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Messages - LoSboccacc

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301
Other Games / Re: From the Depths now on steam and with multiplayer
« on: November 06, 2019, 04:38:37 pm »
so I was building the nose to be a modernish bulbous bow and then decided it just worked much better upside down

Spoiler (click to show/hide)

this might be take a while. hull shaping is hard.

302
Other Games / Re: From the Depths now on steam and with multiplayer
« on: November 05, 2019, 11:36:40 am »
well that'd be one compartment already.

this thing is not going to be small XD

btw now one/two holes won't drain all helium out immediately, pump can keep buoyancy up if the holes are small enough

303
Other Games / Re: From the Depths now on steam and with multiplayer
« on: November 05, 2019, 09:01:06 am »
Spoiler (click to show/hide)

helium seems viable too, but only for large volumes.

304
Other Games / Re: From the Depths now on steam and with multiplayer
« on: November 04, 2019, 01:54:26 pm »
oh I never did actual Zeppelin with like the new helium stuff that's be interesting

305
Other Games / Re: From the Depths now on steam and with multiplayer
« on: November 01, 2019, 04:26:06 pm »
I'm up for it, as long as there's a theme to go with

306
Other Games / Re: From the Depths now on steam and with multiplayer
« on: October 30, 2019, 11:34:19 am »
the whole ship costs 25k or just the cannons?

because 25k of these new double barrel casematte simple weapons will give you a weapon of instant annihilation

(beware because cram tend to be very effective when you measure them aiming manually at close range, but a single plane or fast ship will be immune to them)

307
The chances aren't lies; that's just how statistics work.

A lot of games actually lie about your chances to hit because of player reactions like that.

thanks for your opinion but it's wrong both for the base game and roguetech.

How is that wrong? A 65% chance doesn't mean that 65% of all shots hit in any sample size. It means that each shot has a 65% chance to hit, which is different.

It's not the game's fault when this is misunderstood.

base game has roll correction that shift the result away from 50% and a bonus for misses, all hidden from the hud. rogue tech has aim, which tries to fix hidden chances but has its own bugs (-4% misses for example, indicating the code is not doing what it thinks it's doing)

308
The chances aren't lies; that's just how statistics work.

A lot of games actually lie about your chances to hit because of player reactions like that.

thanks for your opinion but it's wrong both for the base game and roguetech.

309
so, are the to hit numbers just blatant lies like in xcom? I've had a whole turn of 65%+ shots missing from the whole lance

edit2: yeah roguetech includes AIM which touches hit chances, damage and critical rolls and on top of that it comes with questionable configuration settings, luckily the json is well documented.

edit: so yeah either this game or this mod is just retarded

Spoiler (click to show/hide)

310
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: October 21, 2019, 02:59:14 am »
there's a more concrete date now, march 2020

http://aurora2.pentarch.org/index.php?topic=10096.msg116655#msg116655

311
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: October 17, 2019, 02:59:18 pm »
you can add a sortable prefix to the key, depending on how the key is generated/stored

312
Other Games / Re: MekHQ - "Just how does it work?" edition
« on: October 17, 2019, 08:29:12 am »
ptw

313
is there some detail on the overheat ammo explosion rules for roguetech? both in term of damage and actual cookoff chance.

edit
anyway while the game being hard is fine, enemy reinforcement spawning unto your lance and immediately moving to attack, scoring several free rear shot is bullshit, is the vanilla game as bad in that regards? cheap events like that really sucks balls.

314
out of curiosity I downloaded the megamek thing and did a "gradlew.bat release" and it just worked first try, I'm under windows 10 with a java 1.8 jdk, as long as you work on the files without an ide it should be fine, but if you really want one eclipse is notoriously bad at handling external build tools, intellij should be way better, just consider that the actual sources/build is a checkout within the checkout source at megamek\megamek\build\repo\megamek

315
so, my venom can jump half map, my genner can jump around 8 tiles in range. they are both 35 light and have 11 jump in their stat, so I guess it boils down to some mech chassis characteristic, but I don't know where to look to see why one does one thing and the other does the other

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