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Messages - Vucar Fikodastesh

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1
Other Games / Re: Cataclysm: Dark Days Ahead
« on: June 04, 2013, 04:11:47 pm »
I don't believe it has ever been possible to clean a wound after the infection has entered your system. At this point all you can do is take antibiotics and hope for the best.

2
Other Games / Re: Cataclysm: Dark Days Ahead
« on: May 02, 2013, 04:46:43 pm »
Am I the only person who starts with 14 int? I tend to start with 10 in every stat except int, which is 14, so I can eventualy (if I survive that long) max out skill gain from every book and install every CBM I find with ease, and become a pretty badass mutant cyborg thing.

I used to start with 14 INT, but at some point it was changed so that you can still learn from skill books when you don't meet the requirement, it just goes slower.

Combine that with the fact that a higher skill comprehension doesn't actually give you more skill for EXP spent, it just spends the EXP faster, and I usually start all of my characters with 8 INT, now.

3
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 22, 2013, 11:13:21 pm »
How do I make .40 S&W? I just fulled apart some .45 FMJ and now I have gunpowder, primers and lead. I also have a lot of .40 casings, but I can't seem to figure out how to put it together.

You need at least three firearms and one mechanics to make .40 S&W. Access the crafting menu with "&" and press ">" once to reach the ammo crafting tab.

4
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 14, 2013, 07:09:46 pm »
Spoiler (click to show/hide)

2. You can only block with weapons that have a block attribute, and I know that the rapier has weak block. I don't know terribly much about the block mechanics in general, since all the weapons I use can't be blocked with.

3. On the original cataclysm setting, skill levels will be displayed in red when they have rusted below that level. So if it says 2.00, that means that your level in that skill is anyway from 1.00 to 1.99. Once it rusts below 1.00 it will display 1.00. It's extremely counterintuitive, I know. I usually play with skill rust capped at skill level. Skill rust is just too absurd at levels above 8 to manage otherwise.

5
Other Games / Re: Cataclysm: Dark Days Ahead
« on: March 10, 2013, 09:44:06 pm »
And I'm almost certain skill comprehension is how much skill you gain for the experience used.  Of course somebody who knows the code could correct me.

Actually, I learned from testing a while ago that skill comprehension just increases the speed at which you spend experience to gain skill. So more intelligence does not actually give you a better experience to skill ratio, you just spend it faster.

Considering how long it takes to gain experience, and how fast you go through it regardless, 90% of the time your skill gain speed is limited by your experience gain rate. So a higher skill comprehension is only advantageous when you are grinding skill through limited resources, such as firearms or crafting.

Considering that you can now read all books with any amount of intelligence, I almost always start with 8 INT now.

6
Other Games / Re: Cataclysm: Dark Days Ahead
« on: February 07, 2013, 04:55:24 pm »
Fire mode switching doesn't work for pistols with the auto-fire mechanism installed, though burst fire will still work if you manually rebind "burst-fire wielded item".

The volume increase for caliber retools seems a little high. Adding a .45 caliber retool to a S&W 619 increases the volume from 2 to 4. The revolver doubling in size just because I swapped out some parts doesn't make much sense to me. It also further marginalizes the use of retools.

Also, with the addition of spare magazines, I think revolvers need a little something to balance it out. Speedloaders and the ability to extend their barrels for increased damage and accuracy would be nice.

I've also noticed that it is possible to attach more than one under barrel attachment to a gun. While this is cool, it doesn't make a lot of sense.

This is a rifle with an attached grenade launcher, crossbow, shotgun, and spare magazine.

7
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 13, 2012, 09:35:51 pm »
You can already craft a gas mask. ???


8
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: August 04, 2012, 07:03:16 pm »
Where do you find the Combat and Survival CBMs, Military bunkers?

You can find those two specific bionics in, lab finale rooms, military bunkers, and crashed helicopters.

9
Other Games / Re: Minecraft - It has blocks.
« on: May 11, 2012, 09:28:24 pm »
A storage and retrieval system using inventory chests.

10
Other Games / Re: Minecraft - Major Mods Thread
« on: April 21, 2012, 11:25:08 pm »
Because for most purposes logic circuits are simpler and take up much less space? Because a working computer requires upwards of 10 diamonds? Because you don't know how to program in FORTH?

A computer taking the place of logic circuits is going to need a disk drive, monitor, CPU, and IO expander. That's four blocks, and none of them can be hidden under covers or placed on a wall.

11
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: January 28, 2012, 04:25:55 am »
The "Tiny Core Linux.vdi" file you downloaded is a Virtual Disk Image; it is the hard drive for the virtual machine. All the files you downloaded and all the files included with it to start with, are safely ensconced within the file, and are formatted in a Linux file system that Windows doesn't really have a hope of reading by itself.

As far as I know the only way to manipulate the data outside of the tools and programs already present on the machine, is to follow the instructions here under "Setting up FTP and SSH". That way you can connect with an FTP client, and directly transfer files into or out of the virtual disk.

12
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: December 11, 2011, 09:28:27 pm »
Is there a way to roam a town, gathering supplies without being charged by 20 zombies five minutes into the game?  Is it because I bring the dog with me?

That's totally normal gameplay, you just need to do a lot of running away for a while. The dog doesn't attract more zombies, in fact, he makes a good way to escape the first pack you find. :P

13
General Discussion / Re: MSPA Homestuck: there's an update I have proof
« on: December 07, 2011, 08:53:27 pm »
The theory wasn't that they were true identical twins, but rather sex swapped identical twins. AKA 98% genetic equivalence as compared to 75%.

After all, everything is possible with ectobiology.

Of course the eye color shoots that theory straight to hell, since it isn't a Y linked characteristic.

14
Other Games / Re: X: Rebirth(a.k.a Egosoft's TNBT)
« on: December 07, 2011, 05:11:18 pm »
At this point the main thing I'm wondering is why Saya Kho thinks mass genocide is a reasonable solution to a problem.

When I played X3: Reunion, she just didn't seem like the type to murder billions of people, but I guess people change.

Either that or the trailer is very misleading.

15
General Discussion / Re: MSPA Homestuck: Future classroom woes
« on: December 06, 2011, 08:45:31 pm »
The kids are definitely not twins. They mixed two people's genetic material twice, like what normally happens when you have two children separately.

Yes they mixed it twice, once for John and Jade, and once for Dave and Rose.

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