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Messages - Niveras

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616
Other Games / Re: SALES Thread - SUMMER SALE, PRAISE BE TO GABEN
« on: June 24, 2014, 03:23:31 pm »
Also on a tangent, I absolutely love how Transistor throws you immediately into the game rather than than taking you to a menu first. Also minimizing the splash screen prior to the loading.

More games need to do that. I already bought your product, stop pestering me with your branding and legal gibberish; DVDs too. (I also hate branding on physical items; if you're going to use me as free advertising, I should not be the one with negative monies at the end of this transaction.)

.

We now return you to your regularly scheduled sales thread.

617
Other Games / Re: SALES Thread - SUMMER SALE, PRAISE BE TO GABEN
« on: June 24, 2014, 03:09:03 pm »
I regret buying Risk of Rain.
After finishing it while visiting my younger brother in 4 hours, I have no desire whatsoever to play it.

I put 145 hours into it and I'd put more if it had more content. I think it did a good job being able to quickly start a game with low investment (granted, an entire run - presuming I don't die - might take 2 hours) and also having a very learnable difficulty, where I felt I could actually learn from my deaths rather than curse the game for being unfair (RNG screwing me item- or bullethell-wise), though RNG still plays a part in terms of what items you get. If it had more content (items, secrets to unlock, layouts, level variety, achievements for goals) and interaction between items I'd still be playing it.

By comparison, I enjoyed the 160 hours I put into Binding of Isaac.

(This isn't directed necessarily at you, but merely an opportunity to pontificate on Risk of Rain.)

618
Other Games / Re: SALES Thread - SUMMER SALE, PRAISE BE TO GABEN
« on: June 23, 2014, 03:46:21 pm »

Whelp I am as usual and forever always, wrong.

619
Other Games / Re: SALES Thread - SUMMER SALE, PRAISE BE TO GABEN
« on: June 23, 2014, 04:47:09 am »
So can someone clarify this sale metagame for me? If I'm not buying games, and I'm not level 8, but I still put myself on a team, does that mean that I get my infinitesimal chance at free games?

I think as long as you belong to a team you might be one of the 30. I haven't crafted any badges myself yet I'm on a team, I think I joined while I was looking at the adventure page and clicked "get started". (I don't recall the actual name of the button but I think it was, after clicking on the map, the button just below the daily scoreboard that shows "my overview" and "friend overview.")

I'm also only level 6 and while I don't get cards for community voting, I do still get cards for every $10 I spend.

620
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 22, 2014, 05:45:30 pm »
Does this persist even after you've saved, quit completely (closed the program entirely) and reloaded? Sometimes the game doesn't clear things properly - most frequently seen with squad orders/military drafting but might to meeting zone designations.

621
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 22, 2014, 02:37:01 pm »
You'd probably have to gen a new world after removing the unwanted reactions from other races; however, I'm not 100% sure it would even have an effect since I would expect the manager to show only reactions available to your current civ (as sourced from all your workshops). Indeed, when I use my manager, I don't have any results when searching for "tribal" (which exists only as some orc-related reactions).

622
Other Games / Re: Age of Wonders III - Patch 1.09 is Available
« on: June 16, 2014, 04:29:44 pm »
Considering getting this from GOG (at 30% off, deluxe edition is $30), or waiting until the steam sale and hopefully a larger discount. I'm by no means hard up for money but $30 is pretty much the max I'll pay for a game (and I usually have a hard justifying that when 50% of my play time are in free roguelikes or cheap indie games).

.

Wow, I completely forgot I recently got XCOM: Complete, buried as it was at the very bottom of my games list. I think I'll load that up and wait on AoW3.

623
Other Games / Re: Eador: Genesis
« on: June 15, 2014, 03:07:17 pm »
I've been trying to get into this (actually Eador: MoaBW, but there wasn't a title-specific thread and the other one [titled "Eador" only] was last bumped in 2013, so wasn't sure which one to bump) but have trouble getting started.

Even on the easiest difficulty I don't nearly enough gold to actually do anything. I'll build a couple buildings and run out, and by the time I have enough accrued to actually go and start taking provinces the local lord or rival master will mosey over and start knocking on my door. Never mind having enough gold (or contracts or access) to buy guards to keep the lord from taking over my undefended provinces, and good luck taking one back against his guards when they consist of groups three times more numerous than my hero's army and having a dozen levels over my recruits to boot (seriously, how does the computer opponent afford all this?).

With the initial gold I can either build a couple early recruitment buildings (usually spearmen and recruit them) and run out, or unlock the mill or sawmill (so that new provinces can actually provide some additional gold) and run out, or an armory to equip a scout and then run out. Only one of those things, meanwhile exploring and hoping that I can get a location with weak defenders for a little extra gold.

I'm also pretty annoyed at how combat works. On top of being chronically outnumbered, I'm frequently losing units (putting an extra strain on already limited gold income...) due to ranged attackers. My own ranged attackers usually get focused fired and dead after only a turn or two.

Given the effectiveness of the scout (especially on a hill) maybe I should go for one pikeman/swordsman and the rest bowmen (crossbowmen being too expensive given the need for iron and redwood) but it's still a problem of income.

In the campaign, other than the first tutorial map, I've only won one tiny shard and that for some freaking unknown reason because just as I was finally getting a comfortable income (having around 7 provinces, all with income buildings, plus income from iron/horses, and a good success rate with "not quite the weakest you'll ever find" defenders in locations), the local lord up and died on his own. I'd never even met or saw him or ventured outside those 7 provinces circling my stronghold.

I can see how eventually you can use energy to improve your start but in the beginning I can't do anything except increase my starting gold, which is still not enough to get the ball rolling in a start (at least not fast enough).

(PS: Karma is dumb, chiefly because it is almost entirely obscured to the player. Interface screw can be a valid gameplay mechanic, but this is not.)

.

All that to say, any tips?

624
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 14, 2014, 05:51:19 pm »
Stop world gen at year 399.

But seriously, DF's world gen often crashes on "long" gens, probably related to capping out on the amount of memory it can handle (not necessarily the total ram of your system). And since masterwork adds more stuff, it would not surprise me if the long gens you might prefer in vanilla aren't possible in a masterwork gen.

That said, I'd guess all races/secrets/etc are functionality identical as far as what world gen does/can do with them, so a highly populated world with lots of different races might not be all that different from a vanilla world with just lots and lots civs of the few vanilla races.

625
Other Games / Re: Games you wish existed
« on: June 13, 2014, 05:14:05 am »
An atrocious and disgusting orgy-like mash-up of several premises:

Mechwarrior, for controls/viewport. You're a mech pilot with limited ability to pop out to third person - which is implied to simply be a display within your own mech, meaning that other players can interfere with this ability in multiplayer scenarios.

Supreme Commander, for basic game play. You drop into an area, collect some resources, build up a small base/army, take out the enemy presence. (Or if your mech is advanced/well geared you could just blow it all up yourself.) Now you control the territory. This can consist of both vs-Player for world conquering, as well limited vs-Computer missions in some context. Also, the concept of Experimental units (which you can choose to run with instead of your mech, improving combat abilities but reducing or possibly eliminating the ability to construct directly with your mech, though you could still start with some engineers).

Utopia/Earth 2025 (just to name one of that sort of thing), for second-tier strategic map province-taking. The game world (it might consist of more than just one planet) is divided into many provinces and conquering provinces advances you toward victory. Victory is actually based around the same sort of premise as these games, where whatever player/alliance has the most points by the end of a term (a couple months) is the "winner" and gets great adulation and nothing else and everything resets. Possibly provinces are generated dynamically so that there isn't really any limit, and new players can conquer NPC provinces in order to get started. Owning provinces -may- provide strategic level resources that will chiefly let you upgrade your mech, loadout, provinces, and access to experimental units to replace your mech. These influences also demonstrate the ability for players to form their own alliances with limited non-player involvement.

Here's the kicker, though. Persistent world with preferably no caps on player involvement. Not individual box maps that are only loaded when you drop into them and then disappear when players leave. Not sure how best to weave this in to a strategic-level province control... maybe there's only one planet that you/the alliance have to conquer in full, which is persistent (control being based around player-constructed nodes which they have to defend, either actively or with constructed defenses) while the resource collection is relegated to off-world provinces where PvP might be more lucrative (since player provinces can be upgraded, but NPC provinces are capped in tech/resource levels) but generally doesn't occur because it doesn't force PvP.


626
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 12, 2014, 06:34:24 pm »
2) Alright, got it. I had glue, forgot to mention that. Probably didn't have enough.

Other potential culprits could be burrows bug, not-recognizing-reagents-stored-within-container (e.g. bin) bug (creating job via manager menu can work around this), or the workshop is being fed some of the items from a stockpile but not all of them (a workshop fed from a stockpile won't look outside that [those] stockpile{s} for materials).

(squiggly bracket brace because forum thinks I'm opening a strike tag when using square brackets around s)

627
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 10, 2014, 05:51:27 pm »
Anyway, I guess I will keep playing it anyway. I guess I will pick up Harmony after all, but need to make a decision regarding anti magic. I don't think I'll pick that up since I don't want to risk not being able to use a juicy piece of arcane gear, and while the shields are nice they're not as important given my current survival rates.

Also considering running Psiblades 5/5 and using 3 mindstars, although this makes the 5 points I spent in reshape almost completely useless.

628
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 10, 2014, 04:59:44 pm »
I was playing a mindslayer in the ID, with Infinite500, thinking I could probably get pretty far with all the cheese that frumple reported regarding the new Vile Life talent from corrupting the sandworm heart.

Only the corruption requires the altar in the mark of the spellblaze, which of course does not spawn in the ID. So that plan isn't going to work.

Irks me a little that new content (at least in terms of accessible talents) doesn't consider accessibility in the ID. It is bad enough that the ID's level gen spawns extremely out of depth vaults in the first floors, meaning a potential lost of very useful artifacts, and the fact that it still uses only a single tileset/level gen algorithm when, I would think, it would be very easy to change those (in comparison to adding actual new content).

But I also recognize that the ID is not very popular so whatever.

629
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 10, 2014, 03:56:18 pm »
Auto saving can be switched to yearly or off entirely in the d_init file (or also from the masterwork launcher).

Are you absolutely sure it's the season change causing the crash? In the past some people have reported crashes when invaders spawned while dfhack's digging invaders plugin was enabled. But that was several versions ago so I'm not sure if that crash has been fixed or if digging invaders have to be manually turned on with each new download.

630
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 09, 2014, 06:03:37 pm »
It's a fairly longstanding bug (actually inherent to vanilla DF). Quoting an old post regarding the solution (from the previous dwarfmode bug thread):

Quote
There is a bug where when traders who came to your fort as part of a caravan may try to migrate to your fort some time afterwards, but for some reason still think that they are there to trade. Use the 'v'iew option to select them, then type 'tweak fixmigrant' into the DFHack window to fix them.

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