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Messages - Blaze

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661
Other Games / Re: E.Y.E Divine Cybermancy
« on: October 17, 2014, 09:18:50 pm »
In the campaign mission?

You can skip that objective by convincing the captain to start the attack; which isn't very hard.

662



Hm...



663
Other Games / Re: Hatred
« on: October 17, 2014, 07:29:13 pm »
So it plays like those top-down zombie shooters except instead of zombies we have humans?

Is there more to the game than just combat? The trailer doesn't really say much.

I might get it depending on the price, but other than that it looks like it plays like a flash game with better graphics and sounds.

664
TwilightWalker: Frayed Knights: The Skull of S'makh-Daon
uber pye: Goat Simulator
Sinistar: 10,000,000
Lithare: Arms Dealer
Shadowlord: CK2: Sons of Abraham

We still need three more entries!

Also, did I forget to mention we can have votes now?

Spoiler: Ye Olde Disclaimer (click to show/hide)

665
Other Games / Re: E.Y.E Divine Cybermancy
« on: October 16, 2014, 12:11:57 pm »
The 444 pretty much is the ultimate sidearm. Kills nearly everything in a single shot; and even the ubermooks will go down in a clip or less.

I've been playing on Ghost difficulty, so I'm pretty much locked with the BOSCO + 444 + heavy armor. I die in a single with with light/medium armor even with 70 endurance. I swap the BOSCO for the Deprezador when I'm in the underground shafts.

I always bring at least two turrets; those things are pretty much essential. Particularly in that underground bandit area; with reinforcements set to maximum I can't even get through the first hallway before having the use up several clips of Deprezador ammo. I can carry a turret in front of me and watch it mow down all the enemies without using ammo; and I still get the money/xp for the kill to boot.

Remember that you get more money/xp on higher difficulties. And if you're grinding up, you can go to options and set reinforcements to maximum.

Oh, and Mental Balance is the most useless skill ever. There's even a researchable item that completely negates the need for it. Don't bother putting points in it.

666
Lithare: Arms Dealer
Shadowlord: CK2: Sons of Abraham

We still need 6 entries! It's also Wednesday, so you can vote.

667
We only have seven entries so instead of the elimination; we'll just do a brawl round.
Spoiler: Rolls (click to show/hide)
Spoiler: Part 1 (click to show/hide)
Spoiler: Part 2 (click to show/hide)
Spoiler: Part 3 (click to show/hide)
I hope this update made the wait worth it. I'm going to spend the next three days with 12 hour shifts so...

Also, Monday.

668
The RPG characters mod is technically already part of the main branch since it comes prepackaged; just turn it on.

669
I meant like the ones you already made, like a nailgun turret or maybe a pneumatic rock thrower turret.  I like the lategame idea of having a base defended by autoturrets but the current vanilla guns seem to mostly be good at wasting hard to find ammo on rabbits (and missing 99 out of 100 shots anyway).  Weaker autoturrets able to use less precious ammo types like nails or pebbles sound cool.
Dual and Quadruple Nail Turrets are already in the mod, for 2x and 4x burst. Quad SMGs are also in there and can be swapped between .22, 9mm, and .45 by reinstalling them (Also 2x and 4x burst). I went for lower bursts precisely to conserve ammo. Compare it to the current M249 (Will always fire 30 shots even if the target would die to 1), and the M2 Browning (Burst 25). The splintergun essentially uses scrap.  There are no arrows since there's a bolt turret and bolts are much easier to make. Any other materials you think we can use?

I had a pebble gun using 2x pneumatic assault rifles; I guess I forgot to port it to this current version.

Note that the energy turrets consume quite a bit of energy; they're meant to be hooked up to a base's solar grid or on a car that has a plutonium reactor/tons of quantum solar panels.

Maybe a "cutting claw" "turret"? Less an actual turret, and more of a doorway guard. Anything that comes into range is immediately assaulted by powered claws, expending battery power on the turret.
It's possible by adding the "WHIP" effect, but If I set the range too low you get loads of debug messages.

A TELEPROT TURRET. SHOOTS TELEPROT AT ENEMY, ENEMY LOOKS DOWN. ENEMY DIES IN LAVA.
"This weapon contains a portal generator that generates a stream of a degenerating, unstable universes. They decompose before they can expand, but meanwhile they are rapidly attracted to nearby matter; exploding violently upon contact before moving towards anything else unfortunate enough to be nearby. It is theorized that the use of this weapon will permanently scar the fabric of the universe as well as cause genocide on an unimaginable scale as the generated universes release massive amounts of radio static which is said to be the cries of their inhabitants as they plunge helplessly to their inevitable doom."

It's possible, but most likely overpowered.


670
Lithare: Starbound
i2amroy: Agarest Zero +3
Uber Pye: Shadowrun Returns +1
Shadowlord: Crusader Kings 2: Sons of Abraham
Sinistar: Agarest Zero
n9103: Invisible Inc.
IronyOwl: Xenonauts

That leaves one entry left; I'll probably run the rolls once I return home from work.

671
So how much longer til we get turrets that have to be manned or can be fired manually from the vehicle controls?

I mean I always thought it was kinda silly that we could make a 100% automated 360 degree firing, fully IFF capable lead hose dispenser out of a few pieces of pipe, a gun, steering wheel, and a welder with 150 battery power. (rough estimate)

...Not silly enough to learn enough C++ to do it myself of course, but enough to make 2 separate attempts to make them require a laptop or cell phone or something and giving up out of lazyness.  :P

In other news, awesome turrets blaze!  I kinda wished we had some more exotic options.
The original recipes required an AI module that you either programmed from a fixed laptop/PDA or ripped out of a military drone (Tank drone, Chicken Walker, Secubot, Turret, etc), but I removed them to help streamline the mod. Now it just uses processor boards/RAMs like the other craftable turrets do. They still require you to build a turret frame/powered turret frame so...

Like what kind of exotic options?

672
Quote from: Code Snippet
bulletin_board``` Create a home camp; currently not implemented.

673
Lithare: Starbound
i2amroy: Agarest Zero +4
Uber Pye: Shadowrun Returns +1
Shadowlord: Crusader Kings 2: Sons of Abraham

Remember we still need 4 entries.

674
So I finally got all the loops out of that turret mod I mentioned. I got the following so far:
3 flavors of energy turrets. Bolt, Pulse, and Beam.
2 types of nail turrets.
Dual and Quad SMG turrets that can be swapped between .22, 9mm, and .45
A old-esque gatling gun that uses paper cartridges (Will probably need balancing to make up for the lack of reload).
A Chain Lightning turret.
A Ballista
Two Spearguns
Canister launcher and ammo (Will definitely need balancing)
HMG turrets
Grenade Launcher Turret
Currently testing out the Splintergun which uses UPS power to shoot huge amounts of small metal splinters. You can obtain ammo by disassembling scrap metal (any tool with cut) or by disassembling rebar (needs metal sawing and hammer). The damage is low since ammo is plentiful; and the gun is useless against anything with armor. Then again, with 25 burst...

If you'd like to test it out: https://www.mediafire.com/?dpcc5k4xabkkm1i
Simply unzip that into your "mods" folder in game/data/mods and then enable the mod "Vehicle Additions Pack" and any other mods you want. Then generate the world.

If you want to use an old world, do the above, then transfer the mods.json from the new world folder into your old world folder.

Feedback is appreciated. Currently working on blob-based items. Also trying to get vehicle (Gatling gun on wheels) to spawn in the museum.

675
Current Entries:
Lithare: Starbound
i2amroy: Agarest Zero
Uber Pye: Shadowrun Returns
Shadowlord: Crusader Kings 2: Sons of Abraham

Let's open it up for votes.

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