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Messages - Viken

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31
Other Games / Re: Haven and Hearth!
« on: November 13, 2016, 02:31:03 am »
Okay, so I'm going to give HaH another shot here in a little while.  If I dig the new way it works, I'll likely buy into a subscription and enjoy the perks of faster progress for a while.

Thanks, Ricky.

Also, I may be interested in actually joining a group.  Truth be told, MMO's are not really my forte, mostly because I don't have anyone to play with.  Being an antisocial loner in RL causes a great lack of inter-personal relationships, ya know.  Lol.

32
Other Games / Re: Haven and Hearth!
« on: November 13, 2016, 12:25:46 am »
Doh.  A Homer Simmon moment.  -.-;;  Okay, yeah, the cash shop thing was from Salem, my bad.  Then again, the original creator of Salem is the same as HaH, so that's my excuse and I'm sticking to it!

Anyway, that's good to know.  A 30% bonus may actually be worth getting a subscription for, so long as it isn't too expensive.  I don't make more than minimum wage around here.  Lol.  It has been a long while since I've given HaH a good look though, so I'll check it out again.

Oh, has there been any new developments with the client-side modding?  I remember there use to be a few third party clients available that made life a bit easier with extended map functions and whatnot.

33
Other Games / Re: Haven and Hearth!
« on: November 12, 2016, 11:16:39 pm »
I have played HaH several times over the years, but could never get into it.  Previously, yeah, the community sucked.  Anyone who was stronger than anyone else would kill you just to raid the resources on your corpse, and with the permadeath you'd lose everything.  That totally sucked.  If you were offline for more than a few hours before you could stake a claim, then you'd likely end up losing everything in your camp as well, which was just as bad.

Not to mention the sheer amount of time it took to do everything.  I like crafting and survival games, but theres a limit to how long I can sit there and stare at a screen while waiting for things to happen.  Oh, and lugging stuff around was horrendous.

The final off-put though was the cash shop.  Purchasing in-game silver for money in order to buy things needed to set up a house and whatnot was just crazy.  Especially with the risk of someone coming along to kill you afterwards to take the silver and whatever else you had bought.  Unless you were a bandit in a big group, you were basically screwed.

It's even worse when you're a solo player like myself who likes to dig into the meat of games.  I want to be able to get into everything~

Anyway, end of rant there.  Lol.  If I hear that HaH has gotten better, I may give it another go.

34
Other Games / Re: Tyranny: from Paradox, "Are we the baddies?" simulator
« on: November 07, 2016, 11:59:18 am »
I've already pre-ordered the Overlord edition.  I'm quite looking forward to it in three days.  My fingers are all twitchy.

That said, there is a misconception about what is 'evil'.  Tyranny in itself isn't really evil.  It's the rule of governance through absolute force.  Napoleon was a tyrant, so was Hitler, as well as several King's of England and others.  The various Chinese Dynastic Emperors and even the Shogunate of Japan could all be described as dictatorships, and thus ruled by tyranny; but most of us never really consider them to be 'evil'.

It's just a harder set of choices.  Us little people will always consider a singular all-powerful ruler to be tyrants, but the view from the top can be very different.  Lol.  Still, I expect game will be quite a bit different from Pillars, or other games like Baldur's Gate.  From what I've read, you can go the goody-two-shoes route, but it is very hard to get anything done while during so.  Tyranny has an amazing amount of political and socialital reverence. If you tick off too many people or factions, you'll never get any support to get anything done.

You have to be ruthless, merciless, and perhaps even a touch cruel just to survive.  Not only do you have to deal with those around you, you have to keep an eye on the clock in order to appease those above you.  That means you have to make the hard choices that'll chew at your guts and your conscious!  Yummy.  Heh.

35
Other Games / Re: Interest in a homebrew starship-based tabletop?
« on: October 18, 2016, 10:55:36 pm »
Girlinhat, you should also think about those who want to free-roam.  Without having a large faction, or say pirates who don't want to risk going to a large shipyard, how would they get by?  The ability to scavenge other ships, and also self-created resources and structures are important as well.

Say a small Space Pirate clan is run out of a star system.  They flee to another system, and find a decent asteroid with resources they can use.  Even without precision mining equipment, things like laser turrents or batteries can be used to crap the asteroid open and allow them to get to the resources within.  Personally I love the idea of being able to develop a support fleet with in-ship processing and manufacturing capabilities.  This would greatly cut down on the need to resupply when in lawless areas.  Being able to manufacture ammo, replacement parts, and even certain structural elements and armor plating would be good~

Going further, a space ship is not a truly self-sufficient structure.  Even in StarTrek, some resources still have to be procured in order to continue on for extended periods of time.  Ram-Scoops are great for that, but ultimately only in small quantities.

36
Other Games / UplinkOS - a Mod to End all Mods for Uplink
« on: October 17, 2016, 08:08:59 pm »
Hi guys.  Usually I don't start threads myself, but I couldn't find anything about this and thus I thought I'd drop it on you all.  UplinkOS is a total graphical mod for the cult classic Uplink by Introversion Software.  It was just released, and already updates are being pushed forward to fix bugs and crashes.  So far it is darn good, and although it lacks the added content of the Onlink Mod, it totally revolutionizes the graphics, making it utterly playable.

You guys can find it here on MOD DB: http://www.moddb.com/mods/uplink-os

Please note that UplinkOS is still in BETA, and thus there are still -some- issues with it.  I'm not quite sure how far the mod author wishes to take it, but I drool every time I play it anyway.  Also you guys will either need the Steam or GOG version of Uplink in order to use the mod.  It doesn't support the original Introversion Software release.

Okay, my work here is done.  You guys enjoy your hacking!

37
Other Games / Re: Interest in a homebrew starship-based tabletop?
« on: October 17, 2016, 10:15:36 am »
I'd also be interested~  And unlike others I don't really have a set schedule, so deciding on a time a few days before will give me plenty of warning to be there.

That said, the crew should have a purpose.  The Troy Rising series by John Ringo has a saying: Having humans do what humans can do relieves the load off the AI's.  This is apt, cause even an AI cannot control every single detail.  Having a weapon that the AI is forced to run due to having a weapons officer be stuck in the sickbay should degrade its performance.

Other such issues can also crop up.  Also, a starship wouldn't just have a crew of 8.  Once a ship reaches a certain size, it can take dozens or even hundreds of crewmen to keep the ship in working order.  Or you could go a la Warhammer 40K route in which these massive ships are literal flying cities with up to millions of people living and working in them.  Heh.  That'd be interesting~

38
Too bad there isn't a way to preemptively 'reinforce' the structures.  That'd use additional resources in order to stave off having to repair them for a longer while.  Which would be helpful for campfires and the like, cause I tend to use them so much that they break before they can be repaired. >.>'

39
Heh.  Unclaimed World has finally stepped out of the Early Access stage.  The game is 'complete', but the devs are still wanting to add more features to the game.

They're also asking for mod authors to provide input, cause adding mod support to Unclaimed World is on their post-release features list.  So if you guys who are interested in modding want specific features or the like, you should head over to the steam forum or the Unclaimed World website forum and drop in with a list.

I'm not much of a modder myself, so I'm of no use in that regard.  Lol.

For everyone else, have fun!  I know I'm going to here soon~

40
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: August 25, 2016, 08:51:27 am »
Sounds like you prefer to make boats instead.  Low-threshold, inexpensive boats.  I'm not sure i can call anything that's 500BP to be a 'ship'.  Lol.  Nothing wrong with that though.  Zerg Rush for the win!

41
After playing a bit more I have to suggest some automation features.  Farming and cooking, for example, are way too nitpicky.  Especially when trying to find enough firewood to make enough food to feed everyone. @.@''

42
Heh. The problem with the Tutorial maps is that most of us are oldies to the game, and we've played the previous generations of Tutorials.  We aren't use to the idea that we might have to go back and re-play them in order to learn new and emergent systems.  Lol.

43
It comes down to the various steps required for a production chain.  If anyone has played the ANNO series, you get what I mean.  However, that also requires you (the player) to have an overview of how far along each chain has progressed as well.  The visual aspect of the ANNO series means that just a look is enough, but for Unclaimed World it'll be different.  You have a whole bunch of characters running around, fullfilling different things all at the same time, so an overview panel is basically required as you get into the mid to late game.  Otherwise it'll be nearly impossible to keep track of it all directly.

That said, you are playing a basically omni-present overlord in UW, so having that overview makes sense from a story standpoint as well as a practical and gameplay one.  Perhaps when you open up one of the panels it highlights the various steps already taking place.  The characters digging out the raw materials could be highlighted in blue, then the first production building could be highlighted in yellow, and on to orange then red for finished production and then perhaps purple for where it's being stored.  That'd show a comprehensive view of each step in the chain, as well as allow warnings to appear if there's a snag somewhere.  Like if an animal attack damages a production building or module.  You'll be able to pin-point it easily.

44
The new build is good, but there are also some issues with it.  I've gotten instability crashes and whatnot after something like five hours of gameplay, which isn't bad.  I've also found that there are issues with stockpiles updating the amount of materials stored, thus interfering with the new workshop queues.  The Minimum # command doesn't seem to work at all at the moment.

Other than that it is shaping up fine.  Also, it only takes one or two soldiers to deal with early raids.  I've had bandits spawn between 3 and 4 in number, and the NCO plus another soldier or two will deal with them quite easily.  Also, build a barracks and make sure they train up to redcoats.  Heh.

45
Other Games / Re: Audience mechanic for a space 4X
« on: December 31, 2015, 03:57:22 pm »
I don't think it should be just an 'audience'.  The base mechanics of the system also seem suitable for receiving reports or the like, like a Council of Ministers that you attend to get a more indepth overview of the imperial situation, as well as story elements like infighting between the various ministers and generals/admirals.  That would fit well in the overall scheme of things as well.

As for suggestions, take your pick.  Refugees, pirate raids, plagues, planetary relief efforts, brokering trade deals with corporations outside of the empire.  Passing judgement on crimes that have gotten up to your level.  All sorts of things are available.

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