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Messages - Dostoevsky

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841
Other Games / Re: SALES Thread
« on: May 06, 2020, 12:17:35 pm »
StarCrawlers for 90% off is a really good deal - it's the closest I've seen to a Wizardry 7/8 game with modern design. It doesn't perfectly scratch that itch, but it does a pretty good job, manages to be replayable enough for a couple NewGame+-es, and is quite polished for what it is.

I really wanted to like StarCrawlers, but the combat - a pretty core feature - feels really bland, more about managing your own mana/resource than actually engaging with the enemies.

Still, 2 bucks is a pretty low barrier for entry. And it's got a pretty decent Ben Prunty (of FTL fame) soundtrack. Edit: and that soundtrack is also 90% off on Steam, making it just 59 cents(!). Though supporting the artist through Bandcamp is always recommended when financially feasible.

Offering my own sale mention, I already mentioned it in the new Siralim thread but may as well mention here: Siralim 3 is 75% off, making it under 4 bucks. A fun, streamlined monster-battler experience. A more focused (and better, in my opinion) version of Pokemon or Dragon Quest Monsters.

842
Other Games / Re: Siralim Ultimate
« on: May 06, 2020, 12:11:54 pm »
Thanks for flagging the Kickstarter - I've had some good fun with Siralim 3, but hadn't been keeping an eye on Ultimate's development lately.

"Grinder RPG" is an apt description, but unlike many such RPGs it's designed to be a smooth-yet-deep experience. About developing an efficient team, with manual control being more of a thing in tougher battles (but always an option).

Unlike many monster gathering games the individual traits on each monster are often very powerful and can be strategy-defining, so there are lots of team-building options beyond 'that one looks neat'.

Siralim 3 has been on sale for pretty cheap prices frequently - indeed, it's currently on Steam for the budget price of $3.74 - so worth giving it a whirl. My main caveat is that it starts rather slow and can take some time to unlock features.

843
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 04, 2020, 12:57:44 pm »
Yes, faction mods do run the range in terms of balance. Some of the more popular ones are basically 'vanilla+1' which is kind of annoying in terms of balance, but there are a fair few balanced ones. Even a few that are vanilla-1 yet still fun to use (e.g. HMI). Getting ship packs for existing factions balances things out some, though that can still result in some of the individual vanilla ships becoming a bit behind the curve.

One other balance issue is that some mods have ships that are designed to be really good player ships but aren't necessarily good in the hands of the AI. Definitely not cheat-level power, but there are some ships that player intention/maneuver can utilize very well. There are also some situations where a faction's ships are balanced by their in-faction weapons (or vice-versa), but the player's ability to mix-and-match factions can lead to some imbalance. Generally speaking this isn't a problem, though.


And that's just a portion. In the months since I've last played I've seen at least a few other high profile mods come out, too, which is really quite amazing considering the lifecycle of the game.

This is getting me tempted to give it another whirl. Been waiting for the next version, but...

844
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 04, 2020, 09:32:55 am »
I still haven't tried any mods despite having owned the game since the beginning of this thread. I suppose I'll eventually try some big total conversion mod, but I've read they also add insane enemy fleets attacking your colonies. Whose size scales with your defences so your defences are never enough, which frankly sounds just plain stupid.

Not sure which mod you're talking about there, but there's a wide variety of mods less drastic than total conversions. Most 'only' add a faction or even just some new ships/weapons for existing factions. Adding some ship variety can make a pretty big difference, in my opinion. Most of the popular ones are well balanced, too.

There are also some neat mechanics mods like Combat Chatter and Starship Legends.

I'd encourage you to give them a try, though adding new factions does require starting a new game to see them in action.

845
Blasted Road Terror, which describes itself as a "real-time tactical looter," is a pretty neat bite-sized game.

I'd describe it as Convoy, but actually good (in my opinion). Much more streamlined and the combat is faster paced, but there is effectively no story whatsoever and no world map or whatnot. Just combat. You have a central mothervehicle plus four regular ones, versus waves of enemies in Mad Max encounters. Most missions are short, though there are 'patrols' which basically string together a series of encounters while managing resources.

It does a good job of the aesthetic. Weapons range from 'spearboys' (i.e. the explosive spear chuckers from Fury Road) to giant lasers, vehicles are nicely cobbled together, music & sound is properly crunchy, etc. I find myself coming back to it from time to time for an hour or two, as it does a good job of scratching an itch. It's also pretty cheap (9 bucks, but frequently on sale).

Spoiler: Rather more on it (click to show/hide)

846
Other Games / Re: So OpenX-Com...
« on: May 02, 2020, 01:23:27 am »
I thought the only difference was that the lowest and highest have hidden stat modifiers, and each tier has increasing numbers of hostiles? (And I'm certain that I've seen somebody else say that Dioxine was basically like "I don't balance for the highest difficulty in mind so if you have any complaints about it, shove it.", so unless it's something in OXCE itself, I don't think there'd be timing changes.)

Not at all from personal experience - I personally play on difficulty 2 or 3 - but that's been my impression from the Discord chatter. Also from some of the new/upcoming pedia entries.

Spoiler (click to show/hide)


And yes, while Dioxine does do some fiddling with the highest difficulty it is not at all the intended difficulty. It is intended to be unbalanced and sadistic for people who like to min-max the heck out of the mechanics and AI.

847
Other Games / Re: So OpenX-Com...
« on: May 01, 2020, 09:54:15 pm »
If I recall there are some time limits imposed on certain threats - i.e. X threat doesn't pop up for the first Y months - but those are more about preventing an early-game ganking by horrible things what bump in the night. (Unless you're playing on the highest difficulty, in which case I believe big bad threats are guaranteed to try to gank you early.)

It is generally as Aoi says. The researches that affect game progression tend to be somewhat logical, especially since certain interrogation researches require having done certain missions types.

848
Other Games / Re: Total War: Warhammer! Now with 2!
« on: May 01, 2020, 09:48:56 pm »
Since I finally managed to get a stable mod collection going, I decided to finally commit to a campaign, and picked Ickit Claw on Mortal Empires.

Despite being extremely low on food, I've managed to wipe out Estalia, Carcassone and the Shadewraith (mod vampirate faction). Currently at war with both Orion and Tilea, but neither have actually moved against me. It's being an enjoyable campaign thus far. I was about to move on Tilea when I stopped, just before noticing Noctilus wanting to snipe one of my Estalian cities. I guess I'll see how that goes for him.

Tips on a stable mod collection? I tried to come back to this after a hiatus, and after a couple of hours never reached a stable form of my previous collection.

849
General Discussion / Re: AmeriPol thread
« on: April 23, 2020, 01:38:28 pm »
He's doing it because he stands to directly, literally profit from it.

Not that I honestly doubt this, but do you have a citation? I've been trying to not pay attention to this particular wrinkle of... whatever one may call it.

850
Other Games / Re: Mount & Blade II: Bannerlord
« on: April 23, 2020, 01:35:16 pm »
I suspect the PoP folks are planning to port it over to Bannerlord, bigger and better than ever.  So no need for sacrificing there.

The most recent update to PoP was just last month, and here's what they had to say on Bannerlord:

Quote
We are only a few short ways away from the release of Early Access Bannerlord. Now I know what you're thinking here: are we going to mod PoP for Bannerlord?

Simple put: we don't know at this point. We don't have the mod tools that are to come with 'release' of the game (if early access counts as that).

We don't know how the set up will be with their module system like you see in Elder Scrolls game files or if it's in the EA release at the end of March.

We may have plans but we aren't at that point where we know for sure. I mean how can we not want Pendor in Bannerlord? It's too savory or awesome to NOT imagine. Maybe one day, if we are certain though. You all will know!

Also can we not have 45 "the Wronged" female characters? I get it, it's 2020 but I feel like I'm being beaten over the head with it.

I'm not sure they're weighted. I don't think I encountered any "wronged" folks, but a lot of Shieldmaidens. (Who are indeed quite capable in battle.) There's a pretty solid guide to the various titles up on Reddit. Also includes a brief summary of spawning mechanics here.

851
Other Games / Re: So OpenX-Com...
« on: April 22, 2020, 10:26:32 am »
And in X-Piratez, descriptions & the pedia tell the general rules on what types of weapons have what damage ranges. Alternatively, the analysis page for a weapon will tell you what its damage roll is - or just open the inventory and mouse over a given weapon/ammo and hold alt, and it'll show you the damage range in the hands of that particular user. Very handy.

If I recall correctly, here are some of the general rules:
  • Melee does 50-150%, with a number of exceptions.
  • Single-round guns do 0-200% (that is, one bullet per shot so this includes pistols and assault rifles)
  • Shotguns are 50-150, I think?
  • Sniper-type guns do (0-100)+(0-100), so more consistently in the middle than generic guns [Using alt to look at damage spreads will show you an asterisk* to denote the double roll]
  • Explosives are 50-150
  • Magic is variable?

852
General Discussion / Re: AmeriPol thread
« on: April 21, 2020, 12:35:39 pm »
As a person who works in the advocacy realm, I can tell you I have indeed heard of cases of "non legit astroturfing." It's rather amusing, really.

In the situations I can think of, it's a scammer that tries to sell astroturfing to interest groups, but just pockets the money (or otherwise wastes it) instead of doing it.

An one might imagine, the Trump realm has led to (or perhaps just helped stimulate more of) further types of scams, fleecing, bilking, and otherwise skeezy activities in certain political populaces.

853
Other Games / Re: So OpenX-Com...
« on: April 18, 2020, 01:21:52 pm »
Actually what *are* good early-midgame options for going against armor? I’ve found my “give everyone heavy shotguns and pray until you get to CAWS” tends to not be a good strategy.

Melee is probably the simplest/best, honestly. Definitely chancy, but using movement carefully to close the distance and then clobbering with a spiked mace or something similar works.

I also found a decent amount of success keeping a Rotogun specialist around. It's pretty crummy on its own - even saying it's "not very effective against heavy armor" - but the ammunition strips a bit of armor on every hit. And it fires 15-round salvos.

Assault Cannon is another specialist weapon that can be useful - high damage and the basic cannonball strips a sizable chunk of armor on a hit. That one is just less reliable than the Rotogun for steady armorstripping.

Iduno's also right about molotovs and other grenade options. If I recall one of the recent(ish) patches nerfed molotovs, but they're still pretty useful.

854
Other Games / Re: So OpenX-Com...
« on: April 17, 2020, 04:33:44 pm »
Getting a workshop sets you down the path, yeah - and it's not a short path, mind. You might see some early benefits from the path you pick, but it takes a little bit before the big payoffs (and branches) come to fruition.

Shotguns are indeed great, though the default ammunition will lose effectiveness before too long. Thankfully there are lots of alternative ammunition choices that can be researched for many of the weapons in the game, giving additional longevity.

855
Other Games / Re: So OpenX-Com...
« on: April 15, 2020, 10:12:56 pm »
Yeah, helping Lokk-Narrs is probably the most common early way to find them. They might raid your base, too...

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