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Messages - shadow_archmagi

Pages: [1] 2 3 ... 52
1
General Discussion / Re: How big are mountains?
« on: February 16, 2016, 02:33:26 pm »
It honestly depends a lot on the type of mountain you are talking about, as in general taller mountains tend to not have the largest base areas. I can't really give you averages or lower ends since both are extremely subjective on the hill/mountain boundary, but here's the current upper limits on base area:
Shield volcano mountain - Mauna Loa, 2000 sq. miles
Non-shield volcano mountain - Mount Kilimanjaro, 245 sq. miles
Non-volcanic mountain - Mount Logan, 120 sq. miles

My honest suggestion is to take a look at some topographic maps of areas that you'd like to create terrain similar to, and take a look at what size mountains they have in that area. That will most likely get you data that is going to work the best for your particular usage case.

Thanks, that's perfect! I took your suggestion and have got my map all set now.

Any mountain that doesn't reach into space is a mountain that has failed.
See, this kind of thing is the reason so many young mountains have self esteem issues.
No more body-shaming mountains! They're all beautiful no matter their size.   

End the impossible mountain standards set by dwarves!
The standards aren't impossible! There's a mountain on Titan that breaches the atmosphere!

ONE SUCCESS DOESN'T MEAN IT'S ACHIEVABLE FOR EVERYONE



2
General Discussion / How big are mountains?
« on: February 08, 2016, 03:00:01 pm »
I'm working on a map for my D&D game and I just realized I have no idea of the scale of mountain widths. One mile across? Six? Fifty? I assume there's considerable variance, but I don't know the upper, lower, or average levels. That makes it really hard to scale the map.

3
DF Adventure Mode Discussion / Re: Jumping and Armor User
« on: July 17, 2014, 12:00:08 pm »
Also relevant is the Shaft of Enlightenment for training skills rapidly.

?

4
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: July 14, 2014, 05:28:06 pm »
I tried to explore a necromancer tower, but it was full to the BRIM with zombies. Luckily for me, one of the necromancers wandered outside. I beheaded him easily and butchered his corpse to prevent its return. Unfortunately for me, the head itself was granted undeath, and it somehow emerged victorious in our grudge match after biting my leg to make me fall over, and then my sword arm, and then resisting any attempts to be shattered by shield-bashing.

5
DF Adventure Mode Discussion / Simultaneous attacks?
« on: July 11, 2014, 02:16:36 pm »
Has anyone played around with this yet? Is attacking with both legs and both arms and a bite at the same time as effective as it is bizarre?

6
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: October 13, 2012, 06:30:58 pm »
Spoiler (click to show/hide)

Booyah! Now I join the 0.1% of people who've beaten Classic Iron Man!

Edit: Also, does anyone know what those other achievements are for? Disaster Averted, Saved to Savior, No Sweat, Rising Dragon, etc.

NOTE: Since as of an hour or two before your post, the Steam servers listed it as being 0%, it's possible that you were, in fact, the FIRST person to beat it on Classic Iron Man.

7
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: October 13, 2012, 04:22:07 pm »
Ok. Stop. You're implying that rearranging the inventory per mission is an integral part of having a real inventory system. It's not. Even in Apocalypse the equipment layouts were soldier specific, so it remained in between missions. Only issue left by Apocalypse, which could've been easily solved, was that ammo didn't automatically refill from base storage post-mission. Nobody's saying to clone the system, all issues included. We've learned a lot since the early 90s that wasn't just dumbing down. You can fix these issues.

True, true. I admit that the existing system is less than it might be.


You could follow a supply ship to an alien base. Can you do that here?

Nope.

And more than that, the point is their activities really happened in the world, they weren't randomly generated when the game decided to give you something to do. For example, in this game, I got a VIP mission. The first time it was a scientist escort. Then I reloaded and now it was a politician arrest. The mission wasn't the result of what the aliens were doing, but was simply randomly generated when x amount of days passed.

Didn't UFOEE missions work the same way? As far as I could tell, the success or failure of their missions had no impact on their campaign. In fact,the only difference between, say, Alien Research, Alien Harvest, and Alien Abduction is the points value for the Alien Score, which only affects your funding. It'd be really neat if destroying all their research ships resulting in them deploying troops less optimized for anti-human combat or something, but as it is the missions system is basically the game waiting a bit and then rolling a d10 to decide what to throw at you. Admittedly, the Alien Base thing was neat.

And you do, in fact, still get UFO landings from time to time- I just finished a mission where a large ship landed in the middle of nowhere and I raided it, just like I would've in the old xcom.

Also, note that I said "strategic layer". They're not really doing anything significant in the tactical map in either case. Like in the original they just wandered around and at most shot at civilians. Here they just stand around some spots and give you a shitty cutscene when they enter your FOV. Then again, you'd think they'd drop what they're doing when they see a Skyranger landing nearby and start hearing gunfire.

Actually, the aliens will wander around. Misleadingly, even when they wander into you, you'll get the same cutscene that makes it look like they were doing something (Sectoids and thin men will often be crouched over a body and look up in surprise) and only just noticed you, even if they literally just jumped through the window into your building.

Don't get me wrong, the original's proportions (and especially quantities) were questionable, but not anywhere near as fucking bad as this. "XCOM, you're our first and last line of defence! Here's your monthly allowance. You can make 3 medkits with this. Now fuck off.".

I admit, jet-fighters costing twice as much as soldiers is slightly sillier than jet-fighters costing ten times as much as soldiers. On the other hand, I can appreciate how the devs might've wanted to rebalance to make medkits more scarce, since in Enemy Unknown I seem to recall every soldier always having one.

8
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: October 13, 2012, 01:59:21 pm »
It's dumbed down because the basics are way less detailed and emergent than the original. You have no real inventory, instead you choose a really limited loadout that prevents soldiers from taking more than 1 grenade or 1 medkit unless they get some equally gamey class-based upgrade.

I'll admit that the old Xcom allowed for much more flexible loadouts. I'll also admit that spending five minutes ordering my men to acquire SANE loadouts, every time, was a huge pain. I remember more than one time arriving on the field to discover that instead of one rifle, one pistol, and two clips per man, my troops had decided on more interesting loadouts, such as one soldier carrying three rifles and no bullets, another one with a pistol and a pile of rifle ammo...

Yeah, I might wax nostalgic for the old days of carrying two grenades, but I don't think I'll go back.

The strategic layer is very gimped, as the aliens no longer act with purpose, but instead are just there to get fought off by you when the script deems it appropriate.

Did they 'act with purpose' in the old one? As I recall, scouts and battleships and whatnot tended to just wander around. I mean, they had those ten mission types, but they all boiled down to "Fly around a bit, land maybe." Doesn't really matter whether it's labelled an abduction mission or resource mining or what. None of them fulfilled any strategic objective. Even the supply ships did not, in fact, carry supplies- You could shoot them down all your wanted and it'd nerve starve out the alien base. Heck, you could interrogate everyone onboard and not get the base's location.

Even moreso on the tactical map, where 90% of the time you'd just fine snakemen moseying through random fields of grass. The aliens never really had any sense of tactics or any real objectives.

There is nothing intuitively realistic about the Simoleon prices in the strategic layer, they're all really nonsensical for the sake of balance. There's a slew of oddities and limitations only there to introduce balance to X-Com features broken by streamlining (such as explosives that liquidate weapon fragments).

Were prices ever realistic? 500,000 dollars for an interceptor is incredibly low. Even 1970's aircraft cost four times that, according to my incredibly unscientific ten second wikipedia search that could easily be inaccurate. I don't mind the elimination of all the extra zeroes anyway.

The only reason it's more tactical in any way is because it's easier to program an AI for a simpler system. And even with that in mind, a lot of the difficulty stems from gamey bullshit, such as the soldier limit or the inability to respond to more than one location at a time.

I wouldn't necessarily say that the difficulty stems from superior AI (Certainly, I've seen my fair share of aliens completely ignoring cover) or that the new cover system is easier to program for than the old. 


By and large, I'd make three statements about the new XCOM

1. It has definitely gained much in the way of efficiency. Many of the old headaches are gone.

2. Some of these simplifications did result in a "Dumbing down" that reduces tactical complexity and makes impossible options that should very much be possible. Picking up a dead soldier's equipment, for example. There's no reason why I shouldn't be able to use kyle's medkit.

3. The number of dumbs gained is much smaller than the number of headaches removed or the number of worthy features retained, and the spirit of the game remains the same; XCOM is a worthy successor to the X-COM name.

9
Yeah, cloth and thread use really large numbers for their measurements for some reason.

Just think of it as being like ammunition numbers- A .303 bullet does not mean that this gun fires three hundred and three bullets.

10
I came in when this thread was already two pages long. Can I get the abridged version?

11
DF General Discussion / Re: Non-lethal combat
« on: June 12, 2012, 09:26:09 am »
I can't wait. Finally, we'll have an alternative to the old "Steal one gold coin, shopkeeper leaps over the counter and tries to bite your face off" system that every videogame has used since time immemorial.

12
Aye, there seems to be a large number of people who, and for the life of me I can't understand why, have voted for graphics, multithreading and numerous other technical and utterly boring things.  I dont recall playing any game in my life and thinking, "if the graphics were better, you know, I might continue playing.  But as they are, oh geesh just hit reset, please."

Personally I voted for better graphics support not for "better graphics", but for the ability to tie any object in the game to a unique graphic. As it is now several items share the same graphic and have to be drawn accordingly. This makes it extremely difficult to draw something as simple as floor tile because that tile is shared with so many other non-related objects.

Wait, is that really how it works? Goats and Goblins are both G's, so you need to draw a picture that could reasonably be either one?

13
One cool thing about DF is how very differently people play. Anyway, here are my three:

Aye, there seems to be a large number of people who, and for the life of me I can't understand why, have voted for graphics, multithreading and numerous other technical and utterly boring things.  I dont recall playing any game in my life and thinking, "if the graphics were better, you know, I might continue playing.  But as they are, oh geesh just hit reset, please."

Gameplay votes all the way:
Auto mining
Lighting, heating and ventilation
Return of the guilds

Graphics update? Yeah, I'm going to go ahead and agree that graphics are not the point of DF at all. But multithreading would be pretty great- It'd mean I could have a larger fort with more people in it without the computer ever starting to chug, which means it's functionally a gameplay improvement that says "Let me do more things at the same time" and since pretty much every suggestion is going to involve *more* computing power to keep track of and run, it's important that we build the framework to support these things.

14
I'm pretty sure that Toady said at some point that poop is something he's never going to code

15
Other Games / Re: Game with Sieges?
« on: May 08, 2012, 09:46:01 am »
How oldschool are you willing to get?

I'd prefer something new and shiny.

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