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Messages - LoSboccacc

Pages: 1 ... 16 17 [18] 19 20 ... 408
256
Other Games / Re: [ASCII] ant colony sandbox (Colony Genesis)
« on: March 01, 2020, 03:09:04 pm »
full red/green makes it unplayable for me.

257
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: February 29, 2020, 10:21:21 am »
> we fixed federations, that'd be 19.99$

wait what

258
General Discussion / Re: KILL SIX BILLION DEMONS Discussion Thread
« on: February 17, 2020, 07:57:05 am »
bamboozled

259
Other Games / Re: Odd Realm: A DF-like you REALLY should check out
« on: February 15, 2020, 01:37:42 pm »
ptw

260
so, still no?

261
General Discussion / Re: KILL SIX BILLION DEMONS Discussion Thread
« on: February 08, 2020, 03:06:38 pm »
Spoiler (click to show/hide)


262
Other Games / Re: Incredibly complex game like aurora/mekhq?
« on: January 31, 2020, 01:46:30 am »
idk, I got both Gearcity and Automation and find the latter more interesting, the ui explain a lot more of what's happening with each design choice.

263
Other Games / Re: Imperator: Rome - Paradox in Togas?!
« on: January 30, 2020, 08:55:46 am »
Yeah, it seems to be the pattern with Tencent. They buy a stake in a gaming company, then all of a sudden there is a new "user agreement" and the launcher starts acting weird.

....and a mobile first version of the main properties.

264
Other Games / Re: Imperator: Rome - Paradox in Togas?!
« on: January 28, 2020, 09:08:03 am »
same with eu:rome, most of the interesting ck stuff weren't included. same with stellaris, got burned there as well with a game that's puddle deep.

most of this come from confusing paradox publisher with paradox dev, which I've since learned, even if at my expenses.

265
game crashed in combat while trying to use a scout action on the assistant driver after opening his hatch

is there a file / log I can upload to help diagnose the crash?

version say 0.11.0

e: save game https://we.tl/t-iu5sphiJPq

I can reproduce the crash here by C H Space

266
Mind blowing that more don't use it.

idk, empyrion, from the depths and stormworks all have a six key rotation systems, of all I know only starmade is the outlier with the rotation on the mouse wheel

267
after having put the hours in, this game still feels a very crude tech demo

ship building is very limited. rotors and pistons have loads of issues, phantom forces dominate the simulation and anything moveable is a liability on any build. no wonder the workshop lacks interesting mechanical things! that and of course the fact that projectors still can't understand pistons and rotors, making testing stuff and porting it into survival an exercise in frustration, and even when something looks like it should work there are the dozen unimplemented things or odd bugs to hamper your progress (like, wheel sidewall has no friction, so if you are in a v that's more than 10 degree per side you have zero traction to move forward)

nothing says more "engineering" than having to build stuff out of trial and error!

there are odd design choices everywhere - 1x1 wheel don't reach ground, 3x3 wheel have 0.5 meter ground clearance, 5x5 wheel? still 0.5m clearance because the suspension is twice as big. there's no way to automate the simplest thing, like having a rotor increase at specific increments or rotate at a specific speed on command, without having to write programs in their clunky editor; everyone max speed is the same, making the jetpack the most convenient mode of transport.

and then there's stuff that's so simplified you'd expect to get it into some cheap arcade space shooter, like off center thrusters not giving torque to the ship, mass placement being irrelevant and capricious restrictions on which block can go where

I see the appeal of smashing large ship one into another and maybe of large multiplayer combat, but the survival experience has been quite underwhelming, even after putting in some mods to make the planets more alive and interesting, you have no reason to build advanced vehicles unless for shit and giggles.

268
I'm back in this as well, because of the economy, the survival and a set of mod that make the pve interesting coming all together.

269
Other Games / Re: Warhammer 40,000: Inquisitor - Martyr
« on: January 08, 2020, 05:02:37 am »
more items and crafting mechanics are nice and all, but is the combat loop better or is it still the same countdown masher simulator?

270
General Discussion / Re: Star Wars [Warning: Spoilers inside!]
« on: December 23, 2019, 10:00:28 am »
and the terrible, schizophrenic CGI Yoda fight

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