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Messages - Skynet 2.0

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151
DF Dwarf Mode Discussion / Re: Idea/challenge: Goblinball!
« on: March 08, 2009, 12:56:42 am »
A possible variant:

There are still two teams, but the field is set up so that the goblins are launched in opposite directions from the other team's goal. The goals themselves are 1 z-level tall, on the same level as the field, wider than the field itself, and are 20+ tiles long. There are 2-3 tiles of magma separating each field from the goal, with fortifications carved around the magma. The contestants are armed with hammers, and the cages are set up along the edges of the field. The point is to try to get the goblins to fly as far as possible before they stop, with points being awarded based on distance. If a goblin blows apart on one of the side walls, then the distance is based on where the torso landed.

152
DF Dwarf Mode Discussion / Re: Scary, insane child.
« on: March 06, 2009, 03:09:46 am »
Nickname her 'Alma' (the girl in the box art background).

153
DF General Discussion / Re: after Dwarf Fortress There Was...
« on: February 19, 2009, 09:34:19 pm »
Slaves to Armok: God of Blood
Chapter 16: Armok, God of Blood, has gone berserk!

154
DF Suggestions / Re: Nursery
« on: February 19, 2009, 09:00:26 pm »
I like the dwarves letting their kin care for the child more than the nursery idea. However, if it was implemented, I think that it should  go under the Health Care labor, rather than adding a new skill just for them.

155
DF Suggestions / Re: Immigrant requests
« on: February 19, 2009, 08:51:44 pm »
Dwarves that create goods... craftsdwarves, masons, carpenters, smiths, etc, should value the type of item they create, as well as any tools they use (so smiths would value anvils).  Having a lot, and a valuable lot, of goods of their type likely means more work for them, and even if not, there's likely some skilled members of that profession that either have or would like to start a guild, and maybe you could get some instruction from them.

If someone already had a large amount of crafts, then they would most likely already have all of the craftsmen they needed, and any additional ones wouldn't be very useful. I think it would be better if they looked for the amount of workshops of their trade skill, and compare it to the amount of that kind of dwarf you had. That way, if you needed some more craftsdwarves to get rid of an excess of stone or such, you would just build several extra Craftsdwarf's Workshops, and then, in the next immigrant wave, more would come than normal. Then, when you had about as many craftsdwarves as workshops, they would stop coming unless you build some more workshops. Still, this might provide too much control over the immigration to the players.

I like the idea of being able to hire specific workers more. Maybe that could be a new screen in the dwarven caravan? You select the kind of worker you need, and a skill level, between novice and proficient, with higher skill levels being more expensive. Then, the workers you requested would arrive with next year's caravan, rather than the immigrant wave. There would be a limit on the amount of people you could hire, at around 5 or so per year.

156
Other Games / Re: DoomRL
« on: February 16, 2009, 02:49:14 am »
What was the highest difficulty that you have won a game on? Mine was on Hey, Not Too Rough, although I got to about level 22 on Hurt Me Plenty once. I died, however, when the RNG decided to spawn a group of Mancubi backed with Arch-viles near me, on an Arena level. The HNTR run that I did win was on Angel of Marksmanship, where I had found the Grammaton Cleric Beretta at about level 10. After that, the only real difficulty was keeping my ammo up while using the GCB on full-auto. I had Eagle Eye rank 3, and Son of a Gun rank 3, so I didn't need the accuracy or damage boost from semi-auto mode.

157
Other Games / Re: DoomRL
« on: February 09, 2009, 10:23:08 am »
Spoiler: Mortem (click to show/hide)

This is the furthest I've gotten so far in Nightmare! difficulty. I finally died when I was ambushed by a large group of demons on the other side of a door. I had actually just pulled a lever that had flooded the room with lava, and was trying to get out. It ended up actually helping me out somewhat, because I could just stand a few steps out into the lava, and the demons would die trying to get to me. I used up a lot of my med-packs, but the demons all eventually died. I would have made it, but, when I was finally leaving the room, I went to use a med-pack, and accidentally selected armor instead, and died in the middle of putting it on.

158
General Discussion / Re: Zombie preparedness
« on: February 05, 2009, 01:53:06 am »
I would, obviously, try to stay alive as long as possible. However, zombification would be inevitable, because eventually I would run out of supplies or bullets. Ideally, my base would have a thermonuclear bomb which I would detonate if I became infected, thus dying the most awesome death possible, short of falling into a black hole. However since this is not probable, I would instead try to set it up so that I would at least be a difficult zombie to kill. I would have a helm that covered my entire head, and kevlar armor, along with armor for my legs and arms, so that I would be difficult even to cripple and finish off at close range.

159
Other Games / Re: DoomRL
« on: February 04, 2009, 06:49:58 pm »
Lava and acid damage got much worse in the most recent version.

160
Other Games / Re: DoomRL
« on: February 02, 2009, 11:57:44 pm »
The enemies that can pick up items are: Former Humans, Former Sergeants, Former Captains, Former Commandos, Hell Knights, and Barons of Hell. Some enemies, like Arch-viles and Mancubi, can open doors but can't pick up items. Enemies will pick up any items, but they only use Armor, Boots, Med-packs, and any Phase Devices, although the latter two are only used when they're severely wounded. Finally, all of the enemies who pick up items will move towards levers or powerups and stand on them until they're killed or the powerup is destroyed. They can't actually use any of them, though.

The worst I've ever seen though was a Baron of Hell who found some Gothic Armor, and had accumulated a few med-packs and a phase device. After using the phase device, he started walking towards me the next time I found him, only pausing to throw a few acidballs. I was firing my Plasma Rifle at him repeatedly, and wondering why he took almost no damage from it. When he finally got to me, after using only 1 large med-pack, he started using melee attacks, while I was desperately firing my plasma rifle at him point-blank. He still managed to destroy two sets of armor and use up about 4 large med-packs before I took him down at last. Even after all that, the armor was only down to about 122%, from the 200% it started at.

161
Other Games / Re: DoomRL
« on: February 01, 2009, 08:23:32 pm »
I suppose that depends on what version you are using. The player.dat and score.dat files are forward-compatible, so it shouldn't be too much of a hassle to update your game; just copy those two files to retain your scores and player information.

As for the uniques, try doing Hell's Armory. The enemies are normally manageable, as the toughest thing you have to fight are a few Arachnotrons. In 0.9.8.10, the latest version, Hell's Armory has about a 50% chance of one of the four random weapons in the lower-right room being replaced with a unique ranged weapon. If a unique weapon does spawn on a given level, you will receive the message "You feel there is something really valuable here!".

162
Other Games / Re: DoomRL
« on: February 01, 2009, 07:57:49 pm »
Recent Angel of Berserk run I did:

Spoiler: Mortem (click to show/hide)

That's the best Angel of Berserk run I have had so far. I'd been lucky up to that point, and had made it to the Chained Court without dying. I unfortunately never found the Butcher's Cleaver, as that would have been a major help. I once found it on a previous Angel of Berserk run, at about level 4, and it really helped make the challenge doable. I unfortunately died on that run, killed by an Arachnotron in Hell's Armory, which I was attempting for the 4 Blue Armors it contained.

163
Other Games / Re: DoomRL
« on: January 27, 2009, 06:03:54 pm »
The Pancor Jackhammer is a much better weapon for shotgun users. It does (6d3)x3 damage, just like the double shotgun. However, it can fire three times in a row before needing a reload, while still being reloaded all in one move action. More importantly, the three shots it fires each round all have the same accuracy as the combat shotgun, whereas the double shotgun is only useful in short-ranged combat. The only downside is that it uses 3 shells each volley, so the double shotgun is slightly more ammo-efficient when very close to enemies.

The Pancor Jackhammer is essentially a long-ranged double shotgun, whereas the Assault Shotgun is an improved combat shotgun.

164
Other Games / Re: DoomRL
« on: January 27, 2009, 10:09:06 am »
Former Commandos can be worse than Arachnotrons. They appear at earlier levels, fire more plasma per round, and seem to fire more often. Also, they only carry 40 cells in their plasma rifle, and every shot wastes some of those.

165
Other Games / Re: DoomRL
« on: January 25, 2009, 11:32:52 pm »
http://forum.chaosforge.org/index.php?topic=1825.msg14683#msg14683 has details for how the firing / reload speed boosts stack, and the thread in general is about the Blaster.

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