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Messages - Ivefan

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226
Hard to tell if kidding or typical overreaction to change being scary...
Neither. Fair enough, common zerg can't pull it off but even an organized two or three squad platoon can take amp stations from defenders equal or slightly more than they are in the time it just takes to drive in and park at the cap point.
Organized groups has always been able to beat the zerg defense but atleast there was some contest before.

-edit-
I might retract my statement. I only defended the normal stations but today i noticed that they changed the layout of many others.

227
so SoE just ruined all large base defenses, except biolabs, with their AMS shieldbreaker sunderers and made it so any serious defense needs heavy AA focused players to deal with galaxies high up dropping respawning squadmates.

228
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: January 28, 2014, 02:24:37 pm »
So... is it just the RNG messing with me or why is the biggest settlement I've found in my new world just 9 houses and a few shops when I've set the city size option to 6?
Cruising around in my solar car(Solar seems op anyway) and finding science teams, wrecked choppers and all kinds of goodies while dodging portals, anthills and all kinds of special features.
12 CBM in the trunk, power armor, full army gear with extra storage, all kinds of books, a welding rig to keep my car in top shape, food & water aplenty and i'm just at day 7 of spring.

229
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: January 26, 2014, 02:22:48 pm »
The good thing with dynamic mode is when you build a fort in the middle of a town and then start making loud noises. fun slaughter.
If Migration/Hordes is implemented in static mode it would be quite interesting as one walks around in what is assumed to be a safe area when the horde arrives.

230
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: January 26, 2014, 08:43:19 am »
...part of the fun is carving out my own territory where no zombie dare tread. This is mostly a matter of taste, though.
Agreed. Though I think I would like to crank up the spawn multiplier but that will make it really hard on a starting char.

231
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: January 26, 2014, 02:38:36 am »
Exploding something in the middle of the town should definitely have caused a bit of an incursion if there were any zombies around, but perhaps they don't react to sounds not made by you specifically?
Possibly. Though a smoker was attracted to a bunch of zombies bashing on a fence. I just thought I recalled that a burning building attracted the horde, but that was some time ago.

Onto cars. What is the difference between the different sized wheels? except for the wide variant not triggering mines.
Any point in making a mobile home with electric engines or are they too weak? If so, can I stack the panels and batteries in a single tile?

232
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: January 25, 2014, 03:20:37 pm »
You can unload ammo easily and unloading liquid from a container asks for a container to put the liquid into if you have one.

And louder noise definitely travels further. Exploding a boomer with a rocket launcher sent a small horde my way from a nearby town.
I was thinking of the times, for example, when I raided an electronics store and want to unload all the batteries, or when i went and filled gallon jugs with alcohol in a liquor store.
Theres a lot of repetitive button pressing, whether i wield & unload or go through the inventory screen and unload.

The gas station i blew up is near the center of a size 6 town and nothing came along.

233
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: January 25, 2014, 03:08:42 pm »
Right, so noise is a minor factor i static spawn then. Unless there actually is a horde around the corner.
No changes to the noise attraction in this mode then? I seem to recall that using loud guns spawned lots of zombies so couldn't the sound travel further in static mode?

Also, there is still no simple way to unload ammo or transfer liquids?

234
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: January 25, 2014, 02:55:22 pm »
Haven't played for some time now and tried static spawn. Except for the grace period, it seem easier? I blew up a gas station and burned down some houses but no horde came along.
Does this option simply just generate zombies once and then there is no more?
How does the shift+v priority thing work? I managed to crash the game twice and I didnt notice any change in the list.

235
Other Games / Re: Tales of Jornica - The Lonely Dwarves
« on: January 07, 2014, 09:59:22 am »
Well put. Unfortunately, it seems to be happening more often as of late. Perhaps we could do with a sticky thread or something, to discourage the forum being viewed as viable marketing ground?
Not really. The guys tends to get a lecture as their first reply and to be honest, most of the games are interesting in some way.
True spammers gets hit hard and the thread forgotten.

236
Other Games / Re: Maia - Space colony god game
« on: December 20, 2013, 01:31:54 pm »
They are acting like real humans now.
self sustaining but stupid? :P

237
Other Games / Re: Space Station 13: Urist McStation
« on: December 18, 2013, 02:24:07 pm »
Exactly on the mark with your cold example. Cold is not a separate thing from heat, it's just a place on the heat continuum from "Really Hot" to "Really Cold".
That is the basic everyday interpretation. But in fact it describes something that does not exist. There is no cold, there is just "no heat" to "lots of heat"

I claimed that inaction is a choice, and for it to be a choice you have to be aware of what your options are.
a simple google search on inaction gives me this: lack of action where some is expected or appropriate.
expected or appropriate would imply that awareness is required and that choosing that to not do anything is the same as inaction.


Now take an example of inaction. The AI controls the moving part still, but now its sensor is working. A hacker injects code that forces the machine part to close on someone tied to the floor. The AI has the ability to stop the process if it self-destructs in some way, such as locking a motor or overloading its power supply.

The action is self-destruction to prevent harm. The inaction is simply not doing that.

The option is between option 1: Self-destruct and option 2:Allow the part to move and injure human

That is a choice.

There is always a choice if there is awareness of a situation, even if that is to do nothing.


An industrial machine has safety sensors which stops the machine when interrupted, They are coded for an active signal so they basically send a continuous 'OK' and if they break, the machine stops.
That is the same as the first part of your first example.
With AI, when a human manually inputs "OK, move that part" we would get 2 kinds of AI.
One AI would move the part because all available information tells it that it is okay to resume work.
The second type of AI is the kind of AI that goes mad in movies and wants to put humans in isolation cells with continuous supply of nutrients because the chance of harm is lowest that way.


238
Other Games / Re: Space Station 13: Urist McStation
« on: December 18, 2013, 10:58:41 am »
Also, Inaction is the action of voluntarily not doing something. Which is fun because that theoretically means that you can voluntarily do things to allow someone else to do harm to a human.
It all depends on interpretation.
I'd really like to hear an explanation for this interpretation. Especially considering your definition of "inaction" is wrong: inaction is simply not doing something. It has nothing to do with choice.
Rather late reply but... certainly, inaction is not doing something, but is it still inaction if the person/AI is not aware of the thing to not do anything about?
If that is the case then we are constantly "doing" inaction because there certainly is some action we would do about something if we just knew about it, yes?

It's for certain in this case, for the law to apply then the AI needs to be aware of the situation that might put the human to harm. If the AI is aware and does not do anything, then it violates the law, unless it has exhausted all options for actions.

All vocabulary has meaning, but the meaning can have deeper interpretations. For example:
I forget the term for this type, but take the word cold. We all understand the basic interpretation that it relates to a temperature that is less than that of our body.
But it describes something that does not exist, for cold is a lack of heat and not something in itself.

239
I'll probably get member and buy it anyway, but putting Harasser Lumifiber on sale right after nerfing it into the ground is a bit insulting.
worse than putting it on sale then nerfing it?

240
Other Games / Re: Space Station 13: Urist McStation
« on: December 17, 2013, 03:37:51 pm »
The thing is, It all boils down to what kind of AI the player RP as.
A literal AI can be fun one day, another day one might want to play an AI that is able to calculate probabilities for sequential actions.
Someone orders the armory door open and there is no threat on station that requires weapons.
The literal AI can follow order and might even the player to go out again because there is no immediate danger to another human.
The other AI should either not allow the guy in, or lock the door if he picks up anything harmful.

One time when i was AI I heard the security talking about killing someone in the brig(yes, I snoop as AI) I ordered the borg to pull the guy to safety. It was a merry chase which ended with the guy being locked into the abandoned office and no one found him.
Then the captain(not antag) went and messed with my laws so he could kill the guy and from there it all spiraled out of control and people went on manhunt for the captain.

Also, Inaction is the action of voluntarily not doing something. Which is fun because that theoretically means that you can voluntarily do things to allow someone else to do harm to a human.
It all depends on interpretation.

Speaking of technicalities, if I ordered an AI to shut off its own APC, or else I will kill someone, should the AI do it? Again, this is only a technical point, it's a server rule 1 violation to make the AI kill itself like that as I understand.
Its lame, but if you got the guy hostage and the AI cannot do anything else to prevent you, then It should do so.

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