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Messages - n9103

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1471
I think I'm going to withdraw.
This has been dipping below the Fun/Realism line for me too many times.
It's a bad thing when you find yourself wishing you were instead on a Community Fort and the person just before you opened up the HFS, and didn't have defenses in place.

1472
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: December 20, 2013, 03:54:43 pm »
They're still quite common among the specials.
Sounds like just an off run of luck.

1473
You basically have to get 2 or 3 sets of game cards (8 cards per set).
If you buy a game that supports cards you can get 4 cards by just playing that game (something like the random drops from TF2) the rest you will have to buy/trade with other players.

Basically you have to buy several cards to level up. They are for 10 cents each on the market so you should be able to levelup during the sale.
Should be noted that most of the numbers here are specific to whatever game Sonlirain is looking at.
The number of cards you need for a set, that you can get in drops, and the price of said cards vary by game.
I would expect prices to rise on average, due to an increased demand. They'll drop back around where they were pre-sale a few weeks after the sale ends.

1474
It's not the amount of science that worries me, as much as it is the amount of money it will cost (and thus the science lost) for one expensive mission that ends up not returning much, if any science.
Checked that ledger, and it appeared that your mission cost almost all (~4/5th) of the budget. If you hadn't returned with science, or with the craft, then we'd be essentially broke.
That means that all non-science producing large launches are completely out, which means no more communications-only launches, regardless of the number of sats put up.

1475
I'm opposed to an economy that trades science for cash if it doesn't provide a limitless (if very slow) way to generate research. (Assuming that science doesn't trade for obscene amounts of cash. One mission to the moon's worth of science shouldn't fund all your planetary landing missions.)
A Science-generating module in orbit that provides for a Mun mission every month or so would be acceptable. Slower than that would become an artificially restrictive boundary, leading to waiting on the launchpad for months at a time pre-launch, just to grind points. Faster would question the use of it at all.

I suppose overall, I'd lean away from incorporating it until/unless Squad decides to implement it.
I have to agree with their standpoint on moving away from grinding resources. Grind != good.
OTOH, I'm glad things like Kethane exist.

E: loaded up the save... Am ashamed. My relay network is all suck and not remotely equidistant anymore. Looks like I'll have some maintenance to do when I grab the save.

1476
Other Games / Re: Steam Sales
« on: December 19, 2013, 04:58:17 pm »
If you're on Android and have Firefox you can install the old Flash and use "request desktop" to make Youtube work.

Still package deals without the components being on sale. How annoying. I already own huge chunks of that.

GoG does it best. Have games in bundle? OK, have rest of bundle at discount!

1477
Cards go at the end of your inventory, keeping them mostly out of the way.
Giftable games tend to be first, followed by coupons. (all of this under the steam community filter that is.)

Cards can be 'crafted' together when you have a full set, giving you a game-related chat emoticon, profile background, and avatar. They also give you some XP, though, generally speaking, that XP is about as useful as any other gaming platform's achievement points are.
About the only thing they actually do for you, is give you more slots to add friends. +5/level.

And Erils and Aklyon are correct. You cannot gift from your library at all. Only items that show up in your inventory are giftable. One of the drawbacks of a steam purchase.

1478
Can't you just download a new .22 installer?
Since I'm on KSP through Steam, not legally, no.
Well, now I'm glad I didn't convert to steam.

I'd recommend you go to that other bay, since you already bought the game.

I considered it, but then decided not to revert to that after several months of enjoyment pre-purchase.

1479
Can't you just download a new .22 installer?
Since I'm on KSP through Steam, not legally, no.

1480
Play With Your Buddies / Re: Kerbal SCIENCE Program (v0.22)
« on: December 17, 2013, 07:20:49 pm »

1481
Hmm.
Just tried to start a new career game under .23. Either the base game is now broken as hell, or something in our mods is.
Parts tend to spontaneously shed their connections. Even the extremely basic Pod, fueltank, engine craft loses all connected parts when it's put on the launchpad.
Started a game in sandbox, and even the Squad crafts were falling apart on load. The airstrip was almost as bad. Loaded up the Aeris 4 (or whatnot) and while one engine fell off, the other two were apparently fine. Tried taking off... never moved. Brakes were off, jets at full throttle and throwing out lots of exhaust (>240 combined KN) but not budging an inch. Yet, somehow, I was hovering just above the ground. Color me completely lost I suppose.

In other news, I forgot to uncheck the keep updated box, so I'm now on .23, and can't be a part of the game until/unless we migrate to .23 as a whole.
Craft loading times (and in-flight lag) are a tad ridiculous. My basic rocket was loading as if it had 100 parts, and the decently sized rocket I tried first (not knowing crafts are FUBAR atm,) had maybe 60 parts, and loaded like it was approaching 300+.

Also, incase it hasn't been seen: http://www.reddit.com/r/KerbalSpaceProgram/comments/1t47tl/wip_list_of_known_working_and_not_working_mods/
Should help with picking a new set of mods, or knowing which one's wel'' have to wait on to migrate to .23
I'm not sure what actual mods we *have* to move with (as dictated by the in-flight craft) but I know we've got some very non-standard parts in orbit, so we can't bump back to plain vanilla without losing at least the communications network. (Unlocked parts may mean the whole save is basically invalid.. dunno.)

1482
Indeed!
And being that that was such a successful mission for me, (not even one quickload, and only one revert from power loss,) I'm probably going to set up a Minmunar relay set as well.
Kinda wish I was earning science myself, but being that I'm enabling everyone else to mine tons of science, I'm not overly concerned.

1483
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: December 16, 2013, 08:11:24 pm »
Still throwing a flag on the play. Posting the code to github isn't a release.

1484
Munar Relays are Go.
Due to game specifications, there's no such thing as a Munarsynchronous orbit. The altitude and speed put it outside Mun's SOI.
So I settled for putting a pair of relay sats as high in Mun's SOI as I could manage. They're a few degrees shy of being fully opposed, which means that they're always able to contact KSP. If you can connect to one, you'll get a signal home, though they can't reach all of the Munar surface at once.

If your mission requires an additional sat or two, feel free to put them in orbit and hook them to the others. Both of my sats have an unused dish waiting for such a need. (Assuming it's even needed, since the Arc the DTS covers includes anything in a low to medium orbit.)

Also forgot to take screenies for the most part. Got just one from when I got a nice direct KSP-Mun flightpath, plus a Tracking Center one.

Save: https://db.tt/kHlIT1NM

Album: http://imgur.com/a/wBs1R

1485
Grabbing.
Well, I suppose just resuming the copy I already have :p

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