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Messages - Moogie

Pages: 1 ... 27 28 [29] 30 31 ... 105
421
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 16, 2013, 02:31:01 pm »
My wound is no longer a problem, I got killed by the horde trying to sneak into the pharmacy.

Problem solved!

422
Other Games / Re: Starbound - A flat yet infinite universe.
« on: April 16, 2013, 11:26:04 am »
Pixel tier. And I don't mind who handles the purchase, I'm happy to send the funds to you (I'd actually kinda prefer it, I know I can trust you).

423
Other Games / Re: Starbound - A flat yet infinite universe.
« on: April 16, 2013, 09:58:04 am »
Yeah, I don't know why I couldn't see it. Nor yesterday, either. I think I've been playing so many ASCII games lately that my retinas have filtered out pixel letters into mere symbolic representations of animals.

424
Other Games / Re: Starbound - A flat yet infinite universe.
« on: April 16, 2013, 09:50:27 am »
Is the 4-pack deal even still going on? I don't see anything about it on the preorder page. (Nevermind, I'm blind. It's right there.)

My friend is also interested, so I'm ready to pitch in 2x with two other Bayers if anyone's up for that.

425
Other Games / Re: Starbound - A flat yet infinite universe.
« on: April 15, 2013, 10:11:32 pm »
If anyone else is doing the 4-pack thing, I just got my paycheck today. :P

426
Other Games / Re: [Giveaway] Starbound -OVER-
« on: April 15, 2013, 10:09:15 pm »
'Grats winners, and thank you Hemmingjay for yet another generous giveaway funfair. :)

427
Other Games / Re: [Giveaway] Starbound
« on: April 15, 2013, 01:28:06 pm »
I'm in!

Falknor has been with us for six years! He should post more so we can get to know him better. :)

428
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 15, 2013, 10:53:49 am »
I'm struggling to work out the Noise levels based on the wiki information. Could someone clue me in how this works?

The wiki says "Noise is based on ammunition damage * 0.8 + 20 if greater than 5". So, taking .308 as an example, this ammo creates 48.8 "noise". But the wiki goes on to say that 40mm grenades make 8 noise and various other things are even quieter.

I don't know much about guns, honestly, and I know the .308 is a powerful caliber, but is it really so much louder than a grenade? Or is this information outdated?

429
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 15, 2013, 09:41:03 am »
I just wanted to say that I started playing DDA for the first time yesterday and I'm already loving it. Static spawns was an unexpected, but very welcome option, and lead to a crazy situation.

Spoiler (click to show/hide)

430
Other Games / Re: Cataclysm: Dark Days Ahead
« on: April 14, 2013, 05:35:35 pm »
Hm... An amplifier circuit needs two transponders, but transponders are disassembled into 3 signal receivers... and each signal receiver uses 2 amplifier circuits...

So... infinite Amplifiers? Mental note... check. Thanks. :P

Wait wait, I got a good one. It's Amplifiers all the way down! ...That wasn't very good, was it.

431
Other Games / Re: The Elder Scrolls V: Skyrim
« on: April 14, 2013, 07:37:58 am »
It I have to call Skyrim out in terms of Spellcasting (other then Ice magic as a whole) it would be that it doesn't even scale with itself.

Neonivek? With a valid point? Holy shit, now I've seen everything! :D

Btw I highly recommend the "Empowered Magic" mod that fixes this particular problem. Couple it with the "Apocalypse Spell Package" and you suddenly have a balanced, scaling system and over a hundred new and genuinely interesting spells to play with, instead of just Fire... Bigger Fire... Ranged Fire... Explodey Ground Rune of Fire... etc. My favourite combination as a newbie mage is Fracture and (the vanilla spell) Frostbite; as Fracture adds the condition Stun whenever the opponent gets hit with another ice spell, Frostbite suddenly becomes a machine gun, keeping them stunlocked while they freezeburn to death. Finally, a mage can do what anyone with a 1H Sword and Shield combo could do from level 1. :)

432
Other Games / Re: The Elder Scrolls V: Skyrim
« on: April 11, 2013, 11:50:00 am »
Is there any point in finishing this? (vs vanilla comparison)


I started it for personal use, but it's a lot of work for the benefit of one pair of eyes. People seem happy enough with the awful 512x512 stock textures.

433
Other Games / Re: The Elder Scrolls V: Skyrim
« on: April 08, 2013, 03:47:45 am »
Just so my previous post isn't left orphaned, I'm dropping a quick note here to say I fixed it. The problem was with my self-made patches that disabled Eye Adaptation and HDR/Bloom when using Realistic Lighting Overhaul. I wasn't merging the values correctly.

434
Other Games / Re: The Elder Scrolls V: Skyrim
« on: April 07, 2013, 10:36:29 am »
So, I'm having a problem with certain effects in the game turning my screen pure black, and the threads over at the Nexus tech help section never get any replies.

I first noticed it when I picked up the Staff of Corruption. Whenever I cast it, the screen turned black. My game wasn't frozen, and I could still perfectly see the GUI elements. If I happened to stumble near an object or door, I could see the "press E" popup just fine. But it's like I had 100% Blind cast on me.

I tried various things, changed my mod order, disabled mods... nothing seemed to help. Since it was the only occurance I had come across in ~40 hours of play, I decided to just not use the staff.

Later, when going through the Mage College quests and helping whats-her-name by being a spell test subject, it happened again. She cast her "I turned you supar-green" spell on me, and my screen went black.

In both instances, if I open my map, I get visual back. But when I close my map, it goes black again. I can briefly see the world before the darkness encroaches. It 'fades' to black, rather than a sudden flicker. This weird fading behaviour makes me suspect some sort of shader problem.

So. Shader problems... how exactly does one fix those? Are there any ini settings I can try changing? My gfx card is a single ATI 6850.

435
Other Games / Re: Banished: 3d Village-builder with survival elements
« on: April 06, 2013, 12:14:18 am »
Quote
Will there be some mode where we are basically guaranteed to die a horrible death, or a mode where we ARE guaranteed a horrible death?
I'm on the fence about this - you can play for a long time, but after a while the supply of stone, iron, and other non-replaceable resources will make things really hard. After that happens, you can't make new tools, which will grind production to a near halt. You can try to trade for these things, but the merchants aren't predicable at the moment.

I appreciate the challenge of managing limit resources but I hope there will be some sort of 'infinite' mode as well (or at least moddable values). In the original pre-combat-considerations spirit of this game, and games like it, I tend to have the most fun when I don't have to worry about time limits and resource limits; I'd like to keep playing without being punished for surviving/prospering too long. :)

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