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Messages - Matz05

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916
Other Games / Re: Games with DIY equipment?
« on: June 20, 2011, 06:17:58 pm »
Some awesome answers people!

Aurora: I've tried it, was interesting, but too buggy and badly documented for me. Interface was not just cumbersome (I play DF occasionally, thats OK), it used archaic Microsoft programming tools and a UI designed for huge screens. Bad combination on my computers.

Gearhead and Gearhead 2 are really fun. I remember those.

Battleships Forever is just mods, isn't it? No balance/physical laws involved in making stuffs.

I play Cortex Command -- but there's, again, really no "system" of customisation. Just script what you like, no matter whether of not it's practical.

Gary's Mod is cool too, with wiremod, but my computers are, as a rule, at least 5 years old and slightly upgraded. Not conducive to FPSs. Lag is a major problem for me.

OpenLieroX... Never heard of it. Judging from the post, it's mod based, but I'll check it out.

RA2 and Mindrover I love very much -- RA2 is showing its age and engine limitations (I'm looking at you lack of self-collision, spastic joints, and internal/external duality!. Mindrover would be so much fin with custom chassis in a multiplayer environment with some kind of resource harvesting or some such to make new bots.

RoboRumble... with a name like that and being mentioned in the same breath as RA2 and Mindrover, it sounds great! I should check that out!

Engine of War sounds like an awesome time waster! I loved bureau of steam engineering but found it simple -- this sounds like a step up!

Thanks for the input thus far!

917
Other Games / Games with DIY equipment?
« on: June 19, 2011, 10:12:24 pm »
I was wondering, does anyone know of any games that have non-cosmetic, player-designed equipment as a major component?
I just like playing mad scientist and finding new ways to eliminate my enemies... Pulse cannons! Railguns! Missiles that drop robots with flamethrowers that camp your doors! MUAHAHAAHA!

...So, yeah. Any games where you can design your own stuff instead of using some arbitrary "tech tree" or somesuch?

918
 :o This looks...  ??? I don't... :-\  I...
  :)
WOW!!!!!    <explodes>


 8) This is SOOOO cool! Now I see why Voxelspace was canceled! Somone beat you to it.

Ooh I can hardly wait...

919
Other Games / Re: Shores of Hazeron: War was beginning
« on: June 14, 2011, 10:08:11 pm »
Im gonna try this game out again... Some of the updates sound cool!
 
Whats this about modular ships? I always wanted that!

920
Interesting. It doesn't destroy the radioactive  material, but its like a lead mushroom... and it grows on it... How much does this thing block, anyway? Must be dense.

Could these be useful in space-station-mounted farms that take waste (sewage, etc.) in and produce food/fuel and water vapour and a fuel/food source? And you could put solar panels on the outside without blocking the energy for the plants...

If you are really clever, you'll have your space station in layers with the crew in the center, followed by life-support pipes/wires/etc, then a fungus farm layer as a combined recycling/radiation shield, then solar panels on the outside...

I knew melanin was natural radiation shielding, at least for near UV, but I didn't know the energy could be harnessed. Oh, the possibilities.


And I know it wouldn't destroy nuclear waste any faster, but it could have its spores (if they were long-lived enough) introduced into waste storage areas where the growths of fungus would pinpoint leaks and slow them down from the radiation being absorbed...

921
Other Games / Re: Shores of Hazeron - Starborn Dominion
« on: May 11, 2011, 07:37:57 pm »
I might start playing again -- I hear plenty has improved about the actual game, if not the galaxy. Anyone want to PM me on the latest Resistance?

922
DF General Discussion / Re: Evil plants in real life.
« on: May 05, 2011, 08:49:26 pm »
We need sandbox trees. Now.

923
DF Dwarf Mode Discussion / Re: Aperture !!Science!!
« on: May 02, 2011, 08:37:43 pm »
I have an idea!
 
Have the bait creature basicly be a baloon filled with knockout gas in a field of cage traps.
That way even Trapavoiders are repackaged for further testing.

924
DF Gameplay Questions / Re: Blunt damage protection
« on: May 02, 2011, 08:10:48 pm »
What if I wore 100mm Kevlar-covered Nerf?

925
DF Gameplay Questions / Re: Cleavers, carving knives etc.
« on: May 02, 2011, 06:30:03 pm »
So if something has a shallow weakspot that can incapasitate if hit...
 
"Stick a fork in it"?

926
DF Gameplay Questions / Re: Blunt damage protection
« on: May 02, 2011, 06:23:03 pm »
Pity you can't mod in reactive armour...
Or wait...
Does heat transfer on strike?
If your species has a cold body temp...
But it would probably INcreace blunt damage. Or, you know, blast you with boiling stuff more than him.

927
DF Dwarf Mode Discussion / Re: Anyone ever made an Orrery?
« on: April 30, 2011, 07:57:19 pm »
The Enrichment centre sounds really cool.
If only we had piston-panels
 
Bonus points if you manage to get a modular transport system that can redirect them anywhere between chambers that vary between stupid (eg. path in a pleasing pattern), dangerous (path through a minefield), unsolvable (said endless walk), lethal (assorted deathtraps af varrying quickness and efficiency, and a recapture mechanism for those re-assigned before dying), or used for actual !!SCIENCE!!.
 
Then make a system that uses thier own comrades wandering and "Testing" to randomly redirect them between test chambers, with an override for shipping one gobbo automaticaly to a given room for actual experiments. Maybe have Vital Apparatus Vents (waterfalls through grates that dump in objects for the gobbos to use) and the occasional "disrobing asscosiate request annex" where the poor gobbos are re-caged for storage and/or stripping.
 
Do invaders equip stuff?

928
Other Games / Re: Does anyone know of a game where you can do real RnD?
« on: February 14, 2011, 06:03:26 pm »
I haven't played SS13 in a while, but yeah, I like it. Play mostly virtually exclusively on the BS12 servers. Got a new computer, don't have BYOND. Might have to find the server address again.

About Corewars: I remember reading about that. A bit too abstract for my taste (I never was a very good programmer, too impatient. Allways sacrificing efficiency to "make it work" sooner.) I used to play around with Darwinbots 2... I wonder how that's going...

Having a few problems with Aurora, but WOW! What a range of options. Too bad its pretty much "drop the newbie in the pile of buttons and don't tell him how they relate"... Tutorials insist on cheating up all the research it looks like, too.

929
Other Games / Re: Does anyone know of a game where you can do real RnD?
« on: February 14, 2011, 12:13:31 pm »
Oh yeah! I remember Robot Arena 2! Where did I put that disk... Thanks for the Aurora suggestion, I'll try it now!

About physics: I know the problem of doing anything like that in real-time would be nigh-impossible in 3D, but if you had two or three z-levels of "falling sand game"-like substance interactions on a small enough grid (maybe having a "technology level" that would make stuff that needs more simulation more expensive)... hmm... Too bad GameMaker really can't handle many simple objects, it needs only a few, very complex ones for any sort of efficiency.

EDIT: Whats this? Custom MIRVs? Am I in love?

930
Other Games / Does anyone know of a game where you can do real RnD?
« on: February 13, 2011, 09:57:17 pm »
I've always liked customization in my games, but lately I've become more and more genera-savvy and the feeling of "Yeah, I built that. Watch it kick your butt." of sticking lasers on a Mechwarrior 4 Mercs MP3 'mech has been fading.
I've played Roboforge, but being that it is a): a crashy, glitchy old Java game, b):pretty much dead, and c):too... I dunno, impersonal?... and less deep than it seems (physics are a lot simpler than they look for such a sword-fighting/etc-based game)
I was excited for Spore, but after I got it I was quite disappointed at   how only cosmetic changes are really made, and how the response I get   from my practical, helpful brother when showing him a creature is "you   could hide a pair of minimum-size wings here. All creatures have similar capabilities.
I've tried Garry's Mod, but being based on a FPS engine, all the objects are either fragile crates, made of explodium, or made of indestructium and even with Wiremod/Spacebuild/etc., there just isn't much room for improvement. You either use a premade spaceship weapon that damages tanks/ships/bases or you work hard to make something twice as large, half as reliable, and only effective against players/NPCs.



So I was wondering: Can any of you name a game where equipment is truly "Design-it-yourself"?
I don't mean "tech-tree", and the modular build systems of Warzone 2100 and some mech games are still not uniquely "yours".
I mean something where ingenuity can come up with weapons that your opponents can't defend against until they figure out how the heck they even work! Where you can spend lots of time looking at the way another player's equipment solves the same problems as yours, but by an entirely different principle.

I would really love to vent some of my mad-scientist ambitions on something like this.




<P.S. Sorry about all the TVTropes WikiWords, just escaped a WikiWalk and have to deal with a TabExplosion>

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