% and any increase on that is kinda pointless. But I opted for efficiency to reduce maintenance cost that allowed me to do that. All my income was from trading and buildings really, coupled with the cybernetics expansion just meant you took almost every planet for extra profit.

7
Other Games / Re: Starbound - A flat yet infinite universe.
« on: April 30, 2013, 11:08:54 am »
Plus Terraria had to build hype and community from scratch.  Starbound gets to build on what Terraria already did there.

Terraria built off Minecraft hype.

Minecraft built off Infiniminer hype.

Infiniminer is standing on some sort of Cosmic Turtle, I believe.

I'm off to make a game set on a Cosmic Turtle, then. I'll reference Starbound as one of my main sources of inspiration, then go back in time and release it before Infiniminer was made to make a loop.

Don't be silly, once you hit turtle then it's turtles all the way down.

8
I think it's a little odd people are calling it a Game Dev Story clone. There was Game Biz before this, and I mean, it's not exactly a saturated market anyway.

I just downloaded GDS. This GDT is the same exact thing, but simplified.

How can it be simpler that GDS? I mean I enjoyed that game but it was lacking in depth already. I take it that implies I should just avoid GDT?

9
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 25, 2013, 11:51:21 am »
I'm removing the necessity for a pit and just adding a bit of extra time to the palisade wall construction time. No sense making the players do the extra three or four clicks required to dig a pit when the game could just abstract it.

We could do with a way to make constructions chain, so if a player opts to build a pit then a wall that is fine, but if they just build a wall the game notes that ground goes to pit and just tags that action onto the start of the queue.

This could extend so building a windows needs a window frame needs a wall which needs a etc etc etc.... obviously we'd have to be careful how far that goes.
I'm all in favour of removing 'monkey-work' type things for players.

10
Other Games / Re: Starbound - A flat yet infinite universe.
« on: April 25, 2013, 10:46:16 am »
So... Any ETA on the Beta yet?

Soon*

11
Other Games / Re: Banished: 3d Village-builder with survival elements
« on: April 25, 2013, 10:01:56 am »
ptw

12
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 25, 2013, 08:57:46 am »
Any way to learn new style with NPC off? Or any way to turn them on mid-game?

Debug menu I think is the only other way.

13
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 25, 2013, 06:34:49 am »
Do z-levels exist, yet? x3

Kind of, but not in a nice way. I am meant to be fixing this but I've been lazy recently. It will get done eventually.

14
And then when you next play the game against that race, you get to see all of your ship designs used against you. The AIs will happily use the same designs that you created for yourself.

That I never noticed, either my designs are terrible (likely) or I need to go back and play it more...

15
How's the difficulty? Is it challenging? Most 4x games tend to see you snowball into an unstoppable victory as you amass a bigger unit blob than the enemy with little to no challenge past early game skirmishes.

Early on it can be tricky, although once you start steam rolling you get a similar classic snowball effect. However there is a nice speed mechanic meaning the defender is likely to be able to move ships around faster than your attack fleet can transition so you find them recapturing when you move away a lot more than other games.

Also if you attack with your whole fleet you'll suffer badly as it can take a very long time to get back to home when you notice your under-attack yourself so you can't just make bigger blobs all the time.


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