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Messages - Acid

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1
1. Train missionaries, prepare them to spread our religion to the surrounding lands
2. Research universities
3. Research steam power (I think this is a prerequisite to the "steam mining" special research)
The great temple brings our nation to a new age of knowledge. Scholars feel motivated to use the libraries, and their new ideas are rapidly applied to practice. With the help of Vil, we might see to a brighter future for our people.
However, the holy word cannot be kept to ourselves. It must reach the four corners of the world. Eager priests are ready to travel the far lands, carrying the light of Vil with them. May their endeavour be repaid tenfold.
(excerpt from the High Priest's diary)
...the pain has receded, finally. I can once more see the bright sun, unclouded by a mist of shadows. My body feels... purged. It is time for me to leave the city walls and join the piligrims.
(Asus' journal)

2
Vilnella

1) Continue improving the mines, this time with increased funding (500$)
2) Invest the remaining 1000$ into building the temple
3) Research: Anti-magic shields

...these high walls may protect us from arrow and blade, but they are of little use against spells. The Council has agreed to look into ways to defend against profane magic.
Asus, the poor lad, is in his worst of shape. The visions, which reached him in his dreams, now take him unexpectedly during daytime, followed by seizures. This must certainly be a sign that if we do not construct the holy monument, we will draw Vil's wrath upon us, and Asus will be only the first of sacrifices.
(excerpt from the High Priest's diary)

3
I will colonize what I don't know yet and the explorers will search. So I don't need to edit my turn.

Don't mean to sound like an ass, but could you please keep your thoughts to yourself (specifically concerning colonization), as psoting them here clutters up the thread and is irrelevant to anyone but you. i am not implying that I am the most efficient poster or anything

5
Vilnella

1. Research Millitia Erect a wall around the city, preferably with additional siege defense weaponry (using the metalworking industry)
2. Deepen both mines (I assume this takes "shorter" (read: half an action each) than building two new mines. If it takes two actions, ignore my action no. 3; if this sort of upgrade is impossible, just build another iron mine)
3. Construct (begin construction of?) a library-temple for Vil, to keep all the holy texts (and any other written knowledge) in. Something like a IRL Haga Sophia, although not of this magnitude... yet.

The signs are true - a time of strife has begun, and we are not yet prepared. The holy word must be protected, for it will be the only beacon of light in the sea of blood and fire.
The High Council has decided to prepare every man and woman for battle. Asus, the youngest chancellor, told us he had seen a monumental fortress in his dreams. It was not meant to protect people, however. It's purpose was to guard our knowledge from foreign barbarians. This must certainly be a vision from Holy Vil himself. Construction of something a mortal's eyes have never seen has begun.
(excerpt from the High Priest's diary)

6
Name: Holy Land of Vilnella
A technocratic nation that worships Vil, the god of machines. Using magic is considered sinful, and Vilnellans dream of a world without wizards.

Magic level: 0
Tech level: 3
Magic focus: Protection from magic
Tech focus: Mining

Starting region: a mountainous area with a wide river that splits off to many smaller ones. Aside from conifer forests, vegetation is pretty scarce.

7
Creative Projects / Re: Alternate Alpha Complexes - A PARANOIA resource
« on: November 09, 2011, 12:53:06 am »
Woah, I've never actually played Paranoia (but I've read the core rulebook) and this looks simply awesome nevertheless. Duckloads of content. Many thumbs up :)

8
Other Games / Re: Warhammer 40k
« on: November 08, 2011, 03:42:30 pm »
I have a ~500 point SM Blood Raven army (tactical squad + assault squad + land speeder + dreadnaught).

Yeah, I'm a peasant :D

Started in 4ed, when 5ed rules came out, my enthusiasm dropped a little. When 5ed SM came out, my enthusiasm dropped even more (seriously, they transformed SM from a flexible and formidable jack-of-all-trades army into a pretty static force that had some outstandingly task specific units (e.g. want supreme melee, choose sternguards, want supreme range, choose vanguards, etc.))
Then the new Tyranid codex came out, which completely changed the lookout of most 'nid armies, forcing them to include many big baddies and refrain from using swarms (so, in turn, this changed their fluff).
Finally, the ridiculous Blood Angel book came out. Thanks when the shoe dropped for me.
Anything retarded that came after BA (e.g. Dark Eldar, Daemonhunters and Necrons) make me laugh. Seriously, WH40k has become GW's money whore.

(disclaimer: I do not aim to start a discussion whether or not WH40k is becoming better or worse, as that stuff is a precursor to flamewars)

9
Creative Projects / Re: Dark Ages: A Game of War, Trade, and ... Farming ?
« on: November 05, 2011, 02:12:36 am »
Yeah, I didn't want to seem negative. The point I was trying to get across (but seemingly failed) was that adwarf should firstly try learning programming, and see if he likes it at all. Yes, he stated that making games was something he would like to do for the rest of his life, but as he, apparently, didn't even try writing games, this ambitious project seems over-ambitious to me.

I have to note that I do encourage him to make this game - after all, the idea caught my attention - it just seems wasteful to create a to-do list and post it for everyone to see if you don't even know how to do the tasks that are in it. I say come back in a year or two when you have somethign to show us :)

(man, I still sound negative... maybe I'm just getting old)

10
Creative Projects / Re: Dark Ages: A Game of War, Trade, and ... Farming ?
« on: November 04, 2011, 05:02:08 pm »

OK, I don't want to sound like an ass, but here's my (negative) comments:
Firstly, I have to agree with BDthemag. I'm a high master lurker here, and I have noticed that you, adwarf, tend to create unrealistic goals for yourself and never actually reach them. The Fallout pnp and some Oblivion RTD (CMIIW), among others, are the projects with big aims and no future I have in mind.
I'm saying this not to discourage you, oh no, jsut to point out that in teh long run you will be wasting time and energy chasing after unreachable things. And I do understand that this game might be one of your dreams, but it is extremely complex (something that would give doubts to even a skilled programmer) and, as you stated, you have never done any coding. Think about it. It might take a month to grasp the basic concepts of programming. Three to four months to memorise all the functions of a language. And at least a year of constant programming exercise before you finally do not feel the need to open up the documentation file to look up how something works. Even if we're optimistic and you do mane to master the language, starting from zero, after a year, only then you can start constructing the engine - after all, a game as complex as your simply requires major structurisation (? grammar nazi, I choose you).
Well, enough with the flak. My advice would be to keep your vision in mind and not to expect to begin actually coding the game (that is, writing functions that wouldn't be scrapped after a short time due to your rapidly increasing knowledge of the language) in the following year. Start off small, read a bunch of tutorials and work every day.
Finally, I highly doubt that you will stick to your idea for long enough. I mean, I'm a lot like you - a walking bag of concepts. But now I understand that they're just that - some thoughts and ideas. In my case, they disappear if I do not start expressing them the day they come to my mind. Sure, this game might look like something you could be working on for the rest of your life, but, believe me, in a young age things come and go.

Enough ranting! To sum up, sit down and rethink this whole thing. Does it have any possibility of seeing the light of day in the coming year or two? As I see it, this just might become one of your 'the higher they are, teh harder they fall[out]' ideas.

(sorry :( it's late and I don't feel like going to sleep yet, so I have to kill some time)
(also sorry if it's incomprehensible)

11
General Discussion / Re: Your rig!
« on: September 04, 2011, 04:22:36 am »
2 GHz AMD processor
1.25 GB DDR1 RAM
ATI RADEON 9000
40 GB HDD
No perspetctives for a better battlestation in the coming 2-3 years.

U jelly?

EDIT: oh and if it runs anything that's 3D and older than Morrowind, the graphics card goes an hero from overheating/being old after 2-3 minutes of playing.

12
Other Games / Re: Elder scrolls V: Skyrim
« on: July 08, 2011, 02:11:03 pm »
Quote
(if saying two weeks isn't too long to make a handful of models and write stats for them)

Whooo boy.

You haven't even opened a 3D modeling program before, have you?

Seriously, two weeks to add an entire suite of effects, animations, sounds, textures, models, and then balance them?

As for teleportation and levitation, just get over it already. I know, you just loved hovering around. But the fact is, being able to escape from places easily ruins a huge number of stories. They should never have been added in the first place.

Ok, I might've overstated about the two weeks thing. Still, they have dozens of people designated to working in that field and they certainly have time.

Levitation: if the player doesn't want to break the game, then why should he?

13
Other Games / Re: Elder scrolls V: Skyrim
« on: July 08, 2011, 12:04:22 pm »
OK, I consider myself a hardcore TES fan and here are my over 9000 cents about the Q'n'A Bethesda did.
+1:like | 0:meh | -1:dislike

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Can't really comment, as they're keeping the details in secret. I liked the were-thing in previous games, so if they keep it, I'll be happy. 0.
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Not really a graphics man myself, so don't really care. It does add to the whole aesthetic thing, though. 0.
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Well, they're right about that "covering the top of the legs part", but still, why can't you put armour under other armour (as long as the latter has room under). Removing this slot isn't too painful as was the removal when shifting from Morro to Oblivion. I want my slots back! -1.
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I'd rather stick to the Fallout style, as in my opinion choices and twists add interest and complexity (=quality). And you know what they say about quality and quantity... -1.
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Good they fixed this. Didn't like the scaling in Oblivion. Now this reminds me a little of Diablo, which is a good thing. +1.
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Spears: a sad excuse. Seriously, take all the time you want. I bet we can wait for two weeks longer just to see polearms in the game. (if saying two weeks isn't too long to make a handful of models and write stats for them)

Medium armour: categorizing armour into two sections is too rough. If we take three types of armour - leather, chain and plate - we surely can't put them in only two categories, as there are numerous differences between them (for example, leather is lightweight/flexible/low AC; chain is mediumweight/flexible/moderate AC; plate is heavyweight/inflexible/high AC)

Mysticism (recall/mark) and levitation: I'm all all fours for as much freedom and sandboxism as possible, and this just shows you want to push us into some mold. Sure, some parts of the story shouldn't be made easy to avoid, but nothing, and I mean nothing beats that "A-HA" feeling when playing and finding a clever way to escape something (especially when doing something the developers didn't think you would do.) And allowing levitation also allows the devs to make some secret, hard-to-spot-and-reach places that give the player some sweet reward. (OK, all of this goes sepcifically to levitation; teleporting in general could have some restrictions, such as an interruptable channeling time. I'm not even a dev and thsi was an easy to think of solution they could've come up with.
All in all: a BIG -1.
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Good, as long as there is no cliched soap opera style drama. +1.
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Nothign really changed. The "variant" armour isn't really interesting, too. 0.
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Didn't mind the UI before, and as much as I've seen in the gameplay vids, there are things I liek and things I don't like. 0.
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(Wasn't enchanting a skill in Morrowind, lol?) Like the fixes and new additions. The new mechanics (specifically of breaking things down) open up some new opportunities. +1.
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I don't want to adress the difficulties in race distinction the removal of attributes causes. Otherwise, pretty much nothing changed. 0.
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The question seemed pretty simple, and so is the answer. The inability to do everything seems logical to me, so... yeah. 0.
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Brute logic, once again? (Though this once again reminds me that gender did have effect in Morro, changing the attributes... which seems logical to me ***FEMINIST SHIELD +3***) 0.
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Meh, a boring question, a boring answer. Lol at brawls. 0
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The new dragon and combat mechanics seem really interesting and fairly original. +1.
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Nothing changed, aside from the perk thing (hope it isn't of three "offensive/neutral/defensive" types). 0.
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Can't comment it before I see it. The answer doesn't reveal much. 0.
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Destructible terrain, although adding "realism", seems more like eyecandy than a neccessity. 0.
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As I've said, not a graphics man. 0.
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As long as "non-numeric" reputation actually influences the way NPCs treat me and opens/closes some roads, I'm cool with that. Can't comment yet. 0.
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As I understand, no more carriable tools... At times it seemed ridiculous taht you could make some potions in front of Dagoth Ur's face, but that could've been fixed, not removed. And "workshops" restrain the PC, in my opinion. -1.
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Once again, cosmetic changes, but they do add realism. 0.
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Don't really like the shouts, as I don't like a "I'M THE CHOSEN ONE" story. Judging the answer: +1 (flexibility). Judging the concept: -1. So, overall, a 0.
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Need I say captain obvious? No changes here. 0.
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As always. 0, nothing changed.

ALL IN ALL: Like-o-meter: 0. That sums up my opinion pretty well: there are changes I like and there are ones I don't. Will just have to see for myself. Although remembering this is the god-damn *5th* Elder Scrolls, they could've learnt soemthing and done it better :-D

Sorry for the wall of text. :-/

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Creative Projects / Re: My Immortal, the Play
« on: June 19, 2011, 02:37:29 am »
No... just... no. Please. You'd rather be making a "dramatical adaptation" of "the Room".

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