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Messages - Skynet 2.0

Pages: 1 ... 11 12 [13] 14 15 ... 20
181
DF Dwarf Mode Discussion / Re: Wierd bugs all in one session
« on: January 08, 2009, 06:27:20 pm »
Wait, the cyclops nailed a holy man to a tree? o.0

182
Other Games / Re: DoomRL
« on: January 07, 2009, 11:23:46 pm »
And since they can't use rocket launchers, the only way of getting through The Wall would have to be somehow finding the Anti-Freak Jackal before then.  But I don't even know if that would work.

Well according to the wiki, the Anti-Freak Jackal fires bullets that explode in a 1-tile radius, so you should be able to break through the wall if you found it, unless it acts differently from all the other explosives in the game.

Alright, even the Anti-Freak Jackal might not help against The Wall. I picked it up after that level, so I never got a chance to test it. It fires 10mm bullets that explode in a 3x3 blast, that sometimes destroys walls. You can fire it a few times if you need to break through a wall, such as in the  Halls of Carnage, although there you could just take a shot at the door. Still, on The Wall, the titular wall is very thick, so you would need to waste a lot of ammo on it, assuming you can even use it to blow up walls on that level.

183
As long as the fell/macabre moods thing wasn't permanent, only lasted a few months or so. Maybe you could accelerate the process by making a vent that allowed the madness gas to escape to the surface, where it could be put to good use - creating insane archery targets out of the local wildlife.

184
That seems like it would pose a serious threat over time. I don't like the idea of opening the Pits causing people to get possessed for the rest of my fort's lifespan. I'd much rather have an immediate threat, with maybe some demons coming up once in a while, similar to how chasms worked in the 2D version, although I like the violent wildlife idea. Maybe throw in some unique flora too, similar to the dead trees in evil areas? A 'corrupted larch', or a 'twisted shrub'? I certainly would like to see horrible gateways to Hell itself do more to the surrounding countryside than it does now.

However, one berserk dwarf wouldn't pose much of a threat to any fort, unless the demon possessor made him nigh-invincible. If there was a group of the invisible possessors, then that would work better toward making the Pits more difficult than they are now. Also, I would like to be able to somehow enslave the demons, and use them as uber-guard dogs that could take down a semi-megabeast. Maybe through some dark, forbidden ritual that requires the sacrifice of dwarven children, or something similarly horrible (to the dwarves at least). Maybe practicing the horrible ritual would cause a small group of legendary dwarven paladins to be sent to your fort a few months later, who would try to kill the demons you have bound to your will, and 'cleanse' your fort of its evil taint? The ritual, in addition to dwarven sacrifice, could need a spellcaster dwarf to take control of the demon, and make it his minion/familiar. Whoever chose to do so would have his power permanently weakened, as it would require constant magical force to keep the demon bound to his will.

I agree, the Magic Arc will make The Pits much more interesting to reveal.

185
My thoughts on improving the HFS. Still I like the idea of the miners and any nearby haulers being possessed. I had read the book Desparation, but hadn't made the connection to DF. Still they shouldn't attack each other, and should instead work together towards destroying your fort. You won't have too many miners near the pits when you breach them, and it wouldn't be too threatening to have one horribly wounded novice miners who got lucky and had all four of the legendary miners kill each other.

186
Other Games / Re: DoomRL
« on: January 07, 2009, 06:02:30 pm »
My stupidest death? I was trying to clear a path between an Invulnerability Globe and the stairs, so that I would max out my invulnerable time. It was down below ~15, so it would have helped in case the game decided to spawn multiple Arch-Viles next to a group of Revenants. This very thing had happened twice to me already, one of those on my current level. I had very low health, below 15% I believe, and was planning to grab the Invulnerability Globe rather than waste one of my precious Large Med-Packs. I was moving some barrels next to walls to blow a path through, as I lacked a Rocket Launcher. I normally use either a pistol build, with Son of a Gun, Eagle Eye, and Dualgunner, or a shotgun build, with Reloader, Shottyman, and Hellrunner, so I had no need for the Rocket Launcher after I used it to blow my way through The Wall. I was not paying much attention at the moment, as I was thinking about how I was to reposition the next barrel I needed to use, and pushed my current one right into some lava. So because of my extreme stinginess with Invulnerability Globes (am I alone in this, or does anyone else treat them and Megaspheres similarly?) I inadvertently caused the death of my character. Worse still, he was one of my highest-scoring characters, and his name appears prominently on my score list, with the cause of death as 'committed a stupid suicide'. As of that day, my quest has been to get enough high scoring characters to remove that embarrassing stain on my High Score List.

187
Spoiler (click to show/hide)

I like the 'Serves 4' at the top ;D.

Spoiler (click to show/hide)

188
DF Suggestions / Re: Poisoned Bolts and Weapons
« on: January 06, 2009, 01:08:29 pm »
It would also be nice to add a few new poison effects. Right now, poisons can only stun or paralyze. I would like to see some that could cause nausea, extreme pain, or uncontrollable bleeding.

189
Other Games / Re: DoomRL
« on: January 02, 2009, 02:38:46 am »
The exact message is: BLOOD! BLOOD FOR THE BLOOD GOD! You switch to the weapon upon pickup, and get the effect of a berserk pack.

190
Other Games / Re: DoomRL
« on: January 01, 2009, 10:47:34 pm »
Angel of Marksmanship is actually a really easy challenge, I was able to beat it with no problems. 3 ranks in Son of a Gun, 1 in Dualgunner, and some in Eagle Eye and Finesse, and dual pistols become a viable weapon. The only downside to the challenge is that you can't temporarily use a rocket launcher to get to the rewards in The Wall, Halls of Carnage, and The Vaults, unless you somehow find the Anti-Freak Jackal.

191
Other Games / Re: DoomRL
« on: January 01, 2009, 04:22:48 pm »
Melee characters are really hard in the beginning, but get easier later on as you get better melee weapons. I don't like to do Angel of Berserk for that reason, I prefer to start out with ranged weapons until I get the chainsaw and some good armor, and just take the relevant traits while I'm making my way to the Chained Court.

192
Other Games / Re: DoomRL
« on: January 01, 2009, 12:56:47 am »
My latest run, a melee-only character:

Spoiler: Mortem (click to show/hide)



Spoiler: WARNING - MASSIVE (click to show/hide)

193
General Discussion / Re: Zombie preparedness
« on: December 31, 2008, 12:27:24 am »
Well at first, the government will try to cover up the zombie plague any way they can. By the time you figure it out, it will already be advanced enough that it's impossible for the government to hide, so the zombies would be more dangerous. Still, there probably will be riots and such that would be quite hazardous. In a best-case scenario, the rioters distract the zombies, allowing you to slip out of the city unnoticed.

194
Other Games / Re: DoomRL
« on: December 30, 2008, 11:12:55 pm »
Yeah I just tested it myself, you need a rocket launcher or another source of explosions to do anything at The Wall.

Also - since it was a temporary file, just to look at one level more closely, I kept the chainsaw in my off-hand slot, just for fun, and it turned out to be surprisingly effective, especially in maze levels.

And since they can't use rocket launchers, the only way of getting through The Wall would have to be somehow finding the Anti-Freak Jackal before then.  But I don't even know if that would work.

Well according to the wiki, the Anti-Freak Jackal fires bullets that explode in a 1-tile radius, so you should be able to break through the wall if you found it, unless it acts differently from all the other explosives in the game.

195
Other Games / Re: DoomRL
« on: December 30, 2008, 10:43:37 pm »
I thought you could just wait for the Hell Knights/Barons of Hell to break through the wall with their plasma blasts? Even if they don't, there would still be a down stairs in the starting area, so you wouldn't get trapped there or anything. Although even if they got through to you, there would still be the problem with killing them all armed with a pistol... someone needs to go test this...

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