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Messages - bobusdoleus

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1
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: February 13, 2015, 12:32:32 am »
Ah. I have a really hard time reading their version numbers. It looked like they were up to date, and given that it's been a while it was plausible that they would be, but upon closer inspection they appear not to be. Sorry for wasting people's time. In my defense, 0.6.2a looks a LOT like 0.65.2a.

2
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: February 12, 2015, 06:24:16 pm »
Well, I mean, it's fun to rip on people and all, but the fact remains that this is one of the most popular giant mods as far as I can tell. Unless I'm wrong? I might be wrong, I'm going mostly by post-count on their official thread. Anyways, that makes it hard to discount on the sole account of vague notions about personality. Sometimes elitist people make some nifty stuff - the guy who made Braid was pretty pretentious as I recall, but, well, I still rather liked that game. I'm hoping to determine if something similar applies.

EDIT: It seems that a good number of mods, Exerelin included, as well as Exerelin-compatable faction mods, credit Uomoz as having helped and/or inspired them in some way. With like. Code examples.

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Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: February 12, 2015, 05:01:10 pm »
If I'm being honest that guy's demeanor is why I'm having this question in the first place; He seems to project too much 'personality' into his mod comp for my liking. For example, in the past, his anti-cheat measures honestly somewhat offended me - I'll be the judge of how much cheating I need to have fun, thank you. I've already ground 100000 XP in another save and don't feel like doing it again, but no, it's against his philosophy of how I should be having fun, so screw me I guess. The feature list looks more promising than the other mod, but well... I had misgivings, and so am asking. (It's also intentionally poorly documented, to maintain 'surprise,' which I find slightly condescending.)

That said, if it's truly the better mod, I'm not going to let personal misgivings stop me... It's not the guys job to cater to my tastes in presentation, after all.

Still, that's one vote for the other one, so, thanks! Though I kinda wish I had a proper comparison, all the same.

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Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: February 12, 2015, 03:56:33 pm »
This seems to be a bit of a catch-all thread, and I have me a question. Hope it doesn't derail anything.

So as of the latest updates, mod-wise, what are some salient differences between the two most popular large mods, Uomoz's Sector and Exerelin (and any other rather large ones I may not be aware of)? Yes, they have different ships, and I've read the feature lists, but in terms of actual play, what are some core differences? Is one worse at having a balanced endgame but has more crafting/nifty-modded features, perhaps, or significant differences in the overall feel of progression, that sort of thing.  (Also is Uomoz's mod still full of buggy anti-cheating measures? I lost a save due to having sold a ship for too many credits once, and bugger if I was going to grind all that experience again, so I had to switch mods.)

5
That very expensive upgrade saves you like 4% per level, with a max of like 5 levels. It's basically like saying 'here, start your new run with an extra... 50? 100 gold? If you spent a lot on this?'

Not worth it except to unlock the lich. (By the way, the lich's max health caps out/stops increasing at lower than the barbarian starts with... what's the point of the lich?)

The +10% gold found upgrades ARE worth it, but obscenely expensive. The +gold runes would help out, but like I explained, runes get impossible to afford very fast.

6
I caved and bought it at the somewhat high price.

So uhm, buyer beware and don't get trapped like I did: The character upgrades get gradually more expensive as you buy them (Even the ones you don't actually buy - buy a health upgrade, the mana upgrade becomes more expensive), especially the enchanter upgrades. Enchanter upgrades must also be found before they can be unlocked. Also, since you lose all your money you don't use each time, I just bought what I could, instead of what would be optimal.

As a result, the dungeon is not that much easier, but everything is now so expensive that I can't afford to upgrade my character. I finally got a vampyric rune I wanted, and it costs 1250 to unlock - I almost NEVER get 1250 in a single play, and I was hoping to unlock a couple more runes but Nope! Those would cost 1500, 1750, etc. So I can't actually experiment with various combinations of runes.

The lesson is, DON'T buy anything you don't need and don't intend to use (except blacksmith upgrades - those never increase in price), even if you can afford it, or you'll end up with a fairly weak level 46 character that can't advance further.

7
It's frustratingly difficult to figure out the genre of this game.

Specifically, I want to know if it's a sandboxy, play-it-forever type of game, or if it's a strategy game where you start at the same level as some competitors and it's a race to the finish line, whatever that may be.

I prefer sandboxes, myself.

Edit: Herp, derp, OP says it right at the end of the post there. Odd how difficult this is co find out elsewhere though. In other news: When I read that I did a little dance. A legit little dance. You shoulda seen it. It was legit.

8
Ah, this is making me regret making the trap hallway a winding spiral. (The initial thought was to make it so that I could station ballistae at the turns for additional megadeaths. I've since reconsidered as it seems like there's no way to protect the ballista or the operator of said ballista, as sufficiently cool marksdwarves will snipe through fortifications which, come to think of it, I am not even sure work with ballistae.) Looks like I'll have to extend the cage-segment, put deadly traps in the extension, and pasture a dog behind a bridge at the end of it.

Thanks for the explanations and advice! Much obliged.

9
Ooh, cute solution. Does this affect my goblin captives? I'm guessing 'no' because of how reasonably invulnerable cage-occupiers are; Would I be right?

Also: is this something I'll have to keep doing whenever goblins bug out on me? (It /is/ a bug yes? The game isn't intending to force me to deal with mobs of goblins standing awkwardly in my trap hallway for centures?) And if so, how common of a problem is this?

10
So I had a siege - nice, nice, more meat puppets for my arena, and a good test for my spear-trap hall. However, there's a problem.

The first part of my trap gauntlet is cages, followed by stonefalls that I haven't got around to replacing yet, then the spear traps and weapon traps and more cages later on. After a few groups of trolls'n'gobs charged in and set off all the initial cage and stone traps (only to die horribly further in, of course), the last squad stopped in their tracks and is chilling among their caged brethren in the initial cage trap segment. I assume this has something to do with the fact that I have their leader in a cage further in, or that their leader died and now they are helpless to advance or retreat. (Also when their leader died, the bridges were closed behind them so they couldn't path out, and they haven't tried to path again since then maybe, even though the way is clear now?)

I am trying to get them to path again via killing one of them, but I am reluctant to spawn magma on them, as there's an entire trap hall that would get flooded, full of meat puppets in cages and various expensive speartraps and the like I'd rather hold on to. (Also goblinite.) They are all bowgoblins so I'm afraid to send my 4-man team of elite killer dwarves. I don't want to 'slay all goblins' as that sounds like it would kill the caged ones as well, and I'd really rather keep those if I can - I need my army trained up to lords ASAP so as to deal with the stacking 'long patrol duty' thoughts.

To clarify, there is a clear path both further into the main of the fortress and back out to the edge of the map, now that I've lowered the bridges, but they are going in neither direction.

Is there some solution to this, using DFHack or otherwise? I'd cheat those guys to death if I could, and if it would not damage the part of the fort they are in. Also: Will they go away eventually if I leave them there?

11
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: May 01, 2012, 07:27:17 pm »
...I'm going to need some sort of faq or manual on how mobile fortress manufacture works. Sounds fascinating.

12
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: April 30, 2012, 10:32:39 pm »
So, I found an item called a 'map,' and that's exciting cause it could save me a lot of exploration if it, you know, does that. But 'a'pplying it or 'R'eading it did nothing. Anyone know how to use these?

EDIT herp derp it's a mop I'm a dumbiot. I'll replace this post with 'Game awesome, doing fine, wondering if there's more than one town per worldmap.'

13
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: April 30, 2012, 02:03:07 am »
Hard to gather fire while the map is swarming with exponential fungaloids >.<

But this queen thing brings some hope. Maybe if I kamikaze enough characters at it...

14
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: April 30, 2012, 01:59:57 am »
Fantastic game! Where has it been hiding all this time? It's all, like survivory!

But, like... Hundreds of fungaloids? And they reproduce exponentially? Won't my map become completely overrun and unplayable? Like, I'm up for a challange, but infinity billion fungaloids is... kind of unplayable. I get that futility is a theme, but like, I'd like an existing chance to survive and become badass... What do?


15
Other Games / Re: King of Dragon Pass: Where Can I get It?
« on: September 02, 2011, 02:21:52 pm »
But ducks are so /easy/ to kill...


I loved this game to bits, but I keep getting stuck when it wants you to form a kingdom. I form a kingdom, get one of my peeps elected king (queen), and promise everyone whatever random nonsense they want... then have no means of fulfilling the promises and get de-kinged for being a liar. How do you fulfill those miscellaneous promises? I can't find the in-game mechanic to do those things!

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