Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Areyar

Pages: 1 ... 8 9 [10] 11 12 ... 184
136
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: December 22, 2011, 09:20:43 am »
I think there are special standing orders for that...No that wouldn't help,
tankers would just go to the nearest source of fuel, probably the place they just dumped their cargo at and refuel there.
fuel just needs some micromanagement.

In any case you do need to set your skymine as a tanker.
The best automation I see is setting a tanker(-fleet) to a cycling route, but set the speed of it so, that the amount of fuel transported is equal or lower than the fuel produced.
   

137
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: December 22, 2011, 09:11:02 am »
hehehe, yes those puppies were very useful to send through those little windows in alienbase HQs. :D

You did notice there is no loose ammo yet for them blasters, right?
Probably just an oversight, when you were adding ammo for conventional launchers. ;)

I had several sectoids and other non-flying aliens positioned on the UFO-roof.
Did the original 'Enemy Unknown' have this as well, I can't remember.
edit: Nevermind, it is the teleporting that does it.

How about "UFO : ASCII Unknown" for an alternative title? ;) (On the Oolite forums You'd get suggestions for UFOo. ;) )


EDIT also: My game just froze. I think I mashed the '-' key just after my guy finished blasting a snakeman on the UFO roof with a H plasma. Drat; I was planning on using the blasterbomb on that bunker. 9-29% of my CPU is occupied with XCOLRL.exe
EDIT again: Mewl. It did it again, this time as I pressed '-' while aiming a snapshot with my flying guy.

138
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: December 21, 2011, 08:34:07 pm »
yep. Didnt realize it was a known bug. :)
I killed Siegmund with a hail of conventional high explosives that time.

139
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: December 21, 2011, 06:45:28 pm »
lol I really like this game so far, great job Kylrathi !

Just tried the exodus and the xcomrl-mission (with the nice icon),
in exodus one soldier in a flying suit managed to escape the bloodbath, my score about -300
due to all the civs killed by them (and me) !   :P
The latter mission, I started next to a small ufo, in front was the SigmundUrist-cyborg who took out half my squad before they even left the dropship, inside the ufo were several nice weapons. My last puppet stormed out and used the fusion cannon at close range against a newly transported commander. Nothing much happened then and when I pressed [tab] the game crashed.

edit: Okay I finished the random mission again, this time winning with a pretty high score. No crash this time.
editedit: Hmm, losing through getting killed by enemy fire this time did not crash either.

140
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: December 21, 2011, 01:45:58 pm »
Your Quickdraw-post also shows a pretty sequence of screenshots of an explosion as seen from the side,
in this example the ratio is about 7:1, could be the damping is exacerbated by the ceiling and roof here.
I assume different materials have different resistance to being blown away by weaponsfire and explosions, wooden fences to stone walls to solid ground.
 
You are right to have not too much vertical damage in explosions, better fits the x-com legacy.
(personally, I was pretty annoyed at this mechanic in X-com though. ;) )
Having a HE pack go off in a barn and only searing the floor of the level above was just weird. (IIRC the top floors could end up hovering if the walls were all shot out, so...)

just thinking.
Would there be trouble with (rising) fireballs and/or animated mushroom clouds be for explosions? (fire damage only)

edit: Got seriously annihilated a several times in the last several hours. . .
I noticed I could block the movement of the big colossus, then it detonated!!
I know you wrote the aliens have no team-strategy nor team-vision yet, but it still feels like the enemy can see through walls.


141
Other Games / Re: X@COM - Where ASCII and X-COM Collide!
« on: December 21, 2011, 09:10:57 am »
Hot stuff!  8)
Downloading the demo now.

How about ASCOM or ASCIIM ?
Although that last one makes me hear it in a Cartman-esque whiny-voice. :P

A question about destructible terrain and explosions.
Do AoE weapons in your interpretation of XCom have spherical AoE and corresponding terrain damage?

As for limiting yourself to X-com content.
You will be reintroducing your additional aliens etc and randomly generated content as options to later extensions?
Not knowing the characteristics of your opponents is exciting/scary.

BTW First thing I thought when I opened this thread was: this looks very much like I remember Lasersquad.

142
Silent Death maybe? That was an online game, got taken down for infringement of creative content iirc.
escape velocity se.

143
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: December 21, 2011, 06:19:16 am »
You do know that looking makes them appear, right?

Aurora's NPCs are like Schrodinger's cat.
(excepting the ones that are created at game start, 1 by default)

...But you are probably looking for a fight, given your completed fleet.

144
DF General Discussion / Re: Future of the Fortress
« on: December 17, 2011, 05:14:09 pm »
Quote
. . . It now keeps track of all the former positions of historical figures by start/end year . . .
Does this mean that items in an abandoned/killed fortress don't wander around the site when reclaimed or visited?
Even if it is just the corpses that keep their stuff/don't move around, that would be cool.
I think you are misunderstanding what Toady said there. He's talking about positions of people, not of items during play (and I'm not fully certain, but he might be talking entity positions rather than location - though the game already tracks the former, he might make it more clear in legends mode or something).

Yeah, I'm pretty sure it's entity positions and not "Lived in Fishtown" per se.
He did also write he fixed a problem with adventurer equipment in the dungeons. . . I can't think of another problem besides it wandering away from dead adventurers on its own.

145
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 17, 2011, 04:47:25 pm »
*Sigh*

About a year into the second reclaim and...
My fort has again been decimated by skeletal Yaks. These beasts are brutal!

Contributing factor is that my military was part-time lumberjack/axedwarf ,
I've forgotten how to manage it so that they don't throw their axes away when they are drafted, so they were trampled to death -in their steel armours- while trying to strangle a horde of huge horned corpses.

there are now two adults left to make the catacombs even bigger.
given that there is little to no reward for trukilling undead I'm beginning to think about just letting this fort die.
surface fortresses are hard in sinister surroundings. :(

edit: The kids were kidnapped while I was watching some TV waiting for the world to end, then a wave of twenty-one dwarves entered the site.
task one: finish that damned wall! Two: expand the catacombs.

146
DF General Discussion / Re: Future of the Fortress
« on: December 17, 2011, 09:11:24 am »
Quote
. . . It now keeps track of all the former positions of historical figures by start/end year . . .
Does this mean that items in an abandoned/killed fortress don't wander around the site when reclaimed or visited?
Even if it is just the corpses that keep their stuff/don't move around, that would be cool.

147
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 16, 2011, 06:36:18 am »
Dammit, my awkwardness after not playing for several months has cost my miner's life. While liberating some bitumous coal from the fell grip of the evil mountain, a 'tree' fell on his head killing him instantly.
It was some sort of eye-thing I think.

My first migrant wave was half children, don't they know this is mightmare country?
Had forgotten to forbid the carpenters from hauling stuff.  :-X duh.

148
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 15, 2011, 11:43:43 am »
Decided to start a new fort to get that hilldwarf community going...
on top of a stream deviding a dense forest from a sinister mountain range.

I started out fairly prosperous with the standard team. one small home built, nearby lakes made safe with ramps a small strawberry farm and about to start smelting that limonite nearby.
Then a herd of skeletal Yak attacked.
reclaim- standard team. before the stream defrosted, another Yak invasion ended the fun, the pallisade only half finished.
reclaim- every dwarf now has mandatory basic combat training plus we got ten wardogs.
An undead badger army stampeded through the village, no problem but they are fast!
The carpenters refuse to build on the wall, there are goodies and corpses outside to haul in.
We have three ghosts haunting us now...that might also be a factor in the overall reluctance to work in the compound.

ed: I have some slabs and casKets in line, but those haunted socks are more intresting...;) at least the catacombs are ready.

149
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2011, 10:38:21 am »
My legendary stonecrafter, creator of a native gold scepter artifact, is being haunted by his dead wife who had the unfortunate luck of being in my ranger squad, which is notorious for sucking up migrants like a vacuum-powered meat grinder.
Have him carve a nice stone in her honour, that will ease his grief. :)

150
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: December 14, 2011, 08:16:14 am »
I am planning on giving each dwarf (family) their own surface house with their own bed and table and other furniture and private workshops. cellars/lofts filled with food/drink stocks.

But first I have to revive my netbook that died... I suspect it is the CPUfan as it freezes after a few minutes (usually), even in safe mode.

We are digging off the top of a nearby mountain for its sweet, silky limestone and the vertical fortress shaft has struck magnetite, and the forges are working overtime producing steel, our only limiting factor the fuel our lumberjacks can cut from the surrounding forest. The evilness of the chalkmountain does not carry through into our steel, thank the Son of Fire and Moonshine.

Pages: 1 ... 8 9 [10] 11 12 ... 184