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Messages - se5a

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346
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 14, 2013, 10:16:44 pm »
No, the warhead detonates where it is that turn.
if you have multiple warheads you'll need 1 CnC for each Warhead you want to detonate on that turn.
warheads, are detonated the same way as weapons are fired, they even show an arc (though when it detonates it is arcless, ie, even though you must pick an aimpoint for the warhead, it doesn't affect anything)
They don't explode if they get destroyed.
Does this mean that having 2 warheads on the same missile doesn't get you any more damage output?

It'll get you twice the damage output, but you'll need to fire both of them.

TBH I've not found missiles, Torpedoes, or bombs to be that effective in a battle, other than as a distraction or to break up a formation. they do have uses, but tend to be very expensive for the amount of damage they deal, since there's a good chance they'll miss or get destroyed before you can fire it.

347
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 14, 2013, 09:05:35 pm »
No, the warhead detonates where it is that turn.
if you have multiple warheads you'll need 1 CnC for each Warhead you want to detonate on that turn.
warheads, are detonated the same way as weapons are fired, they even show an arc (though when it detonates it is arcless, ie, even though you must pick an aimpoint for the warhead, it doesn't affect anything)
They don't explode if they get destroyed.

348
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 14, 2013, 04:49:53 pm »
Wow, 6 pages long!
a couple of points incase they've not already been covered (6 pages was tldr):

SuicideJunkie (the dev of THANCS) also posts here in bay12, I believe he's away for the weekend but will no doubt poke his head in here once he gets back.

for help, the easiest way is to join the freenode IRC chan #spaceempires.

THANCS is multiplayer only, there's currently no AI.

you may need freeglut.dll it's in the THANCS folder on imagemod (where you got thancs)
just pop it into the local thancs root folder. (where THANCS-perlgui.exe is)

for PBW captcha, see here: http://wiki.spaceempires.net/index.php/Races

setting up games currently is a little tricky, and the documentation is a little lacking, bear with us till we get that a little more user friendly.

some time ago I made this horrible howto vid on ship design: http://www.youtube.com/watch?v=vOt4eoFKN1g this was way back with the old designer, since then we've got a better designer built into THANCS-perlgui.exe. still there maybe some usefull info in that vid. I did start to do another better updated video, (with less umming and ahhing) but then tripped over my microphone wire and broke it. oh well.

someone commented on Begin, we (SJ, ekolis and myself) did create a clone of begin some time ago called VecTac (vector tactics) based on begin it has heaps of extra stuff, it's kind of been on the backburner rusting away for a few years, but it's a playable and fun game. if there's some interest I can set up a server and get it running (unlike begin, it's multiplayer only) see me SJ or ed in IRC.

349
DF Dwarf Mode Discussion / Re: Dwarf management
« on: March 25, 2013, 02:59:13 pm »
Greenalien that means that you've got DT in a different folder or something.
figure out the path to DT and use the correct path for your case.

350
DF Gameplay Questions / will dwarfs fill a minecart from a workshop?
« on: March 16, 2013, 09:35:05 pm »
or do I *need* an intermediate stockpile?
it seems odd that you can't select a workshop from the hauling menu for a stop, only stockpiles, but if there's no stockpile assigned, will they fill from anywhere, including workshops?

351
this is a constant and annoying problem. which has got me wondering.

what if we had a Qstore zone, (like the hospital zone) with an option that squad dwarfs will ONLY equip(take ownership) with items from this zone?
Even better, bring back the QMS dwarf and give some finer adjustment options screen etc. for this zone. 
maybe the QMS dwarf could demand weapons, armor, bolts etc. if stocks are running low for a specific uniform.

352
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 12, 2013, 06:57:53 am »
has anyone tried low speed minecart dodging as a danger room?
what stats would that improve, and how dangerous is it?

353
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 12, 2013, 06:36:58 am »
Thanks Lich180

umn... how do I unstack/split stacks of coins?

354
DF Dwarf Mode Discussion / Re: Dwarf Fortress and XCOM
« on: January 11, 2013, 06:06:33 pm »
This article annoys me in that the writer is appearing to put words in Jake Solomn's mouth.

Nowhere is he quoted as being sorry or apologizing (which is fine by me, I wouldn't apologize for making an impossible difficulty level impossible)

Quote
"I just think it’s too hard. It’s funny because I do have people who tweet me and say ‘I just beat Impossible Ironman!’ and I’m like ‘what the hell is wrong with you? What kind of bad things happened to you in your life that this passes for enjoyment? I’m sorry I even designed a difficulty level like that’."

Okok I'll give you that one.
still though, it sounds like he's more apologizing for feeding someones masochism than what the article portrays.

355
DF Dwarf Mode Discussion / Re: Soldier toughening: Item Drop Training
« on: January 11, 2013, 05:56:22 pm »
Ok so I just read the wiki on this, and don't want to wade through all fifteen pages of this thread, but I have a question:

is there a reason it's only 1x2 room?
is it worth creating a larger room in a hallway for training anyone who walks through?

356
DF Dwarf Mode Discussion / Re: Dwarf Fortress and XCOM
« on: January 11, 2013, 05:22:38 pm »
This article annoys me in that the writer is appearing to put words in Jake Solomn's mouth.

Nowhere is he quoted as being sorry or apologizing (which is fine by me, I wouldn't apologize for making an impossible difficulty level impossible)

357
DF Gameplay Questions / Re: Decentralized booze stockpiles
« on: January 09, 2013, 06:12:24 pm »
does 'get closest booze' respect burrows?
I think it might.
may be a pain to set up but a set of burrows may be useful for keeping the majority of dwarfs out of your kitchens. maybe.

358
from my experience this tactic does not work for FB etc.

359
DF Gameplay Questions / Re: Decentralized booze stockpiles
« on: January 06, 2013, 12:49:10 am »
I've tried the before and found it doesn't work because dwarves are fucking stupid. A dwarf will go halfway across the map take the stairs two levels up and go to the booze stockpile directly above where he was when he decided to get a drink, rather than walk six tiles east to the booze stockpile on the same level. Because two tiles is a smaller distance than six, you see, and that one was technically closer.

It could work if you're willing to REALLY micromanage your fort design, but it's too much of a headache for me so I tend to have one or two large stockpiles for it.

this.
this really really is annoying.
it'd be nice if the 'is closest' algorithm could do a stair check.

360
DF Dwarf Mode Discussion / Re: Toady might be getting a big donation soon
« on: January 03, 2013, 01:41:27 pm »
what really? that's the average wage for a skillset such as Toadys over there?

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