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Messages - Metalax

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406
DF Suggestions / Re: Communism
« on: November 23, 2014, 06:04:17 pm »
Yes, it wouldn't be so much soldiers being shuffled around as assembling forces into an army to launch an assault on the goblin towers that are launching those sieges. The idea being that taking a few soldiers from each settlement would allow for a far larger single force than any one settlement could assemble.

Of course hostile civs should be able to do this as well,potentially leading to another level of assault on your fortress.

Isolated thieves/babysnatchers
Single squad - raids/scouting forces
Assaults - essentially the current sieges that can be launched every few years by a good sized city, especially if a fairly large proportion of the numbers are able to retreat as would be common for most armies at this tech level.
Grand siege - a civilization level army including sappers/siege breakers, potentially settle in to try and starve out your fort, etc.

Tying this back in to the original suggestion, the political leanings of a civ would influence how easily it could form such armies, how it reacts to their victory or loss and indeed if such armies prove necessary over a period of time, may result in shifts in the civ's political leanings, leading to a potential feedback cycle.

407
DF Gameplay Questions / Re: New Players. Tips?
« on: November 23, 2014, 05:08:08 pm »
A typical starting seven

Appraiser 3 Judge of Intent 3 Negotiator 1 Persuader 1 Consoler 1 Discipline 1
 - Expedition leader and Broker. Gets assigned mining labour following embark as it will skill up very quickly digging out the initial farm rooms and temporary storage in the dirt layers.

Mason 4 Building Designer 5 Discipline 1
 - Skip straight past most of the crappy quality furniture lets you get a high quality dining room up and running early. Bring along a flux stone, cut it into blocks and use them to build your trade depot, this dwarfs skill gives a good chance that your dwarves will get "admired a fine depot" thoughts. Enable mechanics if you want to start building traps/machines prior to the first migrant wave.

Grower 5 Herbalist 4 Discipline 1
 - Can usually provide sufficient food by himself to keep a fort of up to 50 dwarves running, assuming that hauling is disabled for him(food hauling may be left on until the first batch of migrants arrive). Sent to make a single piece of armour or weaponry once the forge is up and running so as to have a useful mood-able skill.

Diagnostician 5 Bone doctor 1 Surgeon 1 Suturer 1 Wound dresser 1 Discipline 1
 - Chief Medical Dwarf. Usually gets assigned as initial bookkeeper and secondary miner. Again, gets sent to make a single piece of armour or weaponry once the forge is up and running so as to have a useful mood-able skill.

Carpenter 5 Brewer 4 Discipline 1
 - As brewing usually only takes a short while to make a large quantity, it can easily be alternated with your barrel making. May be sent out to chop down a few trees initially before an early migrant gets assigned as lumberjack.

Cook 5 Stone crafter 4 Discipline 1
 - Again cooking tends to be done in batches, so intervening time can be spent making goods for trade. Swap out craft skill if you are planning on something other than stone for the basis of your trade goods.

Weaponsmith 4 Armorsmith 3 Furnace operator 2 Discipline 1
 - Switch balance of skill around to taste. I prefer some furnace operator to speed initial smelting, but it can be excluded.

All dwarves have Discipline 1 to minimise their fleeing in panic at the first sight of a slightly irritable animal, or dismembered goblin.

I tend to follow the, bring raw materials, make tools on site, school of thought. So I usually bring a bunch of Bituminous Coal or Lignite and Copper nuggets or Malachite along with some wood and stone. Initial workshops can be set up while the tools are being made and jobs such as cooking all your meat into meals, gathering nearby fruit and plants, erecting a trade depot and so on can be done without them.

408
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 23, 2014, 03:36:26 pm »
There are few unlocks and weird ones. ... the progression for engines and reactors goes engine->reactor->engine->reactor for the most part.
That's a little bit off in that there is no need to research the engine tech before researching the next reactor tech. Probably more accurate to say you can't research engine tech to a higher level than reactor tech.

Should be noted that Marines gets a *2 bonus when fighting on ships or PDCs.
Since the introduction of Combat Engineers, Marines only get their double strength bonus when fighting on-board ships. The bonus for fighting in PDC's was transferred to the Combat Engineer units. Related to this is that the old Engineering Brigades were split into the purely fighting Combat Engineers and the construction and xenoarchaeology performing Construction Brigades.

Does anyone know of a way I could reduce speed and range of most engines?(as in reduce speed and range for missiles without reducing tracking speeds significantly?)

I want to be able to play a beam empire if I get back into Aurora.
I suspect that this would require you to ask Steve for the database password(if you do, don't pass it out as Steve prefers to know who has it so as not to have to deal with bug reports from edited databases that don't say they were edited).

Having as an option at game start to simply disable all missile tech is something that has been suggested several times throughout the years, but if it ever gets implemented is pretty much down to if Steve ever thinks it might prove interesting for him.

409
The paranoid info-sec part of my brain says it seems like a bad idea to log into a secondary site when you're not logged into the primary site.  That said... I am, in fact, paranoid about computer security.  ^_____^

It's actually pretty secure from that perspective as it sends you to steam to log in and then confirms what you want to permit the referring site to be permitted to do. That said I fully understand what you mean :P.

410
...
Also, the different sources should be more between different download platforms--GOG, Desura, Steam, GMG. Whether they're from Humble Bundle, Indie Royale, or whatever is less of an issue.

It's helpful to mark the Humble-sourced stuff, because you have to have an account to redeem them now.  If someone can't/won't have a Humble account, they should know that up front.  GOG, GMG, and Desura are separate services, so having an account to redeem is implicit.
Is that something within the past couple of days? As it certainly wasn't the case with the bundle I picked up last week. You have to sign in to steam through the humble page but no need for a humble account.

411
Incoming!

List of games being donated. I think aristabulus already got them all posted up but just in case anything was missed.
Spoiler (click to show/hide)

notes:
Shattered Horizon is no longer available for purchase on steam but steam keys can still be redeemed. Apparently removed due to the devs no longer being able to maintain leader boards after selling the game to another company, but single player and community servers are still working fine.

Paranautical Activity - Game was removed from sale on steam after the main game dev apparently gave out a death threat to Gabe on twitter back on 20th october. Existing steam keys should still work.

Amazing Zombie Defense was renamed for steam release to Yet Another Zombie Defense.


Rules have been read and acknowledged
Steam profile

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(donators only) $10 game(s) of choice
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Giana Sisters: Twisted Bundle
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If I manage to win one of the 'game of choice's I'll drop out of the other choice games.

edit1: edited signup list.

412
DF Gameplay Questions / Re: How long does domestication usually take?
« on: November 23, 2014, 08:36:50 am »
1 Generation. You can only domesticate them when they are 'children'.
You misread the question. It is not about how many taming are needed to produce a tame animal in fortress mode, it is about how many are needed to change the civilization level taming status for that species as a whole.

413
DF Gameplay Questions / Re: How long does domestication usually take?
« on: November 23, 2014, 08:13:03 am »
From what I recall, training of creatures in your fort does not currently affect the civilizations level of familiarity with the animal. As world events now continue to be simulated outside of your fort, it is possible that the train/domesticate events can occur outside while your fort is running.

Possibly by creating a fort full of highly trained animal trainers then abandoning it and setting up another would allow them to go out and domesticate more creatures.

414
Other Games / Re: SALES Thread
« on: November 23, 2014, 07:32:32 am »
I'll second "Hordes of the Underdark" as being the best stock campaign, although I'd play "Shadows of Undrentide" first so as to see the backstory for Deekin.

If you do pick up Neverwinter Nights look up the Penultima campaign by twoflower.

415
DF Gameplay Questions / Re: How do I build a barracks?
« on: November 23, 2014, 04:32:11 am »
There are three selection pointers for buildings, 'k' - look, 'q' - interact and 't' - contents. If you don't seem to be seeing what you expect when a building is selected always try all three first.

416
Other Games / Re: Team Fortress 2: World's #1 war-themed hat simulator!
« on: November 22, 2014, 01:58:17 pm »
There was a redesign of 2fort floating around a couple of years ago that fixed many of the worst path design problems, such as adding a drop down from the sewers to the basement(return to the sewers limited to explosive jumpers/triple jump Scouts/FAN Scouts), redesign of the courtyard such that a single sentry can't cover all the base entries and a better distribution of ammo/health pickups following the redesign.

Unfortunately I can't recall what they named the map and I've not found it again when jumping to random servers with a promising map name.

417
Other Games / Re: Self-Imposed Challenges
« on: November 21, 2014, 07:33:59 pm »
Here are a few of those I've done in the past.

Half-life - Crowbar only.
Similarly for HL2 and the episodes crowbar only except where you are absolutely required to use another weapon.

Deus Ex - Non lethal completion, prod and tranq-dart takedowns only. Managed to get a fair way through a no weapons/items run at one point(reached versa-life) but lost the save during a computer migration.

Skyrim - No merchant run. Only able to use what you can loot/steal. This includes spell-books, you have to find them as loot. Variants of this in the other Elder Scrolls and Fallout 3/NV games, but Skyrim is the only one I've actually completed the main quest and a good portion of the side-quests/major storylines.

Fallout - New Vegas - Varmint rifle only. That rifle you are given for target practice at the beginning of the game? Your only weapon you are permitted to fire. Can carry other weapons to repair with but not for use. Have fun with deathclaws.

Fallout 3 - Similarly to the above, the BB gun you get during the intro is your only permitted weapon. Spend a lot of time running between merchants trying to find ammo. Excludes points where you lose access to your equipment such as during operation Anchorage.

X-Com - no plasma weapons/alien weapons, no armour above personal, no psionics. Actually managed to complete this one after many attempts with the alien brain shot down with a pistol.
X-Com - Hawaii single base run. Managed to get surprisingly far with this, up to my second alien base assault before it collapsed.

Bloodbowl - Orc, all lineman team. Managed to make it through to win the cup, but so many deaths of rookie linemen. Attempted this with a halfling team once. Much squishing.

418
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: November 21, 2014, 06:39:04 pm »
As an addendum to flying dice's point about beam weapon ranges, while you will never get to use the full listed range on higher tier lasers, it does extend the damage drop off so that you will be hitting harder at the usable maximum range determined by your fire-controls.

The main useful purpose for the gene-engineering, outside of RP purposes, is for colonizing bodies that lie outside of your races gravity tolerance range. Occasionally also useful for worlds that no amount of terraforming will get to be habitable by your base race, but can be moved close enough that gene-modding can cover the gap.

One thing to note with gene-modding, you can only use a base race to design new ones. You can't do an iterative process of using a modded race as the basis for another modded race.

419
I've only recently come back to playing after a several year break as well. Here are a few of the things I've noticed.

Multi-tile trees.
Many new plants.
Fruit trees. Fallen fruit can be gathered from the ground and dwarves in a gathering zone will automatically use stepladders to gather fruit from up to two z-levels above. Anything higher on the trees requires the construction of a scaffold to stand on.
Many plants now give more than one product when harvested/gathered. e.g. strawberries give a cookable strawberry plant as well as the strawberries.
Several types of seeds(as well as olives) can now be processed(mill to a paste, then squeeze in a press) to produce oil used in the production of soap. This removes the requirement for butchering animals for animal fat.

Mining skill no longer determines how many tiles will drop a boulder/gem. Boulders now drop 25% of the time from any rock or ore wall mined, while gems drop 100% of the time.
Boulders now get split into four blocks at the mason, while ores will smelt into four bars. Overall this results in an increase in available building material for constructions, reduced supply for stone crafts and similar stone items and the same amount of metal bars available.

Many creatures can now climb and jump. Rough walls are easier to climb than smoothed or constructed walls. Building a two level wall and then an overhang on the third level will stop climbers, as long as there is no nearby tree or hill to give them a spot to jump from.

Necromancy is now a thing. Evil biomes with a hunting industry or after a siege can now result in much FUN.

The world outside of your fort now continues to be simulated. This allows for wars to continue and inherited positions to be inherited but can also result in much slowdown while processing it.

420
Wait, can't you make something to drop the bins you want to trade onto the trade depot, then when someone shows up you only need a dwarf to come and trade it?
No, you can't send stuff to the trade depot until the traders arrive on the map...
But you could dump the stuff there, then no-one would need to haul it.
It still needs a haul job for each bin to move it inside the depot building, once the traders arrive. It'll just be faster to complete as they don't need to move from the spot they pick it up from.

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