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Messages - Esta

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1
Well, looks like there's some more to the iOS port than what we first thought.

MM125 over at GameFAQs found something added to the secret ending.
Major spoiler warning about Secret Ending:


Combined with a statement by Brian Grey on Twitter, http://twitter.com/brilingual/status/241778119340597248, stating that they are looking to do a "TWEWY Vocalist Audition", does that mean that they are planning TWEWY2?

2
Yeah, apparently you can add tweets to the things people think when you scan the area for Noise.

3
Yep, it is a iPhone/iPad version of The World Ends with You.
http://www.square-enix.co.jp/subarashiki-solo-remix/en/
Apparently, it should go up on iTunes tomorrow.

And they did apparently make some changes to the Fusion System as well as having battle take place on one screen, so I'd say it's not going to be completely like the DS version.

4
Err, I think I have bad news. Siliconera is reporting that it's an iOS port of The World Ends With You - someone leaked it.
http://www.siliconera.com/2012/08/24/the-world-ends-with-you-countdown-is-for-iphone-version/

5
General Discussion / Re: When Kickstarter goes wrong?
« on: April 30, 2012, 06:53:47 am »
Well, it seems that we've got our first Kickstarter scam attempt? Take a look at this one: http://www.kickstarter.com/projects/273246798/mythic-the-story-of-gods-and-men

To quote one commenter on the subject of Mythic, David: [Note that the quote is from the Order of the Stick Reprint Drive, NOT Mythic, and good luck trying to find the comment in a few days, given that a good bit of conversation regarding Kickstarter occurs there.]
Quote
Crikey.
A games project appears to have gone down as being a blatant scam.
Not sure if any sites have posted it yet, but http://www.kickstarter.com/projects/273246798/mythic-the-story-of-gods-and-men/comments has been taken down after someone in the coments noted all the art/concepts were stolen from different sites, and the studio didn't exist.
Let the attempts to abuse a successful platform begin :/

6
Adventurer here, can anyone tell me what to edit in the raws to allow Badgermen to open doors? Not sure if they're too big to fit through the doorway or lack opposable thumbs or something. The sooner I change this, the sooner I can roam my world devouring civilizations!

The tag [CANOPENDOORS] controls that. Badgermen are found in the Fortress Defense Easy file and Creature_Large_Temperate. For the ones in Creature_Large_Temperate, I'd say to just add [CANOPENDOORS] under Badgermen. The Fortress Defense Easy has Greater Badgermen. Just be warned about the Fun potential in Fortress Mode...

7
Meph, while looking through and comparing your and Narhiril's raws, I found that they added a way to add tags through syndromes.

I'd suggest replacing
Code: [Select]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:1:PEAK:5:END:33000]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:10:PEAK:5:END:33000]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:25:PEAK:5:END:33000]
[CE_IMPAIR_FUNCTION:SEV:5000:PROB:100:BP:BY_CATEGORY:EYE:ALL:START:50:PEAK:5:END:33000]
with
Code: [Select]
[CE_ADD_TAG:NOFEAR:START:1:PEAK:5:END:33000]
That should make it so the Drink of Courage doesn't have the downside of blindness while still doing its objective. Credit to Narhiril for the tag used.

8
Other Games / Re: Resident Evil 6
« on: January 24, 2012, 10:08:35 pm »
Yeah, it might be a few days late, but the knife works wonders in 4. Not so much in 5, though. Just don't try using it against chainsaw wielders, especially in 4 [Doctor Salvador is a lot worse than the Chainsaw Majini] unless you want to lose your head [pun intended].

9
It said three months.

You're thinking of Armadasanti - the first prototype. That took about 3 months. The second prototype was Parasanti, which took a year to plan alone. The final version was Magnasanti, the one I refer to, took 1 and a half years to create the theoretical design, added into the prototypes for 3 years. The notes with the blueprints say that, anyway.

Edit: I forgot to add them. Oops. And added Cthulhu's quote.
Edit 2: And Cthulhu edited his post before I could fix mine up...

10
I apologize if this is in the wrong forum and should be in Other Games being as it discusses a game. I'm not sure in which it should go, as I want to discuss not a game proper but something done in a game - move it if you think it needs to.

While looking around, I saw something very interesting on YouTube. A megaproject called "Magnasanti" in another video game, Simcity 3000 that supposedly took real-life years to make.

I think that given the community's approach to megaprojects, it should be interesting to see the responses from the Bay12 Community.

11
Me - I've been busy, so I haven't really had a chance to do this turn. Sorry about that.

12
DF Modding / Re: Bugfixing for Mastwork Mod. Everyone welcome ;)
« on: January 19, 2012, 05:55:36 pm »
NOT FIXED - Tame Dragon arrived on map as a pet. Should only be aviable through trading with elves. COULD NOT REPRODUCE

Raw: creature_masterwork.txt, [CREATURE:DRAGON_TAME]

Remove [COMMON_DOMESTIC] to fix that. Elves have [USE_ANY_PET_RACE]. Problem is, that Elves will likely be able to bring Dwarven constructs.


13
Esta's journal:

Well, I wake up in what seems to be a completely different fortress than the one I was in. It seems a lot roomier [the entry seems cut off]

We never set up a massive wall... I remember a much smaller defensible entrance to the fortress, but not enclosed - we were... and how many things we would need to seal off the fort's entrance from aerial attack? Must be at least a few thousand. In any case, I did see Kingfisher... alive? Wasn't he eaten by some massive capybara? No matter - at least it's a few more hands for the fort.

14
Hmm... I took a look at Imp's map, and it's quite defendable by land if the bridge is raised quickly, although it's vulnerable by air, and with LFR's new creatures, that opens up some Fun later on. With Barconis' fort's value so high, we might see sieges really soon, though, and mine's not quite as polished, but has a nice, ambitious project in the works that can be scrapped for materials if you want some Fun later. In any case, I cast one vote for mine, and one vote for Imp's.

15
Yeah, we want options and to see the Fun that happened. The food problem isn't too gamebreaking with such a small population if you set all your dwarves to Herbalism and pick lots of plants, anyway... and you can set up a farm outside without preparation [or at least I managed to...]

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