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Messages - Knight Otu

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631
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: October 31, 2014, 09:17:34 am »
"Job is not nerve-wracking, as you say. Job is easy and does not need thought. Unless person is cripplingly stupid, like two people who are dead already. It is standing around without work that is dangerous. Intelligence of crowd is intelligence of dumbest member divided by number of people. And stress is healthy to have. Relaxation is more dangerous."
"It was a simple, no thought task, or so we thought. Then we screwed it up and caused a disaster. Now, it no longer is a simple, no thought task. Now, we know it is a monotone task where a simple mistake invites danger, and especially those who do heat the host know that it is their responsibility to keep the danger at bay. They know that if they screw up, it is their fault that a disaster is coming. If they're good as they should be, they can distance themselves from that thought without reducing their effectiveness, and it's not nerve-wracking for them. If they're not, they either shove that thought away, and forget its importance, or they let the thought overwhelm themselves, become overeager to prove themselves to not be the useless monkeys you condemn them to be. Either way, they become more prone to making mistakes.

Yes, it is possible that there is important information to be gained, but that just makes it more important that your group is up to the task while also not compromising our group. Hence why there should be two people who can decide for themselves to accompany you, rather than you drag along someone who can't help you, and would hinder a small group more than a large group.
"


632
DF Modding / Re: The best possible weapons.
« on: October 31, 2014, 09:03:36 am »
There is forced perspective in that drawing, so it's hard to tell, but it looks roughly the size of the dude, which would be more like 50,000-60,000 size, like a dwarf is.
While that's true, I wanted to keep the weapon wieldable as well. 5000 is the largest weapon I have in my mod (with velocity 9000 and 5:5 preparation/recovery; it's pretty ridiculous already), and you probably can't go beyond 10000 and keep weight somewhat reasonable. As a guess, a size of 40000 would be what these weapons actually are. That would be 4/7th the volume of a human, and have a weight that'll slow you down tremendously.

633
DF Modding / Re: The best possible weapons.
« on: October 30, 2014, 04:48:53 pm »
Speaking of weapon design, I'm currently working on a weapon overhaul for the MHU mod, as part of some general improvements.  One issue I've run into is that for some reason the enormous hammers in said game, which are here represented as being about size 900 (seems fairly accurate) seem to also have no ability to, well, crush things.  With the attack as it is currently coded, despite a 1750 velocity, my size 900 iron hammer had to be bounced off an unarmored, unconscious human's skull about six times before it finally crushed it.  Given they look like this:

That seems fairly unrealistic.  How do I make a giant hammer suitably deadly, because right now they're falling FAR below the swords (which are lopping limbs off with aplomb, I must say)
900 seems pretty small for that picture you posted. A maul is size 1300 and likely has a much lower volume than that hammer. I'd put that at least at 2500, if not 5000.

634
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: October 30, 2014, 04:29:58 pm »
"Splitting up team is wisest choice. Can keep eye on all present members easier. Can stop useless monkeys from ruining mission objectives with improved oversight. Everyone doing same thing in group when all together. No organization. Smaller teams easier to organize, greater numbers cause mobthought, loafing, panicked stupidity. Need maybe two people for heating Eater, three more for guarding things. Rest are mostly luggage."
"We're having long days and nights here, and a nerve-wracking job to do. Having more people means better chances to relieve those on heating and guarding duties, better distributing the stress. More people also means more eyes to watch out for troubles and more arms to subdue those who would cause trouble. Splitting the team in half increases those stresses for everyone involved. Furthermore, the desert may have more dangers for us to find or for the Eater to call, and in most cases, a larger team is better equipped to handle dangers. I would feel differently if we were closer to the Pit, but as things are, we have still a couple of days to go."


635
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: October 30, 2014, 03:10:59 pm »
"Yes, if the host is good to go, then we are good to go."

Radio to the rest of my compatriots: "Team, this is Chief. Send at least one, repeat, at least one useless monkey my way. I want to follow diamond trail to source, will report on results. Cannot help with Eater of Cold right now anyway. Am one mile down the diamond trail, looks like it goes on a while. Might be valuable to scout where it goes."

"I am loathe to separate the team after tonight, and I'd rather keep everyone on the same path, with a vanguard. If two of the team volunteer to accompany you, fine, but otherwise I suggest belaying this until after the pit. Any volunteers for the Chief's side trek? No more than two, though. Also, who all has flight capability?"


636
Nah, just [NAME:blah:dwarves, dwarves and dwarves:blah] would do the trick. Would have to, even, because I'm sure dwarves can only have one detested creature.

637
Mod Releases / Re: [0.40.14] Direforged Mod v1.2 - The Strange Lands
« on: October 29, 2014, 02:43:18 pm »
Toady removed the functionality, because the token only was used for the enjoyed slaughter thought. Keeping it in shouldn't cause error logs for now, though.

638
Mod Releases / Re: [0.40.14] Direforged Mod v1.2 - The Strange Lands
« on: October 29, 2014, 12:37:41 pm »
The raw update for 0.40.14 is out, adding the stepladder and removing the LIKES_FIGHTING token. I am playing around with the shyhak'ur some for testing, though there are still things that aren't quite as I like them (and of course there are things I simply can't do). I'm not sure when I'll be happy enough with them for the net content update to occur.

639
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: October 29, 2014, 08:30:32 am »
Stand back, collect a few of the geometric fused sand bits, but not too many.

"Personally, I would suggest not doing anything that can damage the eater? Just saying, doing that kills more of us than not doing that, so far as I can tell."

"Steve specifically told us to avoid damaging the host. As did I. Obviously at least I did it wrong, so yes, no damaging the host."

Says the once more hypocrite. That rope shot could have killed Cecil.


640
Einsteinian Roulette / Re: Mission 18: They that dwell within the heat.
« on: October 28, 2014, 02:43:28 pm »
Well, scratch that, then.
"Dubley, Chief, don't walk too far into the night where we can't help you."

Look at Dern. Does it seem like he's cooling down to the level of the previous host? How long until sunrise?


641
Einsteinian Roulette / Re: Mission 18: They that dwell within the heat.
« on: October 26, 2014, 06:30:09 am »
"If it looks that... the host cools down to previous levels, yes, keep him warm."

Gorat types on his wristpad once more.

Quote from: Gorat 'Chin' Ivanos; to Steve
What do these old stories, or rather the analysis of them, say about the Eater maturing? Is it universally a catastrophic event, or just a departure after catastrophic events? Does it just normally "eat" in a horribly destructive way, or does it leave horribly destructively as well?

Ask Steve via wristpad.


642
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: October 26, 2014, 06:17:54 am »
Now, what would happen if we cool it to feed it/hasten its maturation? Can we do so without catastrophic consequences for us/the region/the planet/the system? If we get it to mature, Steve could potentially track its movement as it returns home, and it could allow for better studying its life cycle. Remember, our primary mission here is studying the eater, especially as a potential weapon against the UWM. Killing it properly is kind of a side quest, isn't it?

643
Einsteinian Roulette / Re: Mission 18: The definition of Insanity.
« on: October 25, 2014, 03:16:19 pm »
"Stay vigilant. Apparently this whole ordeal increased the heat of... of the host, so don't take its calm for granted. If the host still follows, then all the better. If not, we need to figure out what to do next."

Retain Exo bonus?


644
DF Modding / Re: Why doesn't this creature spawn?
« on: October 24, 2014, 08:55:29 am »
[LARGE_ROAMING][LARGE_PREDATOR] should do the trick.

645
Einsteinian Roulette / Re: Einsteinian Roulette OOC
« on: October 24, 2014, 06:55:15 am »
Here's me reading the analysis report.

Quote
[med:6-1]
It appears that the pill would have caused massive mutations that, judging from the report, would have made fighting an Altered easier; armor plated skin, increased strength and regenerative abilities. The works.

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