Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DemonOfWrath

Pages: 1 ... 9 10 [11] 12 13 ... 15
151
Other Games / Re: Crusader Kings 2 is released.
« on: July 01, 2012, 08:16:28 am »
I've had a tournament where I scored first, second AND third place. Nope, no corruption in the results from the king in that tournament.

152
Other Games / Re: Crusader Kings 2 is released.
« on: June 18, 2012, 06:51:14 am »
...That's the most unintuitive thing I've ever seen.

153
Other Games / Re: Crusader Kings 2 is released.
« on: June 18, 2012, 06:17:27 am »
Has anyone ever had any of attractive/quick/genius inherited from a parent with the trait? I'm constantly trying to get one of them into my dynastys bloodline but after ~100 kids I've never seen it happen.

154
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: April 17, 2012, 06:22:13 am »
Eh, there's a point to keeping weaker spells as backup (mostly to save mana sometimes, or if you're desperate), but magic dart is practically useless by mid-lair, as enemy AC gets to the point where dart simply wont do anything, and accuracy increases with power, so IMB and such will hit most of the time by the time you get to them, and it's still more practical against dodgy enemies (you're likely a squishy wizard, you don't want to spend more turns to kill something than necessary). If you've got IMB up and running and you're using magic dart on something you can't bludgeon to death with a staff you should probably be running away.

But don't waste a scroll on it, it's common enough that you'll surely find a spare book to burn later on.

155
Life Advice / Re: How to fight
« on: October 29, 2011, 09:30:23 pm »
I seem to be agreeing with about everything LordBucket says, anything specific is utterly useless in this situation. Even with several years under my belt at boxing, it's still pretty hard to get anything new to work well until I've had multiple sparring sessions to have gotten used to it (and that's despite knowing exactly what and how I'm going to do it). Anything more than really, REALLY general advice is likely to be completely ineffective.

You can practice/theorise all you want but in an actual fight everything works differently, as they wont be sitting there for you to get everything right, and they wont be predictable. It's all well and good to try and say, grab their arm, until you get punched in the face by their other hand (and well, depending on your reflexes, stuff like that could take ages to learn anyways).

And yes, a lot of stuff you might try, they'd be better at it (for instance, taking one of Vector's suggestions, the boxer (idk about MMA that much so I wont make any statements about it) is a lot more likely to get an angle on you than you are on him).

156
Life Advice / Re: How to fight
« on: October 29, 2011, 02:30:17 am »
Keep your neck down and chin tucked, hands up covering your chin tight to your body. When you punch roll your opposite shoulder back and rotate into the punch. Make sure to keep your wrists straight, hold them straight and lock it. Be aggressive. Swing swing swing swing swing until they are knocked down. Do not stop for any reason until they are down. Be the first one to hit them, be aggressive, don't let your nerves get the best of you. Don't sit waiting for them to approach you and hit you, be the first one to swing and don't stop till they hit the ground. 9/10 if you swing first and keep it up they won't be able to do much of anything except get a few hits in.

That would leave you again extremely off balance, failing to land the blow could just result in them pulling your arm in, elbow down... Not pretty. Do these other three know how to fight well?
no one is going to pull his arm in if hes being aggressive and only throwing at the guys head he won't have a chance too, the guy will most likely be trying to cover up from the pain.

That's a very bold assumption to make. Countering shots isn't exactly hard if you're practiced at it (not saying it's perfectly easy, but it's not overly difficult), especially if you don't know how to properly throw a punch, and it seems you're assuming that they're either awful at defending themselves or are unused to taking hits, and the latter seems unlikely from the account given.

Honestly, best advice is simply avoid fighting them at all costs since you don't know how to fight. They have a massive advantage on you, not even including the fact that there's more than one of them. In addition to them knowing what they're doing and being used to it (probably), they'll outlast you fitness-wise for sure (really the only effective way I've found to increase your stamina in a fight is to, well, fight), and in all seriousness there's a high chance anything you're told/learn to do will either just not occur to you in the heat of the moment, or you'll find yourself unable to do it (seriously, don't try anything even remotely elaborate if you have to fight, it's more likely to make things worse for you than work). I don't know how good those guys are at their martial art, but you'd probably need at least several months to get to the point where it's remotely even.

There really isn't any other way to put it, either you avoid it somehow or you're going to get your ass handed to you.

157
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 31, 2011, 06:12:03 am »
Not on Luna, the gravity is most likely too low to handle without genetic modification. If you look at the system view (F9) you can see Luna has a colony cost of N/A, so no matter how much infrastructure you put down it wont support any population (the amount of infrastructure you need for 1 million colonists is 100 x colony cost, which you can reduce via terraforming). You can try orbital habitats if you really want to colonise Luna, but it's massively inefficient.

Also, colonists don't really do anything besides pay taxes, provide work for civilian companies, and provide workforces if you need to put some construction factories, non-auto mines, maintenance facilities ect on-world. You can mine just fine without civilians using automated mines and mass drivers.

158
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 31, 2011, 05:46:44 am »
Nowhere near viable, unless something unusual's going on in your game and you can tolerate the low gravity. You could try orbital habitats, but Mars/Mercury/Titan/Venus (in that order) are better, as you can terraform them (personally I just see colony viability as how easy it is to get to 0 colony cost, minerals can be handled through auto mines and mass drivers regardless of other factors).

159
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 23, 2011, 08:03:25 am »
No, it definitly does not affect it, I can say that with certainty otherwise my civs would never build anything (I never bother to build a colony ship ever, let alone tool a shipyard for them, and plenty get built, and in my current game I can see about a dozen upgraded freighters when I still haven't gotten around to retooling my shipyard from the previous design).

160
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 23, 2011, 05:28:47 am »
If you want civilian to help you, I think you need to "lock" a freighter design, in the ship design window (it means you can't change it after, even if you can clone it then change the clone).

Locking doesn't affect which designs civs build, but marking a design obsolete will stop them (very useful when you need them to build something specific, as you can then un-obsolete the designs).

161
Actually, that looks like a screenshot from the OTHER team, notice that the hostile contacts are 700 tonnes.

162
Remember, that if get close enough with enough FACs to take out their Werewolf(s), it doesn't really matter if we lose a bunch of Hufufs as each of the enemy are 11k tonnes, as we'd have to lose 16 FACs to lose out in tonnage lost, and any Werepuppy ships escorting those are completely useless against the Hufufs given the observed range of their guns, although, now that they know our capabilities and may phase those out, as a short/medium term goal can I suggest the idea of creating a dummy missile gunboat or something?

Simply, to keep them from phasing those escorts out for something useful due the threat that we possess missile capability. Give it a small amount of large, fast missiles, that would hit like a wet tissue, just to scare them into keeping the escorts around in fear of getting hit by a really powerful missile (thus letting us blast them with the Hufufs at some point)? I can't remember if tricking them like that is possible from the info they get shooting them down though (they'll know the size and speed, but I can't remember if that'd let them see that the missiles would have basically no warhead). The idea would be to fire few enough that they'd shoot them down for sure, but letting them see the size and speed of the missiles, to make them think we have some awesome missile tech.

On thinking about it actually, missiles wouldn't be bad to sporadically complement our mesons with their pathetic range, and keep them from specialising everything to blowing meson FACs as they close in. I realise the disadvantages but I feel its an interesting enough plan to throw out there, depending on how they react to the information they've got now (face it, if they remove the Werepuppies for something to deal with FACs, a surprise missile volley could win an engagement or two).

163
In order, from easiest to hardest to research, the techs that would (ignoring the options that give no immediate benefit, such as signature reduction/weapon size/shields) improve the FACs are:
better armour tech
better reactors
better meson range/fire control speed/fire control range
reduce engine efficiency for more power

A lot of the options are listed because we can reduce the size of components with those techs, allowing room for more armour, speed and/or numbers, as the whole battle is really a matter of getting a critical number into range, speed and armour are the key things I reckon need to be boosted.

I'd probably suggest either FC range or armour tech first, as while we can boost the range of the mesons it means we have to boost the size of the FCs to allow for the increase in max range, which will reduce speed or protection (or, if we choose to go above 700 tonnes, numbers), so taking into account what I can make of the current research projects, I'd suggest (in order):

finish ion engines
finish composite armour
fire control range
meson range

164
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 25, 2011, 07:31:38 am »
What do you mean, ruled out? Geez, what forum do you think you're on?

THAT is obviously a challenge, how long will it take for one of the planets to hit the star, and can you get it to 0 col cost before then (I wonder if getting closer to a second star would raise its temperature?). I suggest colonising the place, then using it as the sole source of officers/ground units for your empire, as anyone who'd live there is obviously awesome by default.

165
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 25, 2011, 04:05:27 am »
Get the ship back to a shipyard and from the manage shipyards menu you can choose to repair stuff (dropdown menu from build ships).

Pages: 1 ... 9 10 [11] 12 13 ... 15