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Topics - jhxmt

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Other Games / Starpoint Gemini 2
« on: September 28, 2014, 06:50:42 am »
I did a search for this, but the only thread that came up was for Startpoint Gemini (the first game), and the last post was over four years ago.  So, different game, I figured it warranted a different thread!  :P

Anybody been playing this yet?  It came out of Early Access recently and I bought it on the strength of a friend's comments and some Let's Plays of the EA version...and I have to say, so far I'm enjoying it.  It's got some of the old Freelancer vibe to it, and feels sufficiently shiny and the universe is alive enough (I'm looking at you, X Rebirth) that it does scratch some of that itch.

I'm only a few hours into the game, so it may become amazing or awful from this point on, but early view is good.  Voice-acting in the main campaign could use some work, but then that's pretty standard in the genre (anyone remember Saya Kho's introduction in X2?)

Main SG2 Website: [linky]

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Let's Play Distant Worlds: Shadows



It is a time of darkness and fear.  Legends say that, centuries ago, races strode between the stars like giants, wielding unimaginable technologies the like of which we can scarcely imagine.  Races spread out across the distant lights of the galaxy, bringing knowledge and advancement to all corners of the universe.  It was a golden age.  Yet, like all things, this golden age of stellar exploration came to an end – and, with its end, came the scavengers.

Now pirates ply the old space lanes, their warships an ever-present threat to the planet-bound races that still eke out a poor existence on the worlds below.  All the high technology of the long-dead star travellers is forgotten, lost to the ages.  And yet, there is hope.  The planet-bound races have held onto their wits, their desire to face the challenge of the stars above, and they are determined for their species not to die with a whimper.  The time is soon coming when these races will ascend to the skies, will seek out the pirates that have oppressed them so heavily, and will make them pay.



I've been playing DW:S for a while now and, having gotten a handle on (most) of the mechanics and gameplay without having to rely on automation for every little thing, I thought I'd do a Let's Play of it.  For those of you that don't know Distant Worlds, it's a very large, very detailed, and very expensive real-time-pausable space-based 4X game.  It has multiple expansion packs, the latest of which is Shadows.  There's also a fully-inclusive edition of the game due to be released soon, apparently, called Distant Worlds Universe, which includes all the expansions and is allegedly going to be a lot cheaper.  Bear that in mind if you like the look of the game.  :P

We will be playing as a normal empire in the Age of Shadows, before we discover spaceflight.

Large screenshot warning always applies, but I'll spoiler where practical.

So, without further ado, here's how the game is set up:

Spoiler (click to show/hide)

We have been stuck here too long.  The Shatoon Federation (which we can rename should we wish) is just starting to find its feet in the galaxy, just starting to look up at the stars.  But, at the moment, we are tiny and alone in a dangerous place.

Spoiler (click to show/hide)

From our astronomers and calculations we know that we are right on the edge of the galaxy, drifting amongst the cold gas that stretches out towards the void, far from the warmth and light of the galactic core.

Spoiler (click to show/hide)

Our homeworld is comfortable (quality 88%) but not a lavish place.  If we ever want to build a spacefaring civilisation and the industry that supports it, we will need people.  Lots and lots of people.  With that in mind, we cut the tax rate to promote population growth.  A short-term hit for a long-term gain.

Spoiler (click to show/hide)

This is especially important as our beloved leader has a 7% malus to population growth, although the mining and corruption reduction bonuses will be helpful.

Spoiler (click to show/hide)

Our potential ship designs are limited (and I've deliberately deleted some of the standard ones – hey, we should be designing our own, that's half the fun!), and are likely to be expensive and not optimised.  Still, we have some possibilities.

Spoiler (click to show/hide)

Possibilities that will be expanded as we progress our research options!  Currently, we are at the bottom of the tree (heh, monkey humour), but as time goes on we shall become a true powerhouse of knowledge!  Unless pirates kill us all first.

Our current research options are:

Weapons

Enhanced Beam Weapons (we already have some standard pulse blasters)
Gravitic Weapons
Area Weapons
Energy Torpedo Weapons
Star Fighters
Ship Boarding
Enhanced Missiles (we already have some standard ones)
Rail Gun Weaponry (we already have standard long range guns)
Armor Plating
Ground Combat

Energy & Construction

Advanced Nuclear Fission (we already have some standard reactors)
Shields
Proton Ionization (we already have standard starship engines)
Enhanced Maneuvering (we already have normal thrusters)
Fast Mining
Energy Collection
Space Construction (we already have basic orbital assembly)

High Tech & Industrial

Countermeasures
Target Tracking
Proximity Sensors
Enhanced Resource Exploration
Colonisation
Transport Systems
Storage Systems
Coordinated Docking (we already have standard docking bays)
Crew Systems
Medical Systems
Entertainment Systems
Structured Research (we already have standard laboratories)
Coordinated Control (we already have standard command centres)
Enhanced Commerce

The full tech trees are available here if you want to see them: http://distant-worlds.wikispot.org/Tech_trees

Our home system has 10 planets and 11 moons.  We live on Shatoon 2, a continental world.  Other planets are Shatoon 1 (barren rock), Shatoon 3 (barren rock), Shatoon 4 (desert), Shatoon 5 (barren rock), Shatoon 6 (barren rock), Shatoon 7 (ocean), Shatoon 8 (gas giant), Shatoon 9 (gas giant) and Shatoon 10 (ice).  We can rename these if we see fit.

Spoiler (click to show/hide)

So, with all this information, we have to decide what do we want to do?

We need to identify some research priorities (one in each area), decide whether we want to design a spaceport and some ships, decide what ships, if any, we want to build and then what we want to work towards in general.

Please, illustrious Bay 12 Advisory Council, give me your wisdom!  :)

If anybody is particularly wanting a character, planet, ship etc renamed, post that here too.  I can't guarantee anything, but you never know.  You might end up as a drunk lecherous space admiral.  And after all, isn't that everybody's dream?

3
I think, from past experience, that the answer to this is a resounding 'no', but thought it worth checking.

I have eight dwarf civilisations in my (large) world.  One of them appears to have no access to iron (embarking gives no anvils as options, and only bronze picks, weapons etc).

If I were to embark with a group from this civ, with my bronze picks, and were able to dig my way down to an iron ore and smelt it, and then abandon the fort...would the civ gain access to iron for future embarks?

I'm assuming not, and that there's no way to do this, as to the best of my knowledge civilisations are locked upon world creation (barring animal training knowledge updates), but would welcome the confirmation.

Thanks!

4
I've recently upgraded my gaming machine, which has resulted in me actually being able to play M&B: Warband at something approaching decent settings, as well as setting up the Floris Modpack for it.  I'm considering starting up an AAR/Let's Play attempt at it, since while I've played M&B Warband for some time in the past, I've never really got past the 'wander around and beat up/get beaten up by random groups of bandits and/or armies' before I lost direction and couldn't decide which of many paths to take.  I figure that having a bunch of people tell me how to get my face bashed in with a club, rather than working out how to do it myself, might be good motivation.  :P

I haven't done a Let's Play or AAR previously, so this will be a first attempt - I'm therefore open to suggestions, (constructive) critiques and stylistic nudges when it comes to how I write this thing up, as well as what to do when I'm playing it.  :) I'm likely going to be roleplaying the character more than giving an objective, out-of-character view, but I may mix and match depending on what works best.

So, first things first: character creation!  For those of you not in the know, M&B gives you a medieval-style, feudalistic sandbox country and basically lets you go nuts.  You can ride around (or even walk around) on your own if you so wish, or you can band together with companions, hire soldiers, become mercenaries, enlist in lords' armies, become a lord yourself, gain fiefdoms and manage villages, or even start up your own kingdom and wage unceasing war on the other kingdoms should you so wish.  I've never got beyond the enlisting portion of that list.

You have multiple options during character creation for how your character got to the land of Calradia.  I welcome suggestions on the following:

1) What gender are we?  (male/female)  - this has some impact on how other characters react to us.  Female characters may find climbing the ranks more challenging, given the strongly patriarchal society in the game, but they're not glass-ceilinged and can achieve anything a male character can achieve.

2) What was our character's father?
Spoiler (click to show/hide)

3) What did we spend our childhood years as?
Spoiler (click to show/hide)

4) What did we become in later life?
Spoiler (click to show/hide)

5) What caused us to come to Calradia?
Spoiler (click to show/hide)

6) Which area of Calradia should be our point of arrival?
Spoiler (click to show/hide)

I'd also welcome suggestions for what type of character the above choices might make (i.e. if you want to posit any backstory suggestions at this point, I'll take 'em ;)) and if you've got any suggestions for the physical look of the character, I'll take them too, although the M&BW character modeller isn't exactly massively flexible.  Also any thoughts on general in-game goals/self-rules.

I've bumped up the battle sizes with the Battle Size Editor, too, so we might get some nice battlefield scenes (up to 400ish, while the normal max is 100).

Any interest or suggestions welcomed!

5
Other Games / Creatures Series
« on: November 01, 2012, 02:43:58 pm »
Couldn't find a thread anywhere for these games - feel free to point me in the right direction if I'm mistaken!  :)

The Creatures series were a series of artificial life simulation games that were released in the mid-90's (https://en.wikipedia.org/wiki/Creatures_%28artificial_life_series%29).  I thought they were quite popular at the time, but given the number of blank looks I've had whenever I mentioned them this may not be the case.

Three games were initially released (Creatures 1, 2 and 3), and then re-released a bit later (as 'The Albian Years' for 1&2 and 'Exodus' for 3).  There was also a slightly more kids-oriented game released called Creatures Village.  The re-releases are all currently available on GOG (The Albian Years, Exodus, Village) and, at the time of this posting, are all 50% off for the next 15 hours, so you can get each one for $2.99 a pop.

The premise is relatively simple - you hatch eggs into creatures (called 'norns' primarily, though there are other species as well) and raise them, teach them and train them as you see fit.  Kind of like a very highly-developed Tamagotchi.

Very highly developed.  The Creatures series simulates genetics for each of your norns, brain lobes, sensory connections (so their sensory receptors can pick up a 'flower' smell and trigger an instinct that causes them to expect a 'flower' in the direction of the smell, for example), chemical balances (if they eat nightshade, say bye-bye) and a whole host of other systems and processes that make the game incredibly detailed and, to some extent, can lead to some fun emergent behaviour.  After teaching your initial norns an approximation of 'language', and teaching them that eating carrots will make them feel less hungry while eating nightshade will make them less living, it's quite fun to sit back and just watch them interact with each other and the world.  It's quite fun to see a new, childlike norn announce that they are hungry, and see one of your highly-trained adult norns respond with "eat carrot".  They learn from each other.  It's amusing.

The community base is still very strong (almost two decades later), and a whole host of third-party mods and support have been produced by fans - everything from sound fixes to entire new norn species (you can inject different genomes into your world to hatch new breeds of egg).

If you haven't seen the games before, do take a look - they're interesting toys.  If you have seen them before - well, like I say, 50% off at GOG at the time of this writing.  :P

6
DF Gameplay Questions / Kobold destroyed wagon
« on: August 06, 2012, 09:19:07 am »
First autumn rolls around, and I've got my depot set up with easy access for wagons which, duly, appear and trundle towards it.  I happily haul my crate upon crate of rock mugs there, set my trader to wait for the merchants, and...

Thief! Protect the hoard from the skulking filth!

Ah crap, is that kobold going to steal my mugs?  No...no, it's running to attack the merchants.  Well, scratch one kobold thief, I guess, there's no way that it can outfight the guards of that...

The Kobold Thief attacks The Water Buffalo Cow but She jumps away!

And...the wagon disintegrates.  Because it's just been ripped in half by one of its wagon creatures dodging a kobold thief.

The thief was finished off soon afterwards (naturally), but now those two water buffalo, that wagon's merchant, and its guards are all just hanging around where the attack happened, unmoving.  The other wagon and guards have proceeded to unload at my depot, but the depot states that "There are no merchants trading right now"...presumably because they're waiting for the now-destroyed wagon to roll up.

Sigh.  Has one kobold thief managed to foul up my first dwarven trading caravan?  I really hope not.  I need that fricking anvil.  Is there any way to fix this?  Are they likely to come to their senses soon?  ???

Edit: oh damn it.  They came to their sense alright.  They packed up and left.

I WILL WIPE ALL KOBOLDS FROM THE FACE OF THE EARTH.

Edit of the edit: although this did mean that I got a wagon load of goods effectively free apart from the massive reputation damage.  Steel spears and cow's cheese for all!

7
DF Gameplay Questions / Workshops Don't Make Noise?
« on: July 20, 2011, 02:56:57 pm »
I read in a thread that workshops don't make noise (any more).  Is this true?  I've been leaving an empty z-level between my workshops and my living quarters where possible, as I thought they could cause noise (and hence negative thoughts).  Is this no longer the case?  Can I, finally, put sleeping quarters directly next to my workshop areas!?  :D

A follow-up question: what does actually cause noise/disturbance in DF2010?  I know combat does, and I believe construction does...but then, I thought workshops did as well, so I'm now doubting myself!

8
DF Gameplay Questions / Prepared-Meals-Only Stockpile?
« on: June 27, 2011, 02:35:36 pm »
I'm currently trying to do a little stockpile management, by creating a stockpile that only holds prepared meals (i.e. biscuits, stews and roasts) in my dining hall.  At the same time, I've got two other stockpiles - one just for drink, and one just for food (learned that trick early on).

I've created the stockpiles as above, but my meals-only stockpile remains stubbornly empty except for one empty pot.  I've got food enabled in the custom stockpile settings, with all categories blocked, but with Prepared Food enabled.

Am I doing this wrong?  Are cooked biscuits/stews/roasts listed elsewhere, somewhere I haven't found?

9
DF Gameplay Questions / Layering leather/metal armor
« on: June 23, 2011, 09:14:49 am »
Hi all - long time player (well, long-ish, 2010 only!) first time poster.  I've gone through the usual stages of "what happens if I do this?" and "how do I make that work?", resulting in several varieties of fun.  Usually involving plumbing, of the magma or non-magma kind.

Now, however, I'm trying to get to grips with the military.  Magma never seemed so harmless.

I've currently got a fortress where I have access to leather (loads of the stuff - as much of, and as many types of, as any dwarf could wish) and iron (but no flux, sadly).

I'm trying to work out what the best armor setup is for my melee squads - as in, what I can layer over what when all I have is leather and iron.  I have read the Wiki (extensively), including the page on layering of armor, but I can't seem to get my head around the size/weight/layer considerations.

I'd therefore appreciate any advice on how best to pad my suicidal critters up so that they last marginally longer than usual!

Thanks!  :)

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