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Messages - LoSboccacc

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391
Other Games / Re: Eco: Save the planet from YOURSELF! (And an asteroid)
« on: February 04, 2019, 07:04:28 am »
FWIW I plan to start an Eco server up on the new version using the discord I created previously for coordination, but I won't be doing that until I finish my final class around the end of this month. If you're okay with waiting until then you're welcome to join

sounds great, that way maybe we'll also get the first one or two inevitable fixes. we're 3 tho if you don't mind the crowd.

392
Other Games / Re: Eco: Save the planet from YOURSELF! (And an asteroid)
« on: February 04, 2019, 01:07:14 am »
internet says that the bleeding_edge branch now contains the 8.0 for testing.

anyhow. I really like that stuff requires m^2 of housing, it makes for pretty convincing cities on populated servers. the limitation on vehicles of all kind push for roads to houses and working areas and in the end it makes the world feel really alive and interconnected. too bad housing material grows exponentially more expensive. at which point industrialization kicks in and solves the "cut these 50 tree for two blocks of lumber"?


edit: server I was playing disappeared. ugh. the level of commitment to get anywhere makes acutely painful server volatility.

393
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: February 03, 2019, 03:38:29 am »


You build a station in every system now, it's part of the big changes in in 2.0 that happened about a year ago. Most of them you leave as tiny zero sized stations, only upgrading to real stations at important places or when you need certain modulus.


weird. so ai's stations don't show up on the map?

anyway, that's hard I'm always on some energy deficit of sort, even placing stations only on stuff that has some sun I can mine for energy it's hard to get some balance.

oh, where do I see a planet max pop? I'm trying to figure out how many city sector are needed for each production sector but I can't find the info

394
Other Games / Re: Eco: Save the planet from YOURSELF! (And an asteroid)
« on: February 03, 2019, 03:08:01 am »
so, caved and bought.

it's interesting. there's lot of padding and busywork, especially at the beginning (i.e. carts using planks) but it seems to clear up nicely later on.

there's a fair share of bugs, like the wheelbarrows seem to go straight only when looking 90deg to the left.

that said the game only comes together only when the asteroid puts some real pressure. I've been on a 120 day server and everyone is basically just speculating on late recipes while building for themselves.

it is also not something one can do casually, you can win factorio playing casually with friends in 3 to 4 sessions, this would take some real commitment and has some real world day time limits, which isn't particularly kind to uncommitted people.

There's stuff that's still unclear to me however, for example it seems everyone needs their own building to benefit from room improvement, you can't have some sort of communal home and benefit from collective work

395
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: February 01, 2019, 03:56:29 am »
Yep, the ai favors the opposite of your ethics. I assume it's to make sure you don't all stomp one guy and gather around the campfire singing kumbaya.

That should be the role of the game crisis tho

ok so I picked it up again. created some custom races etc.



anyway: I got a question: how do you expand influence? I know you can build station to force it, but all other empires don't have to build a station on every single planet, while my empire is full of holes

Spoiler (click to show/hide)

also, it seems I can't assign systems to sectors for management

396
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: January 31, 2019, 12:50:57 pm »
Same. With all the shortcoming visual basic made ux design a breeze. Nowadays only Html comes close

397
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: January 31, 2019, 02:48:00 am »
Won't happen as a indie hobbyist work of love format. Best is generic space army simulator. A parody cannot be declared, whether something is parody and constitutes fair use is for a judge to decide so you'd still need deep pocket for that if gw wants to challenge it and past indication is that gw is willing to. And even a clear parody could risk getting litigated on trademarks.

Even games simply inspired to the setting could be litigated. Not that gw would necessarily win, but it'll run the hobbyist financially.

There are many cases at this point, but gw isn't totally unreasonable. If you change course after the first cease and desist they don't go full postal, see for example alien assault

398
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: January 29, 2019, 01:47:09 am »
why not female space marines

they'd need to retcon some lost primarch to be female, which is possible, but would feel forced; you'd need a great fluff and crunch to get one in lore and not have buyers just go meh.

399
Quote
too much so as people are using them very offensively

well that's just total war, I remember doing stacks full of generals in rome 1 and just charging at everyone.

400
Other Games / Re: Chapter Master - In the name of the Emperor!
« on: January 28, 2019, 05:18:00 am »
by 2100ish we'll finally able to use the initial ip (as in, limited to rogue trader), fair and balanced  :P

401
Other Games / Re: Minecraft - It has blocks.
« on: January 25, 2019, 02:56:37 pm »
*snip*

removed, I hate IC2 now, with the rollers and cutters and all the busywork.

I'd love this but it's hoplessly outdated https://www.minecraftmods.com/advanced-dispensers/

402
Other Games / Re: Minecraft - It has blocks.
« on: January 25, 2019, 01:47:24 pm »
Is there a modpack anyone would recommend for the Technic platform?

I would preferably like one with as low tech as possible, with the highest being Immersive Engineering type of tech.
In fact, I would very much like it if the above mentioned mod and Tinker's Construct (plus addons) were included.
Also, I am not looking for any magic-focused modpacks. (Never really liked Botanica for some reason.)

I have built this one that's just industrycraft and forestry + pipes from ender.io (and treecapitator, for completness but that's minor)
https://www.technicpack.net/modpack/some-machinery.1370141

I feel most tech packs have too much stuff and a lot of redundant ways to do the same things.

edit: I've a spare if there's interest in a server

403
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 23, 2019, 05:51:16 am »
Did you look at the game that was just linked? Seems a lot more than just "drawing inspiration", haha. RimWorld and Prison Architect have fairly distinct styles at least.

they have now, but pawns were initially a lot more close to pa

now I don't mind derivative games in principle, especially if the inspiration is credited; in the end I already have the original so it's up to them to convince me they do the same thing better enough to warrant a new purchase.

edit: fixed some engrish

404
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 21, 2019, 05:47:50 am »
my custom race

Modding rimworld is easy right?



since it has been done so many times, some guy went and created a way to add races more easily, have a look there https://github.com/RimWorld-CCL-Reborn/AlienRaces/wiki


also this multi version mod support is not really that revolutionary. it's just a version tag to mod so it still requires modder support at each release if the internal changes, it's not a way for mod to negotiated a versioned api for doing their thing.

405
Does anyone have access to a pdf of this with the piftures intact? Since the link doesn’t seem to...

http://dfstories.com/wp-content/uploads/sites/2/2010/large/undergrotto.pdf

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