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Messages - Keldane

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1
DF General Discussion / Re: First lost fortress
« on: September 11, 2016, 12:34:08 pm »
My first fortress that I remember losing was drowned when I tunneled upwards into the bottom of an aquifer when trying to dig a large enough stone stockpile.

2
Another reason to avoid Cyberpower... A shame, really, since they're apparently the only ones doing 6700k systems right now.

Just as a note, the other complaints I've read concerning them generally involve systems with serious issues (ranging from snapped/damaged motherboards on delivery to power supplies that explode under normal use) conflated with customer support that amounts to "thanks for the money, good luck with that pile of slag."

3
DF General Discussion / Re: Future of the Fortress
« on: November 24, 2014, 03:56:21 pm »
Adjacent.

Much appreciated, Putnam.

4
DF General Discussion / Re: Trade Screen Updates!
« on: November 23, 2014, 02:32:33 pm »
(I don't think there's actually turnip wine. Yet.)
There is, actually.

5
DF General Discussion / Re: Future of the Fortress
« on: November 23, 2014, 02:29:40 pm »
Before I ask this of Toady, I'll ask this of the community - is touch range same-tile only, or is it adjacent tiles, like hand to hand combat?

6
DF General Discussion / Re: How's The Lag?
« on: November 04, 2014, 01:05:00 pm »
My experience has been that 40.14 is fine, except when the leaves begin to fall. For a short while, it gets really laggy, and then it stabilizes again once they're done.

7
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: October 22, 2014, 01:23:52 am »
In regards to invisible enemies, if you're playing with Enemy Within and have sufficient Meld to spare, having one soldier with Bioelectric Skin can be a real advantage. It confers strangle immunity to the soldier with the modification, but more importantly, invisible enemies that enter its field of effect are immediately knocked out of stealth. At least, that's the way it works in vanilla Enemy Within; I can't speak to any changes made by mods.

Still, it's funny to see a group of Seekers trigger within the AoE of the ability, try to enter stealth, and immediately become visible again.

8
Other Games / Re: How did you last *own*?
« on: October 21, 2014, 11:28:59 pm »
Was running a terror mission in a country that was in full on panic. Squad had deployed into a building and were mostly not on overwatch due to distance moved after taking out a Chrysallid that had parked itself next to the Assault trooper with Close and Personal (makes your first attack within 4 tiles not cost an action).

Cue two groups of three Chrysallids running into the room, in addition to the one I know for sure is hanging out on the balcony above. Five make for my troops on being spotted, but fall just short on their movement, while one runs into the shadows behind some stairs. Then the one on the balcony runs over and hops down, directly into the line of fire of my Sniper, who was in overwatch, had the Sentinel skill (gets two shots on overwatch), and was armed with a plasma sniper rifle. One shot, one kill. Immediately thereafter, another Chrysallid that I didn't know about follows an identical path, taking even more damage from the plasma rifle. I cheer and go to take my turn.

First, my MEC trooper fires a grenade at the pack of four Chrysallids that had bunched up. Not enough to kill any of them, but puts them all at 3 HP. Then I realize that not only do I have two Assault troopers with Close and Personal on the mission, one's already close enough to get the free shot and has a 100% hit chance. One down. Move the other Assault trooper up, take another 100% shot. Two down. Move the first guy closer and finish his turn with another 100% shot. Three down. Last guy takes one more shot without moving - only a 97% chance of hitting, but he doesn't let that slow him down. Pack's demolished, but I know there's that one behind the stairs. Move my remaining Assault trooper (yup, I brought three) around the corner and take an easy 100% shot to finish it off as well.

Two on their turn and five on my turn left me feeling really pumped. Finished up that mission with only two out of eighteen civilians killed by the aliens and not a single injury sustained. All of Asia was taken from the brink of panic and returned to a stable point.

Spoiler (click to show/hide)

9
DF General Discussion / Re: climbing in fortress mode
« on: October 05, 2014, 12:15:25 am »
Last time I toyed around with climbing and jumping I found that dwarves were generally unwilling to do so in order to do jobs (specifically, planting/harvesting) - instead, they just spammed me with cancellation messages about the destination being inaccessible. This is, of course, after an idle dwarf trapped on the far side of the one wide channel casually climbed along a wall in order to return to the rest of the fort.

10
DF General Discussion / Re: Future of the Fortress
« on: August 22, 2014, 12:07:45 am »
I was imagining dwarven crossbow wielders loading wagons into crossbows in some circumstances or something :)
This seems like a reasonable explanation for how embarking can drop wagons onto inaccessible roofs, pillars, and other strange formations.
"Load up the wagonbow, Urist! We have orders to settle a new land!"

11
PTW this would work well with that utility that lets you export df maps for use in minecraft.

From what I understand, that utility hasn't been updated to work with the more recent versions of Dwarf Fortress. Please do correct me if I'm wrong, though, because I loved playing around with that when it was functional.

12
Other Games / Re: The Sims 2 Ultimate Collection Free Until July 31st
« on: July 25, 2014, 08:00:56 pm »
Anyone know if downloading this version will rectify issues associated with install/uninstall order problems from previous Sims 2 installs? My computer remains convinced that I have Sims 2 University Life installed, so I can't install it, while simultaneously insisting it isn't present whenever I try to remove it so I can reinstall it.

13
DF General Discussion / Re: Future of the Fortress
« on: July 22, 2014, 06:58:08 pm »
If I'm not mistaken, most people who 'post to watch' do so because once you've posted in a thread, new replies appear when you click "Show new replies to your posts". It's purely a matter of quickly tracking specific threads from a single screen, if I'm remembering correctly.

14
DF General Discussion / Re: Killer Trees?
« on: July 22, 2014, 10:59:55 am »
The problem is that this happens when the trees grow from saplings, at least in my experience. Saplings explode in a burst of logs, leaving behind a tree.

15
DF General Discussion / Re: Killer Trees?
« on: July 22, 2014, 12:20:19 am »
I noticed trees doing this the other night. I couldn't find a bug report about it on the tracker, so I made one. I also made one for cutting trees down causing nearby constructed floors to cease to exist.

With that said, I happened to have a tree grow right near my wagon as my thirsty dwarves were gathering near the pack animals. About seven combat reports, mostly consisting of logs being deflected by clothing, followed by a horse up a tree. I'm pretty sure this isn't what they signed up for.

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