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Messages - Execute/Dumbo.exe

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1
Forum Games and Roleplaying / Re: The Perpetuals - Warhammer 30k (IC)
« on: November 02, 2023, 12:15:59 am »
Spoiler: Aria Ironheart 790M30 (click to show/hide)
Survivors Of Procyon: Maintain development
Mercymen: Maintain development

10 Years Doubletraining Assault, +10 Assault, +1 Ability

10 Years Doubletraining Axemanship, +5 Assault, +1 Ability

2
Forum Games and Roleplaying / Re: The Perpetuals - Warhammer 30k (IC)
« on: October 06, 2023, 08:40:41 am »
Spoiler: Aria Ironheart 770M30 (click to show/hide)
Spoiler: Fluff (click to show/hide)
Airtight: UNITE THE WORLD (Renaming to 'Survivors Of Procyon')
Mercymen: Expand, integrating with the elites of the other survivor clans

Dedicate 10 Years to uniting Procyon fully. +10 Leadership, +1 Ability

Spoiler: Aria Ironheart 780M30 (click to show/hide)
Survivors Of Procyon: Assist in upgrading Procyon into having a Mid-Tech Industrial Base
Mercymen: Similarly assist in upgrading Procyon via delving for lost technology in unexplored zones

10 Years upgrading Procyon into Mid-Tech (10/30), +10 Repair, +1 Ability

3
Forum Games and Roleplaying / Re: The Perpetuals - Warhammer 30k (IC)
« on: August 30, 2023, 05:20:06 am »
Spoiler: Aria Ironheart 770M30 (click to show/hide)

Aria will organize the Mercymen in full (around 200 soldiers) to assault the Spire, carrying enough explosives to do damage in critical areas and preparing the majority for a steady push through the spire, and a small team able to fit within her blank aura for a rapid infiltration, both waiting on Despancho's scrying efforts before attacking.

4
Forum Games and Roleplaying / Re: The Perpetuals - Warhammer 30k (IC)
« on: August 15, 2023, 10:04:09 am »
Spoiler: Aria Ironheart 750M30 (click to show/hide)
Airtight Organisation Action: Expansion
Mercymen Organisation Action: Aid in pushing back the zombies

10 Years training Stealth (+10), 20+ Pass spent on Axemanship, +1 Ability

Spoiler: Aria Ironheart 760M30 (click to show/hide)
Airtight Organisation Action: Expansion
Mercymen Organisation Action: Aid in pushing back the zombies

10 Years of war. Lead Airtight against the zombie hordes, cull their numbers, take out the most dangerous of them, and start the long process of unifying the world. +10 to new skill, Assault. +1 to Ability.

Requesting an event alongside Random, if possible.

Spoiler: Aria Ironheart 770M30 (click to show/hide)

5
Forum Games and Roleplaying / Re: The Perpetuals - Warhammer 30k (IC)
« on: July 14, 2023, 10:31:31 pm »
Spoiler: Aria Ironheart 730M30 (click to show/hide)
(Airtight) Organisation Subaction: Recruitment

1 Year creating a branch organisation from Airtight, the Mercymen (Medium Organisation of 200~), an elite military force composed of the most gifted and trustworthy young survivors of the newly expanded Airtight. 9 Years Doubletraining alongside the newly formed organisation to make them capable as agile guerilla fighters (+10 Stealth, +4 Axemanship)

+1 to Strength

Spoiler: Aria Ironheart 740M30 (click to show/hide)
Airtight Organisation Action: Recruitment
Mercymen Organisation Action: Aid in Airtight’s Recruitment

Doubletrain Axemanship for 6 Years (+6), Doubletrain Evasion for 4 Years (+4).

+1 Strength

6
Forum Games and Roleplaying / Re: The Perpetuals - Warhammer 30k (IC)
« on: July 01, 2023, 10:44:42 am »
Spoiler: Aria Ironheart 710M30 (click to show/hide)
Spoiler: Fluff (click to show/hide)

Train/Sway 3 Years, +3 Axemanship, (10 Tactician+5 Charisma over three years=100 Influence, coleader of Medium survivor colony with Despancho)
7 Years repairing and salvaging to bring a hive factory back into working order, as Crafting a Medium Structure and Average rarity building in order to grant my organization a Small Factory production bonus (10 years of Factory Creation 10 (Specialist skill, so 20 points per) being applied creates 140 points, not yet finished. Trains Structure Construction from 0 to 7 as the training bonus.
+1 Strength

Spoiler: Aria Ironheart 720M30 (click to show/hide)
Spoiler (click to show/hide)
Organisation Subaction: Recruitment, connect with as many survivor groups as possible.

3 Years finishing construction of factory, 81 points, finishes factory with 21 points overkill, +3 to Structure Construction
Doubletrain 5 Years, +5 Evasion, +5 Tracking
2 Years Fighting alongside troops to aid in connecting the colonies of the hive together. +2 Axemanship
+1 Ability

7
Forum Games and Roleplaying / Re: The Perpetuals - Warhammer 30k (IC)
« on: June 28, 2023, 09:24:35 am »
Spoiler: Aria Ironheart (click to show/hide)

Spoiler: Fluff (click to show/hide)

5 Years Training Tactician/Swaying the local camp (Medium Organisation) in the role of military specialist, leading strikes against undead clusters.
5 Years Double-Training Factory Creation (Specialised crafting skill for making production lines)
+1 Ability

8
Hmm, two crafters already, so here's my initial sheet, subject to a lotta change. The world choice isn't a canon world or on the interactive map, which I hope is okay? If not, I'll figure something out.
Spoiler: Aria Ironheart (click to show/hide)

9
Looks fun! Just one question, is it okay to start 'teamed up', on the same world with another player, or no?

10
Well, I accidentally erased a lot of what I was going to say, but I guess my point could be summed up in comparing an old sports car to a modern day sedan, sure, the sedan is more technologically advanced, but the sports car had more effort put into it, so the differences are made up that way, Space Marines are perhaps one of the largest examples of force concentration barring Swarmlords or larger daemons and even an average Space Marine was handpicked from some of the best humans, and then exposed to absurd genetic modification and surgery plus the best power armor they can construct, comparing an average of the cream of the crop to the average of a higher average is still some unfair comparing.

11
Other Games / Re: Heat Signature: SuperHotline Space Miami
« on: September 27, 2017, 05:04:23 am »
So, I finished one playthrough.

Gotta say, it feels a lot like the game is missing some meat, it's solid for what it is, and it's great fun playing those last-second escapes out a window or cleverly using the random tools you have to succeed in what seems like an impossible task, but it's sorta... Binary? You just can't do a lot of things without tools, if you don't have a stealth shield/key cloner, then you can't really stealth properly, and if you do have them then the number of guards in any group is basically meaningless, even with heat sensors, I've started to try playing characters while buying as little as possible form the shops to try and limit myself.

And the guards just seem so unresponsive, I'd like there to be a mode where they react a bit more unpredictably, because otherwise it almost feels unfair with any gear past the absolute minimum you'd need to progress through a mission, and (I can't believe I'm saying this) the non-lethal option seems so meaningless, knocked-out enemies don't wake up, enemies don't respond differently to corpses, all the non-lethal weapon equivalents function almost the exact same apart from minor factors (Knockback with the concussion hammer) and apart from very specific circumstances it doesn't need any change in your playstyle at all.

What I'm talking about would probably mean an entirely different game, and I get that, it's just that the actual game feels so much like a big tutorial before it opens the floodgates for the really cool stuff, I'd like for ships to have control panels you can mess with, some ships that have teleport dampeners, I'd like a ship with a big heat sensor radius that's surrounded by small patrolling fighters that you need to carefully jet through with a minimum of power, there's just so much stuff I'd like to see that it's killing me.

12
Other Games / Re: Heat Signature: SuperHotline Space Miami
« on: September 24, 2017, 09:54:29 pm »
As far as I know, yes. It's apparently a pretty rare event, fewer than 1% of players on Steam have the achievement for rescuing a friend's character.

This might be because in order to a friend's captured character show up for you to rescue, it seems like the original player must have lost/missed/failed the mission of rescuing them.
I'm playing a char whose personal mission is to save Mali Concept (the character from Egan_BW - which AFAIK Immaterial already saved).

I lost my first character yesterday. It was a damn good character. I was just raiding random ships for almost two hours, but I accidentally risked a docking beside a window and got insta-nukked. As I was still pressing buttons to perform the docking, it registered that for the "emergency repair" mini-game..so it was pretty much instakill.

Although I saw some reviews complaining about repetition or about the "hard-counter" way the game is designed, I think it's awesome and a breath of fresh air. I'm seriously hoping more content gets added on it, there's no reason to stop now.
And after watching a video of someone doing Hard+ missions with crappy gear they get on their first/second Easy/Medium missions, I feel like a coward for getting super geared-up before going for missions.  ::)
Nothing cowardly about it, it's entirely reasonable to practice easier missions to get better gear, the main reason why I typically don't is because I enjoy risking my characters, and that there need to be about groups of three or more in order to make them troublesome to all fight in one go.

13
Other Games / Re: Heat Signature: SuperHotline Space Miami
« on: September 24, 2017, 08:19:13 pm »
Key cloners are amazing, yes, they save me so much trouble when snatching keys, especially when both the mooks and bosses have heat-detectors and/or shields.
That said though, I'd have to say the Slipstream is the most generally useful of tools, nine extra seconds of time count for a lot when it comes to taking guards out or making mad dashes to the pilot, which has been necessary far too much for my own pride.

14
General Discussion / Re: I like anime, do you like anime?
« on: September 05, 2017, 06:41:17 am »
*Snips*
Spoilerz, man.
Seriously, we won't be seeing that for a while.

15
General Discussion / Re: Order of the Stick
« on: August 30, 2017, 01:34:57 am »
I guess someone is aware of a certain prophecy.

Which one?

The only one that I remember and would apply is that Durkon will finally return home posthumously, but the lamenting dwarf probably does not know about that one.
Uh, there was one made by a dwarven priest that the next time Durkon would come back home, he would cause a calamity, or something like that. I think it was why he was banished in the first place.
I think, don't quote me on that.

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