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Messages - LoSboccacc

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166
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 17, 2020, 02:18:34 am »
I thought the DeLorean challenge was start with 50M, no starting tech.  I started like that in 1977.  My submission still counts, right?  :P

I've designed a GTO, but I'm wondering what to design as a second, cheaper trim with only access to Coupe body type.  My idea is to have the GTO and a cheaper engine variant and trim, just in case.

I mean, in the rules he didn't pin down competitor difficulty, sooooooo

167
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 16, 2020, 02:48:54 am »
an enemy fleet ignored his fleet after not getting through the PD of a similar fleet in another system and went for his jumpship, which was stationed alone at the jump point.

while flashing 'you disappoint me, father'

168
for now I used 2/3 of the contour line for secondaries, while placement is equidistant along the side for secondaries and along aft/fore 2/3 for others.

here's a sample destroyer, with 2 primaries aft, 1 fore and 2 secondaries per side

Spoiler (click to show/hide)

legibility is ass, I know, but destroyer are going to be cheap and disposable, turret scale with volume so it should work out for cruiser battleships and the likes.

turret layer of a larger ship:
Spoiler (click to show/hide)

full ship
Spoiler (click to show/hide)

in order: triple railgun, triple missile launcher, double cannon (yeah cannon and rail have the same gfx for now I was out of time)


169
Still think the good ol suckerpunch would work better. Or since you are playing nids, bring a wild street cat, if you are losing, set it free on the table. Claim is a biotitan.

That or yeah, try to get into melee as soon as possible with your xeno scum.

they evolved biological acid spitting bio weapons but something as mundane as a smoke grenade which would totally make sense for a melee focused infantry has been inconceivable so far.

170
cellular automata procgen for another space game experiment I'm working on

Spoiler (click to show/hide)


any idea/literature on how to superimpose structures so they don't "stick out"? got to add bridges, hangars, turrets and the like and I'd happily generate these too, but they need to stand out from the ship noise (I can reduce ship noise too but then it becomes a little too roshrach).

Spoiler (click to show/hide)


171
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 11, 2020, 04:09:21 am »
anyway, report from my last arhana game: https://imgur.com/a/wURGYla


started in luxury, with space frames cars, I've refreshed and rebuilt these all the way to the end in the initial small factory.

comes fruinia, I branched in premium / family p adding models to the luxury family

in the 80s I built two more engines, an alu v8 and an inexpensive i4, both ten year prototypes

comes gasmea I moved the family p line into a medium factory of it's own, converted all engines to mfi and three way cat.

after I took a large debt and branched multiple lines in their own factories. got a convertible in a small factory (mostly a failure) a budget premium in a medium (which went to corner the whole premium market), a utility premium in a medium and a family car into another medium. i4 engines came from a medium 2, with tooling and engineering slanted toward quantity. luxury line staied in teh initial small 3

in the 2000 I got another debt and pushed everything into medium 3. the i4 factory was extremely strained, but I just dumped money on the project and tooling to let it keep up.

I was pushing around 7k car a month, with my largest volume in premium budget and my largest revenue from premium

Spoiler (click to show/hide)

I'll take some model pictures later

172
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 10, 2020, 01:05:02 pm »
wait wasn't insane+ 7 or more?

173
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 08, 2020, 02:27:47 pm »
I had a game where it took to 1965 to go bankrupt in Archana.  Not a great place to set up a small auto industry, I basically used the smallest possible engine with the lowest quality sliders and the cheapest parts.

the arahna trick is to sell to luxury car to dallua exclusively until fruinia comes up, then you can just create a variant with manual gearbox and stiffer suspension for their market. alternatively you can sell van internally, these have a reachable budget, but they're not helping familiarity on the top end. the trick there is to overextend with a loan into a medium factory immediately, then survive until market awareness catch up with production

to sell into lux the only trick is to turn around tooling and automation. they're price insensitive but they're also small market, so small expensive run are better than large cheap runs, until you have enough margin that is to open up large dealership networks. you can also engineer shit process and patch it up with Q/A and low wages.


and another tip.. at the beginning you're just build familiarity, your cars aren't veery good, so it's a valid strategy to stay on tiny/contract for your first production run... if you're going to lose money, you're going to lose very little money

174
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 07, 2020, 12:04:54 am »
yeah it was me all along thinking that items in setup were grouped by engine/car instead of plot/factory

175
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 06, 2020, 03:33:21 pm »
so an example of what I meant, I had to record a video of a game start to send a bug to the devs involving starter factory selection

https://streamable.com/8tomg5

car thrown together more or less at random in one minute with plenty warning to fix == 120 score in premium, at 100% competition.

176
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 06, 2020, 02:41:59 am »
I disagree that it's quite as formulaic as you think, though. You can certainly find a forumula and stick to it, but trying different things is worthwhile.

I think I didn't express properly what I meant. In the Kee/Old version, some engine combinations where almost impossible to make run. In the UE/Campaign version you can just decide arbitrarily engine capacity and layout and you can always find a compression/timing combination that makes it work.

And finding the optimal solution is easy, because all the governing equations became directly proportional and the number expose a lot of their internals, so a two pass tune will always get you into the optimal spot for performance/efficiency you're looking for.

which is fine, the point I'm trying to make is not that less hard = worse game, what I'm trying to tell is that almost all kind of car you can dream of has a solution and a market, so in the new version there's almost no way of engineering a car wrong, the only risk is being unable to produce it at a decent price point.

that was in answer to the guy which had some trouble in building cars, as in: the business aspect is now quite more important than the engineering aspect, especially compared to the initial engine simulator.


Quote
made some pretty good cars  [without] fine-tuning sliders until the desirability stops going up

yeah that kind of fine tuning usually makes the car unsuitable for other demographics and makes competitor cars impact much worse if they happen to improve squarely what your demo had asked you to optimize for, I usually refrain myself from doing it even if I'm leaving 20 points on the ground it's almost never worth it in the long run (exceptions: supercars and luxury, because these dems are monodimensional anyway).

177
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 05, 2020, 01:09:53 pm »
you can start with luxury or GT, they are the markets where you need to compromise less, and have the less variations in designs, you basically know upfront you have a certain gearbox, a certain interior etc.

take get: it's always manual gears, premium interiors and Lux entertainment. even the engine is simple, always a V8, going up in size as time passed.

balancing engines has become quite easy too since V3, you tweak compression until you stop knocking then restrict exhaust until peak power then timings until you're one click belowb knocking

it actually has become very formulaic, little engineering knowledge required

178
Other Games / Re: Automation - The Car Company Tycoon Game
« on: July 04, 2020, 06:17:32 am »
it's quite niche, but I've been running many campaigns on 6 and 7 difficulties and it's pretty great, car engineering has been a little too much simplified since the beginning but it's good enough to build just about anything, designing and running my own car in beamng tracks is great since I can no longer do track days

can't wait for the new economy system, the current one is too easy to game and too simple to support more realistic companies (something like BMW or Audi releasing new models yearly all overlapping in their own segments basically kills your sales)

179
Other Games / Re: DwarfCraft mod [WIP]
« on: June 27, 2020, 03:59:52 am »
Minecraft is a tight game, every creature is ingrained in the crafting or the progression system, adding hundreds creature for the sake of it is not going to make the game any better, on the contrary, it will make the game annoying because of how the spawn system works, so if you need bonemeal but all you get are the random purposeless creatures from dwarf fortress you're going to have a bad time.

more content is not going to make a better Minecraft.


180
there's always carmageddon, both old and new

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