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Messages - eternal

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1
Other Games / Re: Jagged Alliance 2
« on: April 23, 2010, 04:56:59 pm »
Quote from Wikipedia:
"The game puts the player in control of several mercenaries, that must explore and reclaim towns and territories from enemy forces. As the game advances, the player can hire new mercenaries and acquires better weapons and armour to combat the opponents. The game utilizes a map screen to show the map of Arulco and issue high-level orders to the troops; and a tactical screen, where the player takes control of individual mercenaries during real-time interactions or during a turn-based combat."

It sounds extremely boring, and that's because Wikipedia is boring and the game just by itself is generally shit. BUT, there are mods, and a certain very popular one; 1.13, adds hundreds of different guns and customizations to the game, optimizes the gameplay, and a whole slew of other things that makes liberating Fictionesia alot more fun.

JA2 by itself is not generally shit! It has owned ever since the demo came out.

That being said, 1.13 is a great piece of work that makes the game even better (just make sure you disable the drassen counterattack).  For those who don't know, JA2 1.13 is actually the product of the original source code being released and fans working on the code to improve the game.  Even before that JA2 had one of the best modding communities out there and it's a large part of why the game has lasted so long (that and because, well, it's a classic).

2
DF Suggestions / Re: Armed Combat Overhaul thread.
« on: April 08, 2010, 11:00:57 am »
Bumping this thread for the new version, because it's awesome and I'd love to see any of this incorporated into the combat system.  Unarmed combat has options in DF and armed combat needs options to match.

3
DF General Discussion / Re: Anouncing The PathFinder Project
« on: February 19, 2010, 05:38:11 pm »
Is this still being worked on?

Just wondering.  I found it rather fascinating, if a bit over my head.

I'm also interested and bumping this.  Going to read through the whole thread, but I'm wondering what the status of the project is.  Real life definitely takes a toll on these things :-[

4
DF Dwarf Mode Discussion / Re: Goblin sieges never happen
« on: November 05, 2006, 10:26:00 pm »
quote:
Originally posted by ricree:
<STRONG>Incidentally, I love the import/export screen for the goblins

Imports:  Terror
Offerings:  Vengance</STRONG>


 :D

There's also a similarly amusing one for the kobolds.

Exports: Petty Annoyance
Offerings: Death

[ November 05, 2006: Message edited by: eternal ]


5
DF Gameplay Questions / Re: So, a Dragon walks up to my main entrance...
« on: November 16, 2007, 02:03:00 pm »
quote:
Originally posted by Tormy:
<STRONG>1. Dragons should be able to tamed. Why cannot tame we them now? .. or as I understand, we can tame them, but it wont have any effect?</STRONG>

I think the way it works is taming a named creature has no effect, and all dragons are named (something like that?).

Anyway, I don't think you should be able to tame dragons, because of their intelligence and pride.

[ November 16, 2007: Message edited by: eternal ]


6
DF Suggestions / Re: Tapestries and Flags
« on: November 09, 2007, 02:32:00 pm »
I think this is planned in some form (part of the town arc?), but yeah, it's a good idea.

With a morale system, banners might also have certain effects there: if the unit's under attack but they see the standard-bearer standing tall, they have a morale bonus... if he gets shot in the throat, morale goes down.  If the enemy captures a standard it could be a substantial morale increase for them and decrease for the enemy.  Goblins, of course, might ignore the banner in favor of  taking the squad leader's head.

It would also be cool to see images on squad banners that were related to the squad name, for additional flavor.  Perhaps the fortress or the civilization would have a color associated with it, and have a fortress symbol and a squad symbol.  So you end up with something like this:

       

quote:
This is a well-crafted Pig tail banner.  It is made from Pig tail cloth.  The thread is midnight blue with Dimple dye.  The color is(/was) the symbol of (can't remember my current fort's civ name).

On the banner is a image of an anvil.  This image relates to the founding of the fortress Imeshtan in 1051.

On the banner is an image of a short sword.  This image relates to the squad Ast Tat, "The Sabres of Touch" of the fortress Imeshtan.



(etc.)

Flags could hang over the fortress entryways and be torn down and/or burned after invaders conquer the place.  Tapestries would probably be used more by humans than by dwarves, to serve the function of stone engravings.

[ November 09, 2007: Message edited by: eternal ]


7
DF General Discussion / Re: Will Dwarf Fortress need a new name?
« on: November 14, 2006, 12:41:00 pm »
quote:
Originally posted by dav:
<STRONG>If the dwarves were my slaves, I wouldn't be constantly yelling at my screen, "NO!  Away from the skeletal groundhogs!  Back!"</STRONG>

I get the feeling Armok would be saying "Yes, go to the skeletal groundhogs and fight them!"

quote:
<STRONG>As for the name, you really just need something evocative.  Human, Elf, Dwarf, and Various Modded Races Adventuring and Fortressing Within a Persistent Randomly Generated World Full of Nifty Things While Being Roundly Beaten by Elephants sounds like a dissertation, not a game.  You didn't cut nets in NetHack.  Dwarf Fortress is the root of the game and has a nice grim sound that signals the oncoming doom of your @ signs.  

Then again, if it gets changed, I don't care.  It's all good.</STRONG>


I agree.


8
DF General Discussion / Re: Will Dwarf Fortress need a new name?
« on: November 14, 2006, 12:35:00 pm »
quote:
Originally posted by Misterstone:
<STRONG>This is a good point... another thing I've wondered about is whether or not "Armok: God of Blood" is somehow made obsolete by the world gen feature.  Aren't new pantheons going to be created for all worlds?

Or is Armok such a badass that he rules over the entire multi-verse?</STRONG>


That's pretty much how it would have worked in the original Slaves to Armok. (Armok would have been a constant in all random worlds and able to destroy and reform the universe whenever he felt like it)

[ November 14, 2006: Message edited by: eternal ]


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