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Messages - IceShade

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1
Other Games / Re: Jagged Alliance: Back In Action
« on: February 19, 2012, 09:30:38 am »
Uninstalled it already.

It just feels like an extremely lite and arcade/simplified version of JA2. Maybe there will be mods in a year from now that bring it up to decent levels.

2
Other Games / Re: Jagged Alliance: Back In Action
« on: February 18, 2012, 05:11:09 pm »
Just got the game.

First impressions: Hey. Cool. They sort of recreated the intro. Okay.

Tutorial: Nice. Elaborate and not dragging on too much.

First startup: WHERE IS IMP?????? Oh well. No wages either? Meh.

First battle: Okay, going steady. No FoW makes it a bit easy, but whatever. Shot a few guys with machetes.

... Later- Camera.. being.. a.. prick... WHY IS IT ALT TO ROTATE. Dear god. Why can't I remap it? Why can't I remap ANYTHING?

Shot a few dudes later - .. I only have one mag. Well, I am boned. All these guys I've shot had machetes.

*restart*

This isn't looking too promising. Feels like a console port.

3
DF Gameplay Questions / Re: How to remove immigration
« on: August 02, 2011, 02:58:46 am »

I would just wait till they become ghosts (if they do), then put down a slab. Once they've been put to rest, I think you can remove the slab again without having the ghost return.

That way there will be no trace whatsoever!

They will still be in the unity list, FOREVER

Well, unless you want to create a slab for every enemy out there (including dead wagon guards, merchants, goblins, kobolds, etc etc etc) that list isn't gonna be empty.

Besides, just don't look at the list. Nobody needs to know about it. :P

4
DF Gameplay Questions / Re: How to remove immigration
« on: August 01, 2011, 11:50:51 am »
Thank you guys.
Damn so whats the quicker way to deal with this problem? Can I erase them with DFHack maybe? I really dont want any contact,  it's a tragic story about the end of a civilization.

EDIT: So with the lazy newbie pack its possible? I'll check that tommorow thank you

Don't think LNP will work cause I have set Pop cap to 0 and still got 2 waves.

Best idea i got is build two bridges at the entrance of your fort making sure they touch, but one raises towards the outside and one raises toward the inside of the fortress when immigrants come just mark a meeting area under the raised bridge and wait for the migrants to stand under it and smash them. You are going to need to make some slabs to recognize they died though unless you want ghosts.

I would just wait till they become ghosts (if they do), then put down a slab. Once they've been put to rest, I think you can remove the slab again without having the ghost return.

That way there will be no trace whatsoever!

5
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 10, 2011, 06:04:20 pm »
Does a cast obsidian roof count as a "natural ceiling' such that water will stay liquid beneath it in a frozen environment?
nope. once a tile is outside it stays outside. no matter what you do to it. no matter where, when or why.
it's forever.

.. Close, but no cookie.

Once a tile is light, it will stay light. No matter what you do to it. No matter where, when or why.

Curse the infernal light.

If it was permanently outside, I wouldn't be able to make apartments above ground .. Beds, thrones (and tables?) require Inside, and you can make a tile inside by constructing something over it.

6
DF Gameplay Questions / Re: Desalinize
« on: July 07, 2011, 09:30:16 am »
An underground cistern didn't work, that again somehow made it salty. I suppose I could make it above ground, above ocean level and supposedly that should make it clean.

Or is a well enough? According to the wiki a few reasons for infection are:

"Cleaning with water from a stagnant water source.
Cleaning with water laced with mud."

I can be certain the water isn't from a stagnant water source, because it is continuously flowing from the ocean through a canal and back into the ocean again. New water is being pumped in every second. Or is this incorrect? Is this water flowing? Does it matter at all, because it is a well and any water from any source provided by a well is instantly good?

I'm cleaning with water laced with salt, not with mud. The wiki mentions nothing about this, and the water is retrieved from a well (thus resulting in no unhappy thoughts). The water is still salty, but I can't tell whether this is a bad thing. I'm sure it would hurt though, all that salt.

7
DF Gameplay Questions / Re: Desalinize
« on: July 06, 2011, 10:29:57 pm »
I read the wiki, and thought it'd be easy as pie.

"Pumps desalinize water."

Nope. Maybe they do, but it doesn't mention the rest of the findings in this topic. It just mentions that it shouldn't touch any natural soil or rock.
Well, I've built everything out of constructed things. The walls, the floors, nothing touches anything natural.. yet even in the pumpstack itself, there's no possibility of a zoned Watersource.

So apparently, I'm supposed to build a cistern high up, above ground .. and then if I accidentally spill a bit of salt water it is ruined forever. I wonder if rain has the same effect? It all seems very silly.

I guess I have given up on the desalinization of my ocean water. At least it is flowing, and the well allows drinking and cleaning. I wonder if that makes it clean for using in surgery and such.

A DFHack that removes "salty" from any or all tiles would be great.

8
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 09:39:39 pm »
Yes, it does.

I always like to check the wiki for components and ingredients.
http://df.magmawiki.com/index.php/Soap

Both lye and tallow (or oil pressed from rock nuts, but tallow is obviously a lot easier to obtain) are required for soap.

Logs at furnace -> Ash
Ash + bucket at ashey -> lye
Lye + tallow/oil at soapmaker -> soap!

A lot of hassle, but infections are nasty.

9
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 09:18:10 pm »
I don't suppose you also have lye?

10
DF Dwarf Mode Discussion / Re: Your best artifact ever
« on: July 06, 2011, 09:15:03 pm »
Well, a dwarf is currently creating a gem artifact. Nothing special with that, but he's using two other gem artifacts made by two other gem cutters.

I wonder how well this news will go down with the other artifactcreators and what this gem will end up like...

Edit: Oh, nevermind. Looks like he didn't use those artifact gems after all. Oh well, another useless gem.

I wonder if encrusting something with an artifact gem will essentially destroy them?

11
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 06, 2011, 08:26:56 pm »
Finishing up a massive underground canal with a powered pumpstack that brings in water from the ocean, supposedly desalinizes it and pumps it back into the ocean after it has travelled through the underground canal.

Also had a lovely visit from a hydra. Caught it in a cage, set it in an arena along with a captured Ettin and let my military have some proper fun. The result was a good amount of fat, bones and a stack of 542 Hydra meat.

In another event I had 4 trolls breakthrough my passive defenses. They broke right into the courtyard and were greeted by about 16 war dogs, a few war lions, leopards and other lovely beasts. My courtyard was one massive cyan pool.


12
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 06:49:08 pm »
The funny thing is, they don't even seem to need a crutch. I think: "Hey, this guy has been in his traction bench for an awfully long time. Time to rediagnose."

I then remove his traction bench, he gets up, does something .. then realizes "derrrrp I'm supposed to be in bed, resting!" and cancels whatever he was doing. He's back in bed, rediagnosed, put back in the traction bench.

This was with a red knee, red ankle and I think even a dwarf with a red arm. Current guy that does it has a red hip. "Fractured"

13
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 06:26:02 pm »
I think I've seen a dwarf with a crutch.. once. Or maybe it was my imagination.

The rest seems to take a few splints, and just sit in the traction bench until the wound is healed. Plenty of crutches available. So I'm at a loss as well here.

Maybe it first needs plaster powder in order to properly set the bone before the dwarf can use a crutch? I have no plaster powder in my fort, which might explain it..

14
I like to start out with a line of simple weapon traps before I start producing armor for the military. That will provide me with some security so I can get the metal I need and equip everyone with the same stuff.

My equipment for every dwarf:

Helm
Breastplate
Mailshirt (breastplate doesn't cover the arms! http://df.magmawiki.com/index.php/Armor )
Greaves
Gauntlets
High boots
Shield
and a weapon of choice

I haven't bothered with cloaks, though they supposedly cover the throat (as much as a simple cloak can "cover" anything).

Started out with full bronze, but when I smelted enough iron from invaders and such, I made them full steel. Though I've noticed that they don't need the armor anymore, because in the combat logs I see my dwarves evading everything (even arrows) and blocking the rest.

About experience for your armorsmiths... Take note that there is no advantage to better quality armor unless it is masterwork. So a -Steel Breastplate- is no better than a ≡Steel Breastplate≡  ..

15
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: July 06, 2011, 06:12:28 pm »
I'm currently making sure the whole track is floored out and the edges walled off. Then I'll go for another testrun. Just a shame that it takes an awful while to dry up. If that doesn't work, I'll make a thread so the greater dwarven collective can share their thoughts on the matter. I don't feel like replacing the roof just yet.

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