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 - Niveras

Pages: 1 ... 41 42 [43] 44 45 ... 116
631
Other Games / Re: SALES Thread -
« on: June 08, 2014, 07:15:13 pm »
I'm not sure if you're referring to the escapist link, which is a link to another forum discussing the scam (although that forum post does include the scam link itself) or the links in this thread that were already removed.

My case is kind of borderline. I didn't actually create a link in my post, the SMF forum software did so itself out of the url automatically. I guess I could break the link anyway, if the argument is that a person could simply follow the links without necessarily being able to distinguish between something that is fine (the link to escapist's forums) versus one that is suspect (the scam link in the escapist forum post).

632
Other Games / Re: SALES Thread -
« on: June 08, 2014, 06:58:47 pm »
http{}://www.escapistmagazine.com/forums/read/9.849342-Steam-wallet-card-website-scam-or-no

Oh boy, more surveys!  >_>

Of course I am stupid for replying to a post on another site here, but:

Why would a Steam promotion be run on something (anything) other than steampowered.com?

"Yeah, sure, np, I totally believe I'll get a free That Retarded Horse if I click on this itsreallywroldofwar-craft.com.cz link in my spam folder."

633
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: June 08, 2014, 05:36:01 pm »
The stat boosts are quite nice, particularly in terms of the extra health, but I have a hard time justifying it compared to having a two handed weapon swinging on every swing, even with Resonant Focus maxed (though not supermaxed, I didn't drop a cat point in it yet). Maybe I just need a tier 5 gem to account for the difference? Or maybe I just don't appreciate all the various ways that stats help indirectly to damage (e.g. health, mindpower, saves, instead of just damage/damage multipliers).

.

My cornac mindslayer had only am 83.3% attack speed, and I couldn't figure out why so I unequipped everything. Turns out it was because of my gloves - some rare iron gauntlets, nothing to write home about but the best I've found so far (playing ID; apparently, amulets, gloves, and belts are far less common than everything else). But they don't have a negative attack speed so I don't understand why it shows up as such on my char sheet. Does the sheet only show non-weapon attack speeds; that is, my attacks still use the 100% attack speed of my mainhand/offhand/psychgrasp despite what's displayed on the sheet?

634
Other Games / Re: SALES Thread -
« on: June 06, 2014, 09:20:31 pm »
IMO, Elemental: Fallen Enchantress/Legendary Heroes (whichever one is the most recent release) is still shoddy. It does equipment better, but if you want a fantasy 4X game, just get Civ4 Complete and Fall from Heaven (or various FFH modmods and modmodmods).

It has absolutely nothing on Master of Mana and MoM should not be denigrated by trying to compare Elemental to MoM*.

*I've actually never played MoM itself, (FFH and its subprojects, some HoMMs, and Age of Wonders are my experiences with fantasy TBS) but all flavours of Elemental are really lacking. The biggest difference in an empire's strategy is whether they're realistically magic-capable or not, or when they have access to unique (but usually borderline inconsequential) equipment. Tech and magic research may as well not even exist. The tactical combat maps are also poorly done, in terms of actually being able to apply any kind of actual tactics to your combat. It doesn't even have actual random map generation; resources are randomized but the map shape is selected from a variety of presets. I think there's about a dozen by default, even shared (more or less) across map sizes. Not sure if you can go looking for more (e.g. whether a map making tool exists for community use).

I'm glad Kael got an actual paid job out of his work with FFH, but its too bad that job is the impossible task of cleaning up Wardell's mess. Maybe he can polish it up a bit more and add some newer/deeper mechanics, but the basic design/mechanics are still limited, and if you're going so deep as to fix those you may as well scrap it all code-wise and start over.

635
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: June 02, 2014, 03:52:58 pm »
Permafood only.  Players start with more rations and enemies sometimes drop meat-based food.  It will likely need more balancing but I think this system will actually make food matter a lot more if it's done right (it's now a limited resource rather than something you can avoid eating most of the time).  Afterall, Sp probably has the most meaningful foodgame right now, at least if you get unlucky.

Curious about ghouls. Do they just eat meat now to restore rot? What about the healing aspect of rotten chunks?

636
Masterwork DF / Re: ☼Dwarves☼ - Everything Dwarf Mode
« on: June 01, 2014, 02:32:36 pm »
Just embarked as dwarfs and one of the problems that shows up is that there is no plump helmets available or its products. I thought they always had access to underground plants. And yes there are caverns.

Presuming there isn't actually a mistake in the raws, it is entirely based on what the civ actually has access to biome-wise within their territory. Possibly they don't have any tier 1 caverns in their biome (though not likely) or rather, no subterranean water biomes within their territory.

637
Other Games / Re: Starbound - We have lift off.
« on: May 30, 2014, 04:28:30 am »
That seems likely, but it also seems like the kind of thing that the more people complain about it or argue against it, the more likely it is to be made permanent.

638
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: May 24, 2014, 10:22:07 am »
Heya, really simple question. Is bifrost normally a mine-able stone? I know it is listed as a material that you normally get from frost giant corpses, but in my embark I seem to have stumbled upon a location where the first 7 layers of rock contain 'Bifrost.' I haven't been able to melt them into bars or anything, but whenever I make a table or something out of them it ends up being worth 3000 urist which struck me as odd....not that I'm complaining but it definitely made invasions come a lot sooner and more frequently.

No, bifrost shouldn't exist as a layer stone (let alone on the surface as a replacement for soils). This is a case of duplicate raws, caused by a bug with the launcher. I forget exactly how the problem arises, something to do with the order in which you change settings then gen a world (or vice versa).

Ah, here it is:

Quote
what's breaking the raws is changing (some) options after changing a tileset. until i can get a fix out, a workaround to the issue is to either:
- close and restart the settings GUI immediately after changing a tileset, and then change any other options
- change all your options first, and ensure that the tileset change is the very last thing you do

639
Quote
If we let a worker just do the job without an overseer, then we make the game less about how the player assigns work crews which would dilute player attention and the game theme. So instead I had our biome generator spawn a new game object type, an “objectCluster” which spawns a number of things in close proximity to one another based on numbers defined in an external file. Now berry bushes always spawn in clusters of 3-5 and now it makes sense for an overseer and workcrew to collect berries (and it’s not a frustrating waste of time to the player!). Meanwhile, Joseph made a new collection of differently sized berry bushes and Chris made new foraging animations (and hooked them up via FSM bollocksry).

Sounds like you fixed that already, but I wonder about an alternative solution:

If a job is simple or small or short enough that a single person can do it without supervision, perhaps the overseer himself could do it... unless his character traits are such that work of that sort is demeaning, so he'll drag a worker to do it while he stands there and watches anyway? Sort of the overbearing middle management boss most of us have had in our lives (I haven't /humblebrag).

But I don't know if seeing that happen in-game would necessarily translate into a "well, that guy's kind of irritating as an overseer" versus "well, that gameplay feature is annoying", or worse, some confusion on the part of a player as to why some overseers are okay to just do small work themselves versus some not touching any kind of labour with a ten foot steampunkpole versus it not even being readily identifiable because 95% of the work being done involves enough workers or complexity as to actually require an overseer anyway.

640
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: May 20, 2014, 04:48:36 am »
Should've tried more fireballs from the eyes, bolts of lightning from the arse.

641
Masterwork DF / Re: Ammo Caster Research
« on: May 18, 2014, 07:10:07 pm »
Any stockpiles feeding the research lab?

642
Masterwork DF / Re: [DWARF] - Gameplay Questions
« on: May 18, 2014, 06:58:44 am »
1. I believe the Invaders World Settings toggle (in the Settings tab) works without regen; it simply flips the [INVADERS:YES] tag in d_init.txt to :NO]. This should work without regen given that is true for temperature, caveins, and weather. Toggling specific races from Civilizations or Other Creatures tab would definitely require a regen.

2. Near as I can tell, the presence of non-water rain disables accumulation in murky pools completely. I don't think there are any examples of good-biome rain in vanilla, but under Surroundings, evil rain is mentioned to have this effect. Since the different flavours function the same, mechanically speaking, I expect the same is true of good rain. Furthermore, even if it did it wouldn't really be a drinkable substance... Drinks are derived from the raws of a plant, the biome rains are just an inorganic material with a liquid form (and attached syndrome).

That said, the good rains do have an effect: beer rain will temporarily add the NO_DRINK tag to a creature, while milk-and-honey rain will add the NO_EAT tag. These will apply if the creature inhales the substance, and given the substance's boiling point, this should happen as soon as it lands on anything (because its boiling point is 895 units lower than the freezing point of most everything else). Even so, use of good rain in this way may not be advisable, as it prevents the ability of your creatures from eating or drinking and gaining happy thoughts in this way. (This may or may not even be a problem depending on how well your fort is doing.)

3. Looks like they have a 25% chance of laying a normal egg (the other 3/4 of the time being limestome, marble, or dolomite). Set up a stone stockpile to take these boulders (ensure there is always space) and disable boulder crab eggs in your food stockpile and your kitchen menu. This should remove any non-egg boulders from a nest box as soon as a hauler as the opportunity, while leaving eggs to mature. Eggs aren't directly edible in masterwork so even hungry dwarves should leave them alone.

4. ./shrug Be patient I guess. I'm not familiar with how to game the caravans, but you can try to make the trip more profitable by selling goods that are a lot more valuable than what you're buying. In theory that will make future caravans bring more stuff. It might also require some gaming involving caravan weight but I'm not familiar with that.

643
DF Dwarf Mode Discussion / Re: Funky materials in this biome
« on: May 17, 2014, 11:29:51 am »
Great, I'll do that. Will deleting the copies fix anything?
It really is like a giant phlegm pile in the middle of nowhere. Everything else seems ok though I did end up with magma for trade. Not sure where it came from but glad to have it out of the fortress frankly.

If it is a duplicate raws problem, I suggest re-extracting your original download to a new, separate folder.

It won't "fix" your current save because your save is based on the bugged out raws. Even if you deleted the dupes from your save's raw folders, it'll probably complain and/or crash when it expects something weird and everything is normal (since the game was genned with the messed raws). Presuming you fixed the base raws (and again I suggest re-extracting to a new folder rather than trying to fix your current folder) you'd still have to gen a new world.

644
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: May 15, 2014, 06:10:15 pm »
Just downloaded latest trunk; I presume Djinn have been removed? There's now Vine stalkers who "cannot regain health from potions or devices; magical reserves absorb damage and they have a magic-restoring bite."

Also, apparently lava orcs were removed per the may 7 trunk notes but it's in this build I downloaded (windows tile build, says last updated may 14) so IDK.

645
Other Games / Re: Steam Sales
« on: May 13, 2014, 07:44:00 pm »
Dungeons are chains of single rooms of various physical configurations (think Legend of Zelda, the first one) and variety of enemies (mostly organized around "don't get touched" damage system and progressing into a bullet-hell-lite as difficulty increases). Bosses and other sources, such as shops and (rarely) chests have items that affect you in various ways, chiefly how your tears (your shots) function but in other ways too, such as granting levitation or near-infinite bombs or keys. Many (most; nearly all) items have unlock criteria before they can be found. Some items have synergy beyond mere geometric functionality. There are some bugs and rare performance issues, chiefly because the game was programmed in flash.

Imagery is mostly based on Christianity, but can be disturbing as it is seen through the eyes of a pretty hellishly abused kid, including physical/biological aspects involved in birth.

Pages: 1 ... 41 42 [43] 44 45 ... 116