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Other Games / Re: Deus Ex Human Revolution Beta Leak
« on: August 30, 2011, 12:43:15 am »
There's a series of sidequests where you find out more about Adam's background.
April 23, 2024: Dwarf Fortress 50.13 has been released.
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Huh, one of my geo survey ships detected 7 strength 5 active sensor contacts, then immediately got blown to bits 5 seconds later by "Chaco Anti-ship missiles". I sent in the Grav Survey, which is armed with point defense mesons, and rescued the crew - no sign of enemies. Flew back to the planet where it happened and got attacked by another group of 7 size 24 missiles, but this time my Meson PD turrets blew them out of the sky before they hit me.
Flew around the area some more, no more missiles. No ruins on any of the planets and haven't seen any other contacts in my system, the other geo survey ship in the system hasn't had any trouble. The planet they popped out of is a gas giant, so im not quite sure where they even came from.
That some kind of ancient proximity mines or something? Was only the two groups of them. First time I've seen anything like it in a system that is otherwise completely uninhabited. They just popped up right beside my ship both times, hitting (or being shot down) in the next 5 second increment.
Heh, in my current game I recruited a 30% bonus 30 lab Defensive Systems scientist. He's been steadily improving ever since, up to 50% bonus now. I used him to research a better research rate because his 50% bonus is better than the crummy 10% bonus 10 lab CP specialist I have.
His 50% DS bonus is wasted if you use him on CP tasks. If he can handle, say, 25 labs, he is no better or worse at CP tasks than any other scientist who can handle 25 labs and doesn't specialize in CP.
So uh, what are some of the advantages and disadvantages of box launchers?
I imagine they're like those things you find on helicopters so the ship needs to be in a hanger/at a planet to reload?
Alright laying the groundwork for my Flotilla Challenge that I plan to make into a AAR or Lets Play
will do a dud game with some criteria and then when I have that ironed out I will lay out the conditions and see what happens!
Seems I can do almost everything with a flotilla minus research and some other planet only stuff...but most importantly fuel can be harvested with a Sorium harvester at a gas giant (it apparently converts it to fuel automatically!)
This is looking more and more doable as time goes on.
Now I need to figure what is deadlier...sun heating or cooling...I assume heating...
I think stopping things such as mining and fuel refining (in the industry section) can also help.
Ok, well somehow I didn't notice but my empire's economy is mirroring the US economy and now I'm completely broke...
I know NPC traders going between colonies gives you money, I've got 3 colonies (earth, mars, mercury) and 3 shipping lines and they are all shipping stuff constantly, but it's not producing all that much money (and extra 15% or so over the taxes).
I'm in the process of researching expanded civilian economy for 20% more taxes.... that won't be enough to solve the problem but it should help a bit.
Is there any other way to get more money? I don't really have anywhere else to start a new colony (at least, that wouldn't require years and years of terraforming to get a respectable population). Can I make my own freighters ship trade goods to get $$$ or something? Can I sell my civilians spaceship parts or minerals - yes I know about selling the output from civilian mineral colonies, I mean sell them my own minerals?
Or am I just screwed for the next 50 years till I get more colonies going to get more space bucks for me?
. Since the buoy didn't show up on passive sensors, it had been there undiscovered for years.
Complete newbie here:How is missile design handled? Because for the life of me I can't find how to design them, although I can see where they would be produced, as standard ICBMs are available by default.Got that one.
Edit: Another question: when designing colliers, are cargo holds or magazines used for missile transport?
This error is starting to piss me off. Every 5 second increment I'm getting this, jesus.
I have everything turned on, except for maintenance. I can't be assed to keep up with maintenance, though I always include engineering to keep maintenance down and still have the habit or ordering seasonal maint/fuel resupply runs, haha
WHAT? O_o
Spontaneously?
Bloody hell, that's bad! My entire 5-ship military is 6 or so jumps away where I found those ruins... I stuck on small runs because somewhere, some NPRs are fighting, but I'll send my ships home to Sol to keep us safe. I'm currently trying to get a shipyard capable to build a Dropship troop carrier so I can take an engineer regiment to the three ruins on Gliese A II, B II, and C II ((coincidence? They're all the colonizeable planets in that system)
I ran out of Sorium and one other material I need to make ships... And everything else on Earth, too. Only Duranium is still barely available. Its pissing me the hell off but luckily I set up a colony one system away and am -slowly- mining tiny amounts of everything there. There's a few hundred million in resources, F YEAH!, but the accessibility is mostly 0.1 to 0.4.
I'm going to spend the next year or two slowly transporting mines to the new colony, which I'm going to turn into my next Earth. Its just like Earth, atmosphere-wise, and I'll hopefully be able to get some factories on there.
A1s, can't we just stop firing one of the gun?*facepalm* yes. Yes we can. I'm an idiot.
in my defense: that's a shipload of micromanagement right there.
Okay, this disagreement makes no sense. I just re-read the last few posts and here's the distilled version:
Bremen: We need to focus on more yards, not faster yards.
Cerej: No! We need faster yards. More yards is a waste if the enemy blows them up in the next year or two. Thus, recommended orders are to build more yards.
Bremen: I disagree. Yards are expensive.
Cerej: They are, but it's worth it after a few years.