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Messages - Tarran

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256
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 16, 2014, 12:00:17 am »
There's also Reset Window Positions in Miscellaneous.

257
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 15, 2014, 11:44:00 pm »
I assume we're going to team up again to gang-smash the AIs with Commando-Tarran and Team Giggling Frumpped Akkys again in ~3 days, same time?

258
Other Games / Re: Its called "AI War: Fleet Command"
« on: May 15, 2014, 01:07:15 pm »
If you can micromanage Champions, they are easily very high up on the metal cost/effectiveness ratio because of what they can do and because of the customization options. Oh wait, they don't cost anything to build. So they have effectively infinite potential because they never truly die, they're extremely efficient in metal, they can be heavily customized, and they have special abilities that can both win a battle/save an irreplaceable (shield) or make your life as a player far easier (Tachyon emitters, anyone?) so they are really something that's good to have.

Also, champion Photon Lances are some of the most powerful anti-stationary and anti-clumped fleet weapons around, and Spire Champions can mount a lot of the things and do some serious damage.

259
i'm going to stick out a limb and say that's not minimalistic at all
If you look closely you'll notice I didn't use the term minimalistic. I used the term minimalish. Super important big difference. Compared to what I usually do, the things I've set up are utterly bare-bones.

the settings sooooorta reminds me of genecorp, but you should be plenty fine on that aspect. it's also quite interesting, i'll certainly ptw it when it appears
Good news: I don't recall reading it. So the rip-offs should be fairly few if any.

260
So, I just came up with a minimalish concept with minimalish rules. I, a person who hates minimalistic RTDs. I figure I don't have much to lose anyway since I'm not currently running any RTDs and aren't close to running any anytime soon, so the only question is: Is it interesting? Or has it been overdone to death because I haven't been keeping too close track?

Quote from: All the text here will probably be the first post if I post this game
*Potentially insert something here*

Spoiler: Introduction (click to show/hide)
Spoiler: Notes (click to show/hide)
Spoiler: Character Sheet (click to show/hide)
*Potentially insert other stuff below*

261
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 10, 2014, 02:54:57 am »
If I recall correctly, yes, that's the limit for normal humans. If you genetically modify humans, you'll be able to get the former, max atm requirement higher, but I'm pretty sure the 30% of the total can't be modified (as the reason that's there is, if I recall correctly, to simulate that too much oxygen creates a hazardous[very fast combustion] environment or something like that).

262
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 08, 2014, 03:07:42 am »
If the same time as usual, then yes.

263
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 05, 2014, 11:09:04 pm »
Hey errybody, turns out the new patch has changed the alt-champ settings. They're actually important. Here's a copy-pasta for all your pasta needs:

Quote
Champion Alt-Progress Revisions

    Just iterating on the new alternate mechanic based on feedback. Basically making this variable-intensity so you can get a simple relatively low-power champ for a "low cost" (in terms of AI response), but you can also choose to get all the champion bells and whistles in exchange for a much more potent response. But you can set the response separately if you're feeling cheesy or think that you've offset the advantages in other ways.
        Thanks to chemical_Art, Aklyon, Toranth, Faulty Logic, ZaneWolfe, and others for inspiring these changes.

    The Alt Champ Progress option has been moved from the Modifiers section to the Minor Factions section of the lobby, and made variable-intensity (0 to 10, 0 being off, 4 being default).

    An Alt Champ Nemesis option has been added to the Minor Factions section of the lobby, and has the same intensity range.

    The normal nemesis response logic for champions is now completely disabled when playing with alt-progress. So none of that business about caring about what hull size you've gotten at what AIP, etc.

    Loading a save with the old alt-progress Modifier will translate that to 1/10 alt-progress and 1/10 alt-nemesis.

    Alt-nemesis sends periodic champion-only exos that are somewhat similar mechanically to golem/spirecraft exos but also key off the number and size of champions, etc.

    At intensity 5 and higher, alt-nemesis also periodically generates threatfleet nemesis champions.

    XP gain in alt-progress is now multiplied by the setting's intensity.
        XP-needed-per-level has been increased from 2000 => 5000, such that on intensity 3 you're gaining levels faster than you did in the previous alt-progress setting, but on intensity 2 you're gaining them slower, etc.
            The current balance target is that by late/end-game on intensity 6 you'll have reached about level 60, by capturing 15 planets (45k K), 4 ARS's (2k K) and knowledge hacking one full planet's worth (3K k). 50k K * 6-intensity = 300k XP, 300k / 5k-per-level = level 60. Whether this balance target is in any way sane remains to be seen.

    Now alt-progress grants 1 random new modular fortress type at unlock-sets 3, 6, and 8 if the intensity is 3, 6, and 8, respectively.

    Now alt-progress spawns 1 random splinter faction large starbase near the first human home command station at unlock-sets 1, 2, 4, 5, and 7, and various intensities (9+ is required to get all five splinter factions).
        These large starbases will spawn their foldouts for each human player as they would in a successfully completed nebula, thus granting metal income, energy generation, and the ability to construct the ships of those factions.
            The ship cap for each of these splinter faction ship types is multiplied by (intensity/3), so if you have alt-progress set to 5, those caps will be multiplied by 1.67. This parallels how normal progress can give you multiple caps of each type by giving multiple reward-structures of the same faction.
                In fact, normally you can only get about 9 caps of splinter faction starships in normal-progress (unless you turn on allow-duplicates, then it goes up to around 13). Here you can get somewhat over 16. This compensates somewhat for not getting the extra energy/metal of the duplicate starbases.
            One advantage the alt-progress approach to splinter factions provides that normal-progress does not is the presence of those large starbases near your home command station. While they may not see much action (depending on your defensive setup), these starbases are formidable defensive structures in their own right.

    Each level gained now contributes 10 points towards the next unlock-set. For reference: Unlock sets are gained every 100 points, and an ARS grants 100 points.
        This way, even if mapgen puts all the major capturables several hops from your homeworld (which obviously didn't just happen in the developer's test game) you can still gain _some_ unlocks and eventually reach destroyer hulls if the progress intensity and/or knowledge coming in is high enough.



Also, there are a bunch of other changes. You might want to look around a bit for interesting things.

264
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 04, 2014, 09:19:25 pm »
Frumple, I have failed you! I lost a Tackle Drone Launcher fab to the AI! I'm so sorry!

But in my defense, I was distracted, watching my MK5 Shredders eat a bunch of fighters. I didn't notice the Spire Starships and their tiny sprite.

265
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 03, 2014, 10:38:33 pm »
Noes, my trolling of the AI is now nerfed.

Also, those are hardly the only interesting changes. The warhead+martyr ones are also interesting. Also, the AI had a problem where human forces moving away from a planet actually made the AI more passive, instead of aggressive.

Quote
Fixed a bug where the recently added "make the AI willing to accept worse offensive odds if..." logic (for when a certain % of the human's total strength was engaged, and for when a certain % of the human's mobile strength was abroad) was actually making it more timid rather than more bold. Sigh :)

266
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 02, 2014, 01:02:16 pm »
And I thought you wanted to finish a Spire game. :P

But yes, if everyone wants to we can try the new changes and do a defense game.

267
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 02, 2014, 04:59:55 am »
Not trying to be mean or anything, but posting purely to say you won't be contributing/interacting without having been asked to is either literally pointless, or even malicious. You wasted a bunch of your own time typing down that post, and achieved anything from nothing, to insulting/annoying those who enjoy the game. Heck, now you've even got this thread on the New Replies page now.



...Anyway, does anyone know how to spawn another civilian shipping line without cheating in SM mode? And are two shipping lines more likely to produce more ships than one, assuming they're all subsidized to the max?

268
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: May 02, 2014, 02:23:02 am »
So, while my participation may be in question for next session, may I assume everyone else is up for a session if I do show up?

269
Other Games / Re: Europa Universalis IV
« on: April 29, 2014, 01:31:33 pm »
Obviously after seeing you survive the Ottomans Austria realized your true might and decided you were worthy of being an elector.

270
For me it's mainly the lack of feedback. Like i can go write my merry way, but i get highly uncertain about the quality of the content i write and thus i stop writing. Whilst i would like to ask for feedback, i feel it's a kind of nagging the player which i do not want and thus i don't ask.

And when i do ask, i get no feedback.  :'(
If people don't like your content, you can usually tell by one of three ways:

1: They complain.
2: They quit (do note that there are multiple reasons for players to quit other than disliking your content).
3: They seem to be putting less effort in their posts suddenly instead of slowly. And it continues for several turns.

If none of these apply, then stop worrying.

If people don't make any comment on the quality, chances are they are indifferent or anything bad about your content is too subtle or too petty for them to complain about. Or maybe they even like it. Either way, if you don't get feedback, stop worrying. Because you gave the players a chance, and it's their fault if you continue to put out poor quality stuff, not yours.

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