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Messages - Felius

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1171
Ralts is a good pokemon to have. The sword-guy evolution is really cool, but even if you don't get that, you still have a decent early game psychic.

I don't know he/she even makes a good late game psychic.
Gardevoir's awesome. Sure, it might be slightly weaker in competitive play than Alakazam, but that only really makes a difference if you are trying to raise the best pokemon possible for competition. Gallade on the other hand, while awesome, are even less competitive if I remember correctly. The main choosing characteristic at least for me, is the sex of the pokemon. If the ralts is female, gardevoir route, if the ralts is male, gallade route (because, let's be honest, a male gardevoir feels kind weird)

1172
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 07, 2011, 05:29:03 pm »
Any sensor over 1 HS does.
Oh, nice! I'm going to have to revise my next surveyor designs.

1173
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 07, 2011, 04:06:07 pm »
Code: [Select]
Johan de Witt class Sensor Ship    5,600 tons     431 Crew     939.4 BP      TCS 112  TH 280  EM 0
2500 km/s     Armour 5-28     Shields 0-0     Sensors 60/60/0/0     Damage Control Rating 5     PPV 0
Annual Failure Rate: 50%    IFR: 0.7%    Maint Capacity 1524 MSP    Max Repair 280 MSP    Est Time: 4.17 Years

Military P40 Nuclear Pulse Engine (7)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 112.5 billion km   (520 days at full power)

Active Search Sensor MR31-R40 (1)     GPS 3360     Range 31.9m km    Resolution 40
Active Search Sensor MR168-R100 (1)     GPS 28000     Range 168.0m km    Resolution 100
Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
EM Detection Sensor EM10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km

This design is classed as a Military Vessel for maintenance purposes

I'd suggest making the sensor ship a civilian vessel, so you don't have to pay maintenance, and your military shipyards can focus on building warships.  Just swap out the military engine for a civilian one, and it will automatically change to a civilian vessel.  I'd also suggest adding CIWS, which will not change the ship to military, but will help with survivability.
Active sensors count as military components.

1174
I think one bite of that would probably clog my arteries.
Calories ≠ Cholesterol... although that's no guarantee that this wouldn't clog your arteries...
In any case, unless it turns out giant gummy bears are the secret to immortality, it's most assuredly unhealthy.
It's very likely give anyone who eats it diabetes. The gummy bear could also feed someone for almost a week, assuming a 2000 calories intake.

1175
General Discussion / Re: Ethical Dilemmas: The Water of Life
« on: July 06, 2011, 10:29:53 pm »
Take none of it, go back to town.

Could well be someone else has taken your cache, through need or through greed, but they could well have taken your other ones too. Time to leave without dying.

To what I had understood, you you can't go back without more water either.

1176
Other Games / Re: Steam Sales
« on: July 04, 2011, 05:48:55 pm »
Fuck you Steam. You're already got thousands of dollars of my money. Why do you tempt me with New Vegas and Serious Sam?

Yeah, here goes another 29 USD flying from my account...  :P

1177
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 04, 2011, 11:38:05 am »
As a general recommendation, on the sensor ship, make just one low resolution active sensors, and compensate it with size. A small res sensor can see bigger ships at the same distance, and if the enemy uses cloak it should help too. (Although I'm unsure if the NPRs ever uses cloaking).

In a more personal note, I'd put some CIWS in the ships, if you have them, and increase the armor across the board (although I'm the guy who made armor 20 missile cruisers, which is very over the top), specially on the sensor ship for both defenses. Remember that if it falls, you're near blind, so you want to protect it.

About the max auto PD I'm probably wrong about the number, but the point still stands, although as you have already fixed it in the new design, it's a moot point.

On a side note, you should put some ECCM on the missile cruiser, or increase the range of the fire control. If the enemy ships have ECM it'll decrease the effective range of your fire control. And precursor combat ships pretty much always have ECM.

1178
Other Games / Re: Steam Sales
« on: July 04, 2011, 11:26:33 am »
the sad part is that Amazon has it for $4 less. So much for the big steam sale.
Except I'm willing to pay that extra $4 for a version that I can't lose short of a wildly successful corporation suddenly going belly-up. Between children and cats I'd much rather have my games in a non-scratch-able format.

Also, you do know that as Shogun 2 is a steamworks enable game, you'd have it on steam either way right? Just register the phisical copy you bought, and voila, the only difference is that you have feelies.

1179
Other Games / Re: Steam Sales
« on: July 04, 2011, 07:43:41 am »
Retail prices here in Norway makes me   :'(
Shogun 2 at 22€ was half the cheapest store price here.
Wow. Still, I imagine the australian still have it worse. Not only all that, but the moral guardians try to make sure all games that are approved sucks.  :P

1180
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 04, 2011, 07:35:09 am »
It certainly has lots of missile launchers. Why are you keeping a Res 40 sensor and fire control at the missile cruiser? It does not really serve at any purpose, as you're unlikely to find enemies this size, and it reduces the overall effiency. I'd recommend you strike them both out to get more Res 60-100 fire controls, so you can better divide your salvos.

More o for the Escort. You have 30 launchers slaved to each fire control. Each fire control can only fire at a given target once every 5 seconds. It's incredibly overkill. As your rate of fire is once every 10 seconds for each launcher, try to have 8 launchers slaved to each fire control, so they can fire once 4 missiles at a given target every 4 seconds (max automatic pd fire is 4 anti-missiles missiles per incoming missile). Also, since you're already doing separate ships, you might put your sensor array on a specialist ship, as the concentrated sensors are more efficient than spread across the fleet, as you can get bigger sensors in a single ship, and they don't stack. Just keep some token active sensors of the fire control range at both the missile and escort cruisers, just so you are not totally blind in case your sensor ship is destroyed. Also, make them have heavier armor. Enemies tend to target the most visible ship, in which case, would be the sensor ship.

1181
Also here is a question directed to every pokemon game since soul silver/heart gold
Pokemanz Games why you no have vs seeker?

Seriously, why did they get rid of the vs seeker I f*cking loved that thing.
[cynical] Because it made sense and was too much fun. Fun is bad in Pokemon - just look at the damn creatures. [/cynical]
you know those people that would call you constantly (such as TOP PERCENT guy?) when they call you, it means you can challenge them to a rematch. They'll be at a higher level too.
I would be fine with that if the kept it like they did in hoenn, when the people actually called instead of telling me about their failure to beat a rat they found...
Besides this is how i beat pokemon red when i was about 8
1.Run around that couple by the bike road
2. Ring the v.s seeker
3. ??????
4. Reapeat till you have a lv 100 Brozard and lv 98. Brolakazam
5. Procede to rape everything in the elite four type advantage be damned
I want the v.s seeker put back in, if not for exp then for CASH!!!
But there was no Vs Seeker in Gen I. o.O

Also, that sounds very painful. Hours upon hours of grinding...  :o

1182
General Discussion / Re: Ethical Dilemmas: Something Worth Dying For
« on: July 03, 2011, 07:13:01 pm »
The correct choice that I think I should take is to die for the cause. I, as in, the person who would probably never lead a rebellion, could possibly take the deal. It also depends on how much luxury we are talking about, the kind of death. If I believed the cause strongly enough, which is unlikely for the kind of cause stated (the new government wouldn't really be likely to be any better than the old, unless the old is North Korea level of horrific), and/or hated the government enough, which is not really likely either (I'd probably hate it, but not "sacrifice life to inconvenience them" hate).

It also depends on what exact effects my death and my denounce are likely to cause, how long the present government is likely to last (when it falls, I'm pretty certainly going to be killed by the new government if I take the deal), if they also want me to tell them where my friends are, how strongly I have to denounce them (do I have to call them evil monsters, can I go the "good intentions but misguided" route, etc.), etc.

1183
Other Games / Re: Star Ruler: Thats no Moon!
« on: July 03, 2011, 06:32:16 pm »
You guys want a fun yet small game? 1 star system, a ton of AIs, go nuts.
Set it as max tech.

1184
Other Games / Re: Star Ruler: Thats no Moon!
« on: July 03, 2011, 01:32:57 pm »
The devs said it was an intentional absence. They find that a import dock would break the balance. You have some options on the ring world building. You can use carriers to carry stations (with quantum compressors, you can even have the carriers smaller than the station. With recursive compression (carry a carrier that carries another carrier...) this can get ridiculous even. I've heard in the forums about a guy who carried a huge station with a scale 10 carrier. Also, with tech enough to build a ring world, it's not that hard to move the planet to the system, just put a thruster on it, and let it go.

1185
Other Games / Re: Steam Sales
« on: July 03, 2011, 01:26:20 pm »
Also, free ticket, just recommend a game you have.

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