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Messages - AzeTheGreat

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1
Oh gosh... The chaos that would ensue from uncoordinated teams...but that would be a good exercise in cooperation.  I think a general mission editor that allowed the creation of limits and goals for each team would be the best, since players could make all the quirky scenarios they want without using Collin's time (the dev).

2
I kinda wish I hadnt bought this, it's not very fun IMO. And when you start, you just have some crappy ship options, so you have to basically get killed over and over to try and rank up to open new options. As stated in other posts, maneuvering isn't as important as it should/could be.

Also, the game modes are just blah.

There was a demo...but whats done is done.
Early game balance is commonly complained about by most players, but, in the long run, its not a big deal.  You can always just rank up against bots (set it to no enemy bots and give the carrier no weapons for super easy money).  And, with some skill/luck, its entirely possible to hold your own on the newb server with $1800T ships.  Ideally, more players would also ensure that you're only playing against players of similar skill level.

3
Heh, or bomb packs with repulsion fields.  Those are fun on mini maps in free for all.  Click.  Right click. Repeatx5. K.

4
Impulse strafing is goofy.

As are bullet tornadoes.  Essentially, get one or two tractor beams and a fast ship.  Simultaneously fire your guns and tractor beams. The first few shots might break free, but after that they'll rapidly orbit around you.  It doesn't sound all that practical, but against anything you can catch up to, its an almost guarenteed kill. 

Its the crazy ships like this that make the game so great. 

5
Actually, using those impulse thrusters... they fire like once a second, very strongly, in one direction.  You can use those to strafe and dodge if you put them on Q and E.

THIS.  If you can pull it off you'll juke everyone out.  Granted, you pretty much can't have armor or you won't move, but its still fun.  Besides, the agility of ships isn't that bad if you design them correctly (I assume you're using the stabilizer, have you turned yaw rate all the way up to 1.00?).  I think we'll start seing more server options once the game gets more players.  As is, it doesn't really have the player base for such niche game modes.

6
Ignoring that particular bug, and the less than spectacular game page, this game is incredible.  The sheer variety of ships you can make makes it worthwhile. The only thing holding this game back is a lack of players.

7
DF Dwarf Mode Discussion / Re: The "intended" way to deal with vampires
« on: October 15, 2013, 08:02:53 pm »
Not sure why, but I have funny feeling like someone is playing wrong game...

Anyway, build a chain and put it into very small place. Set it used by justice. Have sheriff or someone else who deals with chaining criminals and such. Now condemn your vampire, wait until she or he is chained and after wall that small place. Problem solved...
But then the vampire never dies, and therefore your fortress is invincible, which could very easily be considered exploitive and "not intended."  But seriously, who cares?  Play your game how you want to, in whatever way is the most fun/interesting (ideally involving excessive magma or pointlessly complicated containment devices).

8
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 15, 2013, 07:07:13 pm »
build the stairs on top of a support, the actual stairs reachable with a bridge, another bridge connecting the top of the stairs to the roof. After being done and desonstructing any scaffolding on the roof, you can just have the support linked to a lever, pull the lever and watch all the stairs deconstruct and fall down

Or deconstruct four stairs...

9
DF Dwarf Mode Discussion / Re: The "intended" way to deal with vampires
« on: October 15, 2013, 07:05:51 pm »
I really like the "vampire test" idea.  You could put suspects in an arena with a FB.  Should they survive they are a vampire and need to be bathed in magma.  If they die...oops...

Alternatively, you could "enslave" the beasts by limiting them to hard manual labor, terrible rooms and food, and periodic beatings (training spear spikings?).

Random ideas.

As far as "intended outcomes," I don't think there are any besides justice.

10
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 15, 2013, 04:08:54 pm »
though it might be perfectly dwarfish to simply deconstruct the bottom of a long stairs and let it fall to earth
Unfortunately there is a complete lack of correlation between dwarfishness (?) and safety.  And with the average intelligence displayed by dwarves it would be a legendary getting crushed under 20 falling stairs instead of a hauler.

11
1. I did only have two bags in the stockpile at one time, although that could have just been due to haulers constantly taking them.
2. I believe I had over 100 seeds.
3. Oh...if this is true then I was about four bags short.  I'll bring more on embark next time and see if that helps.
4. The only link was from the no barrels seed stockpile to the barrels seed stockpile.
5. 6 blind planters having never fought in their lives...unlikely.

12
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: October 15, 2013, 11:54:54 am »
I'm probably wrong, but I was under the impression that temperature was a gradient from one side to the other.  If true, this would make surrounding cold very difficult. (Again, I'm probably wrong).

13
Sorry to semi-hijack this thread, but when I tried this it did absolutely nothing to reduce the cancelation spam.  I think my issue was that bags were still being used in one stockpile, but I'm not sure how that can be stopped...

14
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 15, 2013, 11:34:56 am »
deconstruct a wall tile on the level below the roof and build out to put the stairs on.
Ah, thanks.  That certainly saves alot of time.  Now if I could just designate the order that constructions are erected...

15
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: October 15, 2013, 11:00:21 am »
Is there any way to cap a peaked roof on a tower without building stair scaffolding all the way up the side, finishing the roof, and then deconstructing the stairs from the top down?

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