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Messages - Tarran

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271
Other Games / Re: Europa Universalis IV
« on: April 25, 2014, 05:28:55 pm »
Okay so. Maybe the wiki I am reading is wrong. But it says their rulers get +1 to each stat. So when a lucky nation gets a 6/6/5 guy, that means they would have gotten a 5/5/4 guy. When they get a 5/5/5 guy that means they would have gotten a 4/4/4 guy.

When they would have gotten a 1/1/1 guy they instead get a 2/2/2 guy.

Although this is certainly. Like. A pretty big advantage. Especially over the long term. It doesn't seem huge to me. It's not like they always get impossibly good leaders. I mean, unless my source is wrong on that?
Just to put in perspective the actual difference, +1 to all stats will give the AI, assuming you play from the beginning to the end of the game's timeline, give it a total of 4514 more points each for military, diplo, and admin. For 10 years, 120 points. It's a noticeable advantage both short and long term. Note, the beginning-end value might be a little off (I'm not sure if it applies the point bonus retroactively to starting rulers) but either way the points will be hovering around 4K even if an AI starts with a 20-year old ruler without the bonus that lives for 50 years.

Another thing to remember, is the Yearly Republican Tradition +1. Considering republics re-electing takes 10 Rep. Tradition, this means that Lucky republics can potentially frequently get great doges. Heck, assuming one lives long enough, you could even see ones that reach the godlike 6/6/6 values. Granted, the AI isn't likely to make use of that as the chance of getting a republican AI isn't very high, but the point remains.

272
Other Games / Re: Europa Universalis IV
« on: April 25, 2014, 01:21:48 am »
Meh, I don't think those two examples are too special. Aztecs meeting Norse is something that, considering the Aztecs can conquer massive amounts of territory, and the Norse can survive in Great Britain some times, is easily within the realm of possibility. Aragon wanting to go to Gondar is just a joke mission and is not actually the devs thinking ahead of time. If it were an event without a mission, yes that would definitely be a good example. But as a mission? No.

Also, fun trivia about that mission: It's actually a very old one from EU3. Truefax.

273
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 24, 2014, 02:09:04 pm »
Am I correct to assume that everyone up for another game this sunday?

274
Other Games / Re: Europa Universalis IV
« on: April 23, 2014, 10:31:08 am »
How has this not been posted in in 2.5 months?
Three reasons for me:

1: I don't have any questions (I believe I know a lot of the game, I believe the Paradox forums are best for answers, and I have come to the fact that the game hides things from you anyway[e.g, warscore costs]), nor do feel like anything I do in-game is particularly worthy of telling to the rest of the world.
2: Due to the behavior of Paradox, I have grown largely dissatisfied and disinterested with the future of the game. It doesn't help that I still play 1.4.
3: I am neither interested in starting a conversation nor am I very interested in helping people. :P

275
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 20, 2014, 07:57:36 pm »
Well, that session was full of interesting stuff. Namely, the AI throwing a bunch of golems at us.

Something to remember next session guys: We can now potentially make a run for the next nebula from Puonn.

276
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 20, 2014, 03:10:42 pm »
I appear to be having Steam troubles.
But can you still run AI War?



Also, come on guys, it's time to play.

277
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 17, 2014, 02:32:02 pm »
Alright, but will spawning one of them in even work?
Good news: it does, it even triggers the next survey once the refugee outpost is built.
Bad news: While I was testing it, Puon recieves waves equal to the entire current amount of threat ships (didn't check strength), split into four waves at once.
Well, at least Gig's wishes of more AI attacks are coming true.

Having tried that, I sorta want to continue it before sunday, but I have no idea what thy schedules are.
I would greatly prefer not to play on Saturday seeing as usual there's people also potentially wanting to play with me. Friday is a big question mark because sometimes due to my parents said people potentially wanting to play with me might potentially want to play with me a day earlier. And my parents are very bad at giving me forewarnings.

ready Friday and Saturday.I am rather curious on what you did with me gone :P
You were never there for our current game.

278
Double post, but with a legit questionish idea.


I've been working on the Small Mercies system, and I just finished writing the basic rough of the Dual Wielding (Ranged) skill. Thinking about it, I worry that the penalties at start are too severe, and the penalties at max skill are perhaps too light.

Right now, if the character has no weapons training and they attempt to dual wield hand-and-a-half weapons (weapons that could, conceivably, be wielded in one hand but would definitely need two hands to reload/aim/use according to warranty) they take a base -15 penalty on a d20.

I haven't finished the accuracy effecting skills yet, but, ballpark, it looks like a character with complete mastery of the relevant ranged skills would have a base accuracy modifier of between -1 to +1 on the exact same task.

The question essentially boils down to: Should I go a little closer to reality, or should dual-shotgun messiah be a viable character build?
My opinion is you should make it very difficult for someone to become nearly reality-defyingly good at something, but not impossible if someone really wants to prioritize something massively.

Hey, you said you were militantly openminded, so shouldn't your system be too? :P

I don't know much about the game you're working on, but I'd go for the first option.
Dual-wielding always strikes me as incredibly silly and unrealistic, outside the occasional situation where it might be viable. (i.e: 17th century swordsmen, fencing with a sabre in one hand and a dagger in the other.)
Judging by a quick search, it's a futuristic sci-fi. I think.

In that case, it could be conceivable that in the future there could be lightweight automatic shotguns (or some other lightweight, close combat weapon) where dual wielding two would actually be a reasonable tactic in close combat.

279
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 17, 2014, 12:42:08 am »
So, I assume everyone is up for another game at the same time?

Also, since nobody else said anything, I say we cheat and spawn in the spirething. I've never done the Spire storyline through before and... really, it's not as if the AI inflicted an actual wound on us--we could've just ignored the storyline anyway and the only difference would be one less building at one of my homeworlds that does nothing. Yes we kinda deserve it for not being careful enough, but really the punishment as it is... barely a punishment at all.

280
Thanks, guys.

Anyway, what part of handwaving is a problem? Are you obsessed with being realistic, do you worry that people will point out stuff that is incorrect, or are you actually getting people arguing with you for not being realistic?

The first one. There are so many minor details that I have no knowledge about, and it drives me mad.
In Blacktree Trail for example, I wasted hours just trawling websites trying to find out average prices for various goods from that time period, even as the rational part told me to stop worrying about it and focus on the story.

Completely silly and unnecessary, I know, but that's the sort of stuff that bugs me constantly when I try to write something in a realistic setting. Bah. I really need to get over that.
Consider that even today humans don't really understand every single detail out there, and also consider that it's really difficult to cram the the entire history and all the physics of the world into your mind and trying to do so is a bit of a fool's quest. Getting things vaguely right is what to aim for, really, not getting things perfect. Perfection is something to do when you actually know and can easily find out about the details.

Alternatively, you need to not base your games too much on real periods, and instead base them on "alternate realities" of those periods. In an alternate reality, you can easily handwave something as being slightly different in that reality.

281
Man, I really wish I could keep RTDs going for longer.
Some of my short-lived attempts at running them have actually been rather fun. :(
Maybe it's time to try again, and hopefully not be so useless and lazy this time. Anyone have any ideas for what I should try to run? I was thinking about some sort of heist RTD, or perhaps something involved futuristic cyborg assassins. Or maybe an epic adventure where you play as an assortment of children's toys, setting out to rescue their young owner from the monster under the bed! (idea shamelessly stolen from The Stuff of Legend.)

Or perhaps just some generic medieval fantasy? Generally pretty easy to handwave one's way out of explaining things in too much detail if you have a vague enough setting. That's generally what gets me, I get all bogged down in the details. :-\
If laziness is a problem, I'd say pick anything that you're actually interested in writing about (in general). Something you've been interested in for a while, perhaps, not just in a passing moment. Maybe actual desire to write will overcome laziness. Just a guess.

We don't have all that many medieval fantasies (at least... I don't think so?), so if my above suggestion doesn't actually hit anything, then you can always use medieval as a backup. Anyway, what part of handwaving is a problem? Are you obsessed with being realistic, do you worry that people will point out stuff that is incorrect, or are you actually getting people arguing with you for not being realistic?

282
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 13, 2014, 09:18:51 pm »
Technically I can both enable cheats and spawn the Spire refugee ship from the chat box, but there are two problems here:
1. It involves cheating.
2. I don't actually know if that would reactivate the storyline if it made it to a homeworld intact.

Also, that exo that took it out only had 8k strength according to the logging, as opposed to the giant masses of power accumulating in nearby space to pound on Silk. And yet had just enough points to sneak in a dire guardian.
1: I'm indifferent. It's not like it's a major loss that ruins our ability to play--it just cuts off the storyline. It's no different than if we chose to never start the storyline.
2: To speed it up and check, you could just spawn it on a homeworld.

Yarr...

Spoiler (click to show/hide)

Meh, at least you don't have so many AI ships that it starts converting them into guardians when they attack.

Still, that's a lot of core ships.

283
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 13, 2014, 08:28:58 pm »
What was achieved this last session:

3 nebulas finished.
10K AI ships now want to kill us.
Spire questline now kaput.
0 systems taken.

I'm not sure whether this session was a good or bad one. I think it can classify as "Mediocre", either way.

284
I consider pairings fine so long as:

1: They are both equally interesting, so there doesn't exist a situation where one type is more desired.
2: They can both either do damage to eachother in some form, or not be able to do damage to eachother at all, so there isn't a one-way punishment which can potentially frustrate the one being punished.

285
Play With Your Buddies / Re: Players to play AI war:Fleet Command!
« on: April 10, 2014, 07:06:02 am »
Anyone else up for another game, same time as last one, same time of the week? I believe we and the AI are beginning to have a wonderful relationship here: The AI blows up our Advanced Factories and stations, and in return we blow up its everything. A relationship where obviously everyone wins.

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