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Messages - RickiusMaximus

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46
DF Dwarf Mode Discussion / Re: stones that make you go wtf?
« on: September 02, 2008, 05:48:43 am »
But you could carry barrels and barrels of mercury and use it to pour into moats so you can walk across the top...

Use 1001

47
Other Games / Re: Fallout 3, stupider than I imagined.
« on: September 02, 2008, 04:29:22 am »
I think they should have called it "Fallout 1b: A game set in the fallout universe but is not necessarily related to the original but we'd like to cash in on the name"

Other than that it looks good and I can’t wait to try it.

Also, anyone who complains that the interface is lacking or requires two many clicks YOUR ON A FORUM DISCUSSING DWARF FORTRESS FOR CHRIST SAKES

48
Other Games / Re: For fans of x-com
« on: September 02, 2008, 04:20:52 am »
The three games are UFO: Aftermath (a bit short and samey), UFO: Aftershock (good range of enemies, been playing it for a while now and it doesn't feel stale) and UFO: Afterlight (not got round to trying this one yet). I picked up all three plus Stalker for 15 quid. Well worth while, if you liked the original UFO: Enemy Unknown.

I've played afterlight but not the first two games- its actaully quite good, the enemy units are powerful and there are several different alien races which all have their own unique fighting styles and weaknesses.

It also has a total war style strategic map whereby you conquer zones that give you specific benefits...

The only problem with it is they appear to have got bored near the end and just stopped the story dead without any explanation, even though they spend quite some time making it look like there could have been alternate endings...

49
1) First of all, the ridicioulous low building speed for some cities. Naturally, well placed cities can make things a lot faster then other cities. The more "hammers" there are around your area, the faster you can build things.
However, food and hammers tend to conflict with eachother. Most of the times, it's hard to get a place with enough food to grow your city to a recent size and enough hammers to build things at a decent rate. Cities that you've placed in areas with a decent amount of hammers will require, even when at a decent size ( for the prehistoric age and classical age, that is ), anywhere from 10 to 60 turns to make normal buildings. Theatres, granaries, you name it. I am aware that building was a lot harder back then, but cities with population numbers that rise above the 100.000's don't need to dedicate themself DIFFERENT CENTURIES at building something. As the time progresses, this becomes less worse, but it still tends to be somewhat awkward.


Its all about balance and specialization- take great care to find the best location for each city, making sure you have a look at what squares will be located in its initial build radius and what square will become available once it grows. Also, since you can now generate entirely different resources from each square its quite easy to completely change a city as it grows.

Specialize your cities so each one has a task, like a factory city or a great person generator.

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2) As I've said, cities have to dedicate themselves to one building or unit. Yes, for some reason, you cannot build things simultaniously. You can't even build a building and recruit a unit at the same time. This annoys me a LOT for some reason.

I can just imagine attempting to control multiple build queues in a large number of cities *shudder*

Although I think possibly a separate recruiting and building queue a-la Total War would be interesting...

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3) Those AI's are cheating. I'm sure of it. They manage to create a lot of cities AND a large military AND an economy to maintain it. When you wish to create a new city, you have to build a settler, which sucks up all surplus food, thus not allowing your city to grow. However, AI's at the beginning of the game have different cities with population sizes the same as those of cities who didn't build settlers.

There is a set difficulty level (I think its prince) where the AI does not get any advantages, anything higher and it 'cheats' anything lower and you do!

I'm pretty sure the AI has to follow most of the rules, especially in Civ 4 where early expansion can really hamper your mid-game, generally I can keep up with the AI expansion (the trick is to start a few games, run on for about 50 turns, then retire and see if you expand as quickly as the AI does, and just try to find a balance.)

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4) The military part of the game is BAD. Although it works with a lot of modifiers so that waging war is "strategic", it still all comes down to the dice which determines a win or loss. The AI seems to have a distinct edge in these dice rolls, and can win victories where you can't.

You know you can see the modifiers before attacking right? Just select your unit and hold it over the enemy, the mods should show up in the bottom left...

I would suggest selecting each of your stacked units in turn and check the modifiers as sometimes they can stack up interestingly and in a way you did not expect, sometimes your strongest unit is not the best...
Also catapults are designed specifically to attack enemy stacks that are two strong, with the loss of a few catapults the collateral damage should weaken the stack until they can be defeated.

Personally I agree that when the odds are in your favour you should ALWAYS win the battle, but take the appropriate damage which in turn will lower your strength.

However I think I have also won just as many against the odds battles as the AI has, its just more annoying when it wins them :)

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5) Turns are way too long. With that, I mean the amount of years they represent. This leads to a number of problems, for example, research is scaled up with these "long turns", and you tend to go through the technology ages quickly. What is bad about this is that a lot of things become obselete WAY too fast. You just made a bunch of longbowmen? Nice, but you'll have to upgrade those in to grenadiers in twenty turns.
Really, the only way they will ever see battle is when you are very close to the enemy and you immediately declare war on them.

When you begin you can decrease the game speed to epic or marathon. These options drastically change the length of the game, marathon slows it down so much that I would actually recommend choosing maps that do not require open ocean travel, as you may be stranded waiting for caravels for thousands of turns!

As for longbowmen being too short-lived I think it really depends if you are at war or not, I always seem to be at peace when longbows come around, so they do seem like they are very short lived- try being at war when they appear! You'd be amazed how useful they are.

50
DF Gameplay Questions / Re: dwarven economy
« on: September 02, 2008, 02:55:35 am »
You should never have had to assign rooms to dwarfs anyway, unless you want them in a specific order, such as- strong dwarf, strong dwarf, wimpy dwarf, strong dwarf, wimpy dwarf...

A-Hem, I mean, yeah they all pick their own rooms, its best to check all the rooms as well to ensure they are all charging rent and theres no freeloaders.

I would also reccommend making low quality small rooms to provide a cheap alternative for idle-challenged dwarfs. And also a large barracks to act as overflow for the terminally poor.

51
DF Gameplay Questions / Re: Dwarf and Elf are on a bridge...
« on: September 02, 2008, 02:51:41 am »
A Dwarf and an Elf are on a bridge...

Dwarf looks over the side, says "Holy hell thats a long way down."

Elf says, "You should see it from up here."

52
DF Dwarf Mode Discussion / Re: Perfect designing program
« on: September 01, 2008, 08:47:59 am »
I believe the issue with the LEGO comes from the gap between English language an US English as I have only ever heard of them referred to as 'legos' (sic) by Americans.

Since the English invented the language and Americans are all inbred, illiterate, fools then it’s safe to say that LEGO is the correct use.






I jest  ;D wikipedia says thus-

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"The word LEGO® is a brand name and is very special to all of us in the LEGO Group Companies. We would sincerely like your help in keeping it special. Please always refer to our bricks as 'LEGO Bricks or Toys' and not 'LEGOS.' By doing so, you will be helping to protect and preserve a brand of which we are very proud and that stands for quality the world over. Thank you! Susan Williams, Consumer Services."

"Lego" is officially written in all uppercase letters. The company asserts that to protect its brand name, the word Lego must always be used as an adjective, as in "Lego set", "Lego products", "Lego universe", and so forth.

Therefore every time you say ‘legos’ you’re hurting the brand, and god kills a kitten.



On subject I don’t get why people have to plan their fortresses, with the ability to build walls and floors there really is no situation you cannot change and I generally stick to the same design of fortress every time anyway...

53
DF Gameplay Questions / Re: Artificial Island
« on: August 08, 2008, 07:33:10 am »
Have you packed your -woollen mittens-?  ;D

Just pick a biome that freezes in the winter (but not all year round!) and mine a hole in a lake! You can even carve a staircase into the lake beside your island in order to get to the bottom, it will all melt in the spring anyway...

Don’t forget you'll have to build it out of walls so you can construct buildings on them... I would also recommend building it right to the floor of the lake as I'm not sure how a floating island of walls would react to the rest of the lake melting, probably catastrophically  :-\

54
DF Gameplay Questions / Re: Liaison Automatically Leaves Unhappy
« on: August 06, 2008, 07:01:42 pm »
I think so, I'm able to get caravans from all the races as well as the human liaison...

The trade depot is marked as accessible

55
DF Dwarf Mode Discussion / Re: Dwarves name a resident fire imp
« on: August 06, 2008, 06:59:38 pm »
I always like it when I get a Dwarf named Kib, I always draft him into the military as a second in command and say 'Kib' in Zap Brannigan's voice every time I issue him an order...

56
DF Dwarf Mode Discussion / Re: Building a floor over a bottomless pit
« on: August 06, 2008, 12:38:42 pm »
As some have mentioned walls are the only way to create floors you can build on.

However in this instance it would be very difficult to construct said walls as you must be standing ajasent to the wall in order to contruct it.

The easiest way to do this would be to construct a floor covering the entire area and then slowly deconstruct it row by row and replace it with the walls.

57
DF Dwarf Mode Discussion / Re: Watch that first siege, its a honey!
« on: August 05, 2008, 02:33:55 pm »
Did you try locking some of the doors?

58
DF Gameplay Questions / Re: Liaison Automatically Leaves Unhappy
« on: August 05, 2008, 10:15:56 am »
My nobles are all fine, broker and mayor.

He is fine, has an office and is regularly meeting perfectly fine with the human delegate, its just the dwarven one that leaves...

59
DF Gameplay Questions / Re: Liaison Automatically Leaves Unhappy
« on: August 04, 2008, 11:45:01 am »
Nope, flux is dwarfs only.

I'm curious, is it possible to play the game right through and get the king to finally reveal himself?

60
DF Gameplay Questions / Re: Wild Animals Starve?
« on: August 04, 2008, 11:23:17 am »
Or you could just smooth and fortify a wall and let your marksdwarfs safely pepper the lil' bugger.

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