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Messages - Jetman123

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136
Other Games / Re: Games for DOS thread!!!
« on: August 03, 2009, 02:26:47 am »
Sword of the Samurai.

It's an excellently, excellently done title you can get off of Abandonia. It's set in feudal japan - you're a lord with a small fief, and your goal is to work your way up to hatamoto of your province and then up to shogun (demi-emperor, the guy litterally directly below the emperor) of Japan. Things will not be easy - Japan is essentially in the middle of a civil war, with every province out for itself.

You have a lot of options to get yourself to the top - you can go on missions to gain honor by rescuing folks, killing bandits or helping your fellow samurai. You can sneak into your rival's home and steal heirloom swords or kill dignitaries to sabotage his reputation, kidnap members of his family, or simply try to kill him in his sleep. You'll need to sneak through his home and kill any guard who sees you, while trying not to raise the alarm. If the alarm is raised, not only will all the guards come after you - your target will be awakened, and you'll be in for a swordfight when you finally do find him.

The swordfighting is one of the major components of the game and is very, very tense. It's difficult to get used to at first - you can move around the mat and swing center, off center or sideways at your opponent and parry in three directions, as well as pull your sword back hard for a massive blow that might leave you vulnerable. Four sword strokes and you're doomed, but so is your opponent. I would suggest reading the manual however as the swordfighting can be complex for a newbie. (Also, one of the major stumbling blocks for me was the fact that the sound effects don't seem to differ when you select the Roland MIDI board, which sounds the best, when you're swinging at air versus your opponent. Make sure you're right in front of your opponent or you'll just be slashing wildly at air.) In the end, the swordfighting component of the game is difficult but very, very rewarding. When you see your opponent fall, you just feel a rush of adrenaline and go "YEAAAAAAAH!!"

The next game component is the melee, where you're in a top down viewpoint fighting a large number of lesser samurai or bandits on your own - the classic samurai movie image of a great samurai cleaving through dozens of lesser opponents - fighting swordsmen, spearmen (who are a real bitch if you can't get close enough to them - they have a longer reach than your sword does, but if you get in past their defenses they'll need to keep backing up to hit you) and archers. Oh, and you, true to history, have a bow you can use to shoot them as they close, but seeing as you're a swordsman and not a bowman, you might just graze them instead of killing them. The enemies are quite smart, and get smarter as you go higher in difficulty, taking long and indirect paths to stay out of range of your bow and attack from different angles to you to try tooutwit you. One hit will wound you and slow you down - two, and you're history. Be swift, be aggressive, and above all, don't get killed.

The final one is battle, where you're controlling all of your samurai on a large open battlefield as a general. These are decisive affairs where you don't really have a huge stake in what happens - you can control where your troops are, but most of it is down to your troops to do the fighting. (Make sure you drill them lots at home so they won't break and flee easily and can fight better. Training makes all the difference.) Battles aren't that common, but you can attack a rival's lands if they have provoked you enough, go into another province to take some land from your province's enemies, or head to your lord's castle with your troops in tow to answer the call to arms when he has a mission available to capture a fortress/destroy an invasion force/kill a bunch of uppity monks. These missions can be difficult, especially if you don't have a lot of men, but if you win, you'll gain more valuable rice growing land, allowing you to get even more samurai under your control.

In the end: Sword of the Samurai is one of my most favorite dos games, EVER. It never gets old.

137
Curses / Re: Issues with Club Security
« on: August 03, 2009, 02:06:10 am »
Hey, don't bash on the guy, he means well. Most of these are bugs.

138
Curses / Re: But...I just wanted to play you a song!
« on: August 03, 2009, 02:00:23 am »
If Law Enforcement is anything but C+, then the police, if you aren't already shooting people, should give you a chance to surrender. Police are, no matter what side of the spectrum you're on (unless you get really ridicoulously extremist, like C+ :)) a life SAVING organization, not a life TAKING one. Their job is to prevent damage - to prevent people getting killed. Even a suspect has a right to life, although if he is threatening others' right to life with a deadly weapon, an officer has every reason to shoot.

All the same, trying to knife people should be met with a baton or taser unless they've actually killed someone. Escalating levels of force. Generally a policeman can use one level of force above what the suspect is using, so if the suspect is punching someone, they can respond with arm-locks, pepper spray, etc, going to the baton if those don't work. If the suspect is knifing someone, pepper spray is still an option but tasers or batons are more likely to be used. (Tasers are highly effective against folks armed with melee weapons.) If the suspect has killed someone, then it's almost always going to be the gun - but if they're not an immediate threat to anyone else, a chance to surrender, warning shots etc, should be given.

139
Curses / Re: Skill Synergy
« on: July 26, 2009, 10:29:24 pm »
Hey, at least firing a shotgun gives you a basic idea of how to aim and steady your hands, as well as how to use iron sights (Yes, I'm aware iron sights on shotguns are not the same as on rifles and sometimes don't even have a rear sight). The same with a pistol.

The same concepts apply, even if the guns are different. Learning how to use a pistol means you also, when a rifle is put into your hands, will know how to use those iron sights.

I agree that it shouldn't carry past very much. But it should give you a bit of a skill bonus.

140
Curses / Re: I just cloned someone! {Bug} [19.4]
« on: July 25, 2009, 04:47:55 am »
Mister Police Officer...

Did you get my package?

*Latoya Sharpes start surrounding the Police Officer*

<Latoya Sharpe 1> It is liberalism that pulls us.

<Latoya Sharpe 2> Liberalism that connects us.

<Latoya Sharpe 3> That guides us.

<Latoya Sharpe 4> That drives us.

<Latoya Sharpe 5> It is liberalism that defines us.

<Latoya Sharpe 6> Liberalism that binds us.

<Latoya Sharpe 1> And WE are here to take from you what you tried to take from us... LIBERTY.

141
Curses / Re: Wanted: Scarier Intelligence Agency
« on: July 25, 2009, 04:42:19 am »
I'd say just let the liberal have a chance of surviving, but being wounded, after being shot, or noticing that something's off if they're skilled at street survival enough.

Perhaps something like in Sid Meier's Covert Action, where when you're going back to your hideout, agents intercept you and you end up in a firefight on the street where you can use cars for cover and grab passerby as hostages. (Not that hostage-taking was really implemented in Covert Action, and you yourself were part of the CIA being intercepted by opposing organizations, so hostage taking is a no-no... but the LCS has no such limitations. :)

142
Other Games / Re: Prospector, a roguelike in developpement
« on: July 18, 2009, 08:32:06 pm »
Thanks for implementing some of my suggestions. The game is more awesome now. :D

Love the gas giants. Although perhaps encounters with creatures in them happen a bit too frequently.

143
Other Games / Re: Prospector, a roguelike in developpement
« on: July 12, 2009, 05:07:13 pm »
I've got a suggestion or six, actually:

1. Up pirate generation. At the moment it's kind of hard to be a pirate hunter. I know that sensors do help, but it's hard to afford them right away for those who want a space combat route.

2. Separate out buying of weapons and items. Give me one per purchase, so I can get a specific number instead of buying them in increments of five.

3. It should be possible to get heavy weapons of some sort for a large credit cost that your Gunner can use in conjunction with a Security member (As they're large multicrewed weapons)

4. Make it so that examining things doesn't cost a turn. Trying to separate out hostile creatures from nonhostile creatures is a MASSIVE headache when you know whenever you stop observing the environment the creature will attack again.

5. Grenades. Should take a moment to explode. Should have you able to set a timer on them. Should allow you to target a specific spot on the ground instead of specifying a direction. At the moment they're entirely worthless as chances are you're going to end up killing YOURSELF more often than not, especially with the fusion grenades. Too-short throws happen ALL THE TIME. Seven times out of ten I end up killing every team member I have because the grenade throw was too short.

6. Fix the armed reptillian planet so you can sell guns to them if you wish. At the moment you can't, apparently, seeing as giving them any sort of weapon fails to work.


As for the game itself - I absolutely love it, and am now addicted to it. I'm glad I stumbled across this topic.

I really want to see how this game grows. It has a LOT of potential, and even in it's alpha state is highly fun to play. (Gee, doesn't that sound like something we all know and love. :D)

144
Always, always, always, always have a medic with at least a first aid kit on hand, preferably a medical kit. (Although you may want to save medical kits for more serious healing by your doctors, bandaging folks doesn't bring back health, only stops them from losing more. This is why I recommend using first aid kits first if you have them, since you want to save the medical kits for time compressed healing.)

JA2 uses a realistic depiction of wounds. Even a shot to the leg or arm can be fatal given time - blood loss is the #1 killer of your mercs, not the actual gunshot. (Also, interestingly enough, damage absorbed by armor doesn't just go away completely - some of it is converted into stamina damage, just like in real life. So getting hit by buckshot might make your merc collapse, but he's not incapped, just winded. You try getting hit by buckshot - it hurts like hell, even if none of it makes it through the armor! :))

If you've taken out all the enemies, you'll be asked if you want to auto-bandage your mercs. If this doesn't happen, or you want to do that at any other time there's no enemy on the field (friendly fire during test firing, or a trap perhaps), you can hit A.

145
Other Games / Re: What makes a good Tactics game?
« on: June 19, 2009, 03:31:20 pm »
This is why I suggest that you play the regular game first to get a feel for things. :D

146
Other Games / Re: What makes a good Tactics game?
« on: June 18, 2009, 05:38:17 pm »
You can get JA1, it's expansion, JA2 gold (which includes Unfinished business) and JA2: Wildfire from Good Old Games, which is available at www.gog.com

I believe JA2 gold is 10$. Direct to disk, no DRM, no muss, no fuss. It's a great site.

You can also get JA2 gold off Steam. Both work fine under XP and vista with no compatibility problems. (Well, JA1 requires Dosbox, but www.gog.com already has that included)

147
Life Advice / Re: Airsofting
« on: June 18, 2009, 04:16:51 pm »
The M16 when originally introduced to soldiers as a replacement for the M14 in Vietnam was one of the worst rifles in the world, due to a number of factors, but the biggest one being:

1. Soldiers were not supplied with cleaning kits as the military were convinced that the rifle was so reliable it didn't need to be cleaned. (Yes, I'm dead serious.)
2. At the time the US' smokeless powder was coarse and while it worked fine in the M14 tended to foul up the receiver and bolt, causing stoppages. (cleaning would have helped massively with this)
3. Soldiers weren't trained in how to clean their rifles either.
4. Not totally confirmed, but it seems that a number of manufacturers of poor quality were employed in M16 construction (Soldiers going as far to believe that Mattel made the guns, though this is false)
5. It was a new weapon that the soldiers thought was weak, many of them preferring the M14. Thus they may have been exaggerrating in some cases.

It wasn't long before the US military brass wised up, fixed their smokeless powder chemistry, supplied soldiers with proper cleaning kits, taught them how to clean their rifles, and started fixing known problems with the rifle. After that long process, the reliability issues stopped, although not before the gun garnered a horrible reputation for itself in the first half of the Vietnam war.

These days the M16 is a fine, reliable weapon. Not as reliable as, say, an AKM, but I'd rather have an M16 or M4 carbine than an AK-74. The rifle itself has pretty much everything it needs, save a full auto option (Although this is provided by the M4A1 carbine, which is starting to be issued to "advanced riflemen" as the US military is starting to realize how useless having only semiautomatic and three round burst is in an urban conflict)

148
I like beating people with pants.

149
DF Gameplay Questions / Re: Is this a bug, or just dwarfy logic?
« on: June 18, 2009, 04:04:25 pm »
Dwarves generally go for the stone that's available on the highest z-level first, which is why your masons clean out the stone from your fortress from the top down. Even if the stone that's lower is closer.

150
Other Games / Re: What makes a good Tactics game?
« on: June 18, 2009, 04:02:05 pm »
Someone's probably mentioned it already, but Jagged Alliance and Jagged Alliance 2 are probably the best games in the whole tactical genre.

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