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Messages - Decimator

Pages: [1] 2 3 ... 5
1
Units in Dwarf Fortress treat your direct commands as 'strongly suggested'.  Most of the vaunted difficulty of this game springs from this misunderstanding of how your commands will be carried out.  Once you figure out that bit, everything else starts to fall into place.  You are not here to control the dwarves, you are here to prod them in the directions you would like them to go.

The problem with not having direct control of your dwarves is that they aren't people who can make sound decisions.  They're dumber than ants.

2
I got quite a ways into a game, but then it started crashing a lot, so I stopped.

3
DF Dwarf Mode Discussion / Re: Vampire Mayor Dispatched
« on: November 05, 2012, 11:37:01 pm »
I walled my vampire into the magma piping while it was under construction.  Vampires produce a surprising amount of smoke.

4
DF General Discussion / Re: What a bone sword might look like
« on: October 19, 2012, 11:46:25 pm »
If there were more criminals like this guy, the world would be a much more exciting place.
I don't know if it's accurate to call the guy a criminal. It sounds like his actual crimes boil down to "being rude to a cop".
Kicking a cop in the head is quite rude indeed.

5
DF Gameplay Questions / Re: Giant Grasshopper for sale
« on: March 16, 2012, 02:10:51 pm »
I discovered that these things are terribly difficult to kill with a mace in adventurer mode.  It wasn't really anything resembling a threat though.

6
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: June 02, 2011, 11:44:08 am »
I updated to 5.42. There's still the right part of the screen missing. I did'nt see any options to correct that.

Show us a screenshot, and maybe we'll be able to help you.

7
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 05, 2011, 11:14:50 am »
People actually use auto-fire?  I could never get it to operate to my satisfaction.

8
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2011, 11:45:51 pm »
Really *good* salvage.  He might actually get the compressed fuel tanks and plasma torpedoes.

9
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2011, 09:05:18 pm »
Have you retooled the shipyard to that ship?  Is the shipyard large enough for the ship?

10
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2011, 05:43:26 pm »
Which version is the resolution change due?

The current one or 5.4, I can't check 5.3 due to it not working on my machine, but it's definitely due for 5.4.
http://aurora2.pentarch.org/index.php/topic,3214.0.html

11
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2011, 05:01:20 pm »
Well, the quote was indeed about 5.3, so that might be the source of your confusion.  I was unable to get 5.3 to work, so I'm eagerly awaiting 5.4 this weekend.

12
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2011, 04:58:56 pm »
5.30's been out for more than a month.

Yes it has.  Unfortunately, it doesn't work right for a lot of people.  Steve is hoping to release 5.4 this weekend, though, so that should fix the issues.

13
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: March 04, 2011, 04:42:58 pm »
I play with invaders off, and will likely continue to do so until we can research a tech to follow them back through their wormholes.  I do not find just sitting around waiting for them with no way to counterattack enjoyable.

As for things I do like, did anybody else notice this?

I have added armour repair for ships/FAC/fighters in hangar bays for v5.30. Armour repair will be automatic and happen at the same time as regular damage control.

Each HS of armour damage will be treated as a separate item and the cost in maintenance supplies will be equal to double the unit armour cost. Note that each box on the armour display is not a HS but is equal to HS / Armour Strength. So for Duranium Armour each armour box is 1/5th of a HS. For Composite Armour, each armour box is 1/8th of a HS. Successful damage control will therefore generate a number of armour repair points equal to one HS of whatever armour is on the ship. Those repair points will be applied one layer at a time with priority given to the deepest penetration if there are insufficient points for an entire layer. For example, assume a ship has composite armour and damage to six armour columns of 1/2/4/5/3/1. Successful repair will create eight armour repair points. For the first layer every column will be repaired, using six points in total. The damage will now be 0/1/3/4/2/0. For the second layer only two points are available so they will be applied to the 3 and the 4, leaving the armour damage as 0/1/2/3/2/0.

As with normal damage control, the repair chance will be based on cost and the damage control rating of the parasite or the mothership (whichever is higher). The maintenance supplies will be drawn from the mothership if the parasite has insufficient supplies of its own. As well as being used for fighters and FAC, this will allow the creation of true repair ships with huge hangar bays that could repair all the damage to a warship out on the frontier. I'll add a flag to disable automated armour repair of parasites for those situations where maintenance supplies are scarce.

Steve

15
I'm curious how Mainiac will try to invalidate this one:

http://www.newsmax.com/InsideCover/Defeated-Scott-florida-Shot/2011/01/12/id/382582


Fayrik: This became a left vs right argument because the leftists here seem to want to blame the right for this.  Despite all evidence pointing to this guy being nothing more than a violent, anarchist nutjob.



Scary.

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