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Messages - Mechanoid

Pages: 1 2 3 [4] 5 6 ... 113
46
DF General Discussion / Re: Finally I have Dwarf Fortress going over 700fps
« on: November 29, 2011, 01:11:07 am »
And this is a very new custom built system (as in I bought the individual parts and put them together).
Please post a parts list and the exact steps to how to make DF act exactly as it does on this system.

I too would like my game years to pass by within a matter of minutes.

47
DF Dwarf Mode Discussion / Re: Wells: fact or fiction
« on: November 28, 2011, 03:38:36 am »
Water evaporates below 4/7. All but the tiniest cisterns will never fill from bucket power alone.
[Liquids like water and lava] only evaporate on 1/7, not 4/7. You can have a single 2/7 pool and it will remain as it is forever.

48
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 25, 2011, 09:43:40 pm »
Do we even have a working, non-segfaulting windows version yet?
I'm wondering about this too.
Aposos seems to have just disappeared off the face of the damn planet.

50
Creative Projects / Re: batILLION: a game in a bat file
« on: November 23, 2011, 06:03:37 am »
Blame Skyrim and me having to actually work at work. I'll take a look later on.

Well i suppose it could be worse... Could've been a Dwarf Fortress release that absorbed your attention. :o

51
Creative Projects / Re: batILLION: a game in a bat file
« on: November 23, 2011, 01:42:30 am »
Please, don't let this wonderfully inventive project die. :'(

52
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 21, 2011, 06:22:14 am »
I've been thinking about having per-tile populations, and making them spread and ebb and flow like a fluid.

It'd probably slow things down a lot, though I'm really not sure.  It also might not be that noticable, and would probably upset the game balance.
Even if you would only do it for the special zombies* PLEASE DO IT.
* (except the boomer; they're fun in a harmless-and-annoying kind of way and should always be around, for their ability to annoy is great)

Even if you kept things the exact way they are now, just to keep the illusion that you're "making a difference" in a city, make the game count how many of each special zombie there is [on a map tile] as a 'standing body' and as a 'unmoving corpse'. The player will go around, run into them [when they spawn randomly], and kill them; slowly shifting the population from standing to corpse. Corpses don't do anything, aside from waiting for a necromancer to revive them; the rate/capability of which is based on the current standing necromancer population [of that map tile] and the current kill-count on special zombie types. Butchering is the only way to fully eliminate the population, because it removes corpses in an unrevivable way; the player butchers a hulk corpse? The hulk corpse population is decreased by 1, reducing the total population in turn.

If the player slacks off for long enough, or doesn't clean up right, eventually the special zombies come back... But if the player is persistent, their effort will be repaid with little worry of running into the more dangerous zombie types [on the map tiles that they've cleared of special zombies]. Of course, boomers and skeletons should still exist, since they give up some durability for their gimmick and arn't really as dangerous as a hulk or electrical zombie.

53
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 16, 2011, 08:56:49 pm »
Ok this looks awesome, some questions:

1) Do I have to download every version on this page or just the most recent one?
2) Is there any way to get fullscreen?

1. Just the most recent, at the top of the list... But don't do it right now because the windows port is broken and crashes when you try to go down a stairway
2. Not that i know of.

54
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 15, 2011, 07:53:58 pm »
Temperatures for winter/fall weather were reversed.  Switched them to be correct.

As someone who's never managed to survive to experience a season change, can anyone tell me if cold weather actually has any influence on the character, their abilities, or the environment currently? Is it possible to actually freeze to death? Does "Rain" get retitled to "Snow"?

55
Or a no quality wooden crossbow so he can still kill enemy (S/he bash dwarfs with it)
made from imported "feather wood" if you can get it.

56
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 08, 2011, 03:46:21 am »
Every time the sound effect happens is when they release the infectious spores, and that's only a concern if you're standing right next to them. If there's a 1-tile gap between you and the fungus-spewing enemy, you should be fine. That said, it's pretty damn stupid to melee fungal creatures without a gas mask on your face and royal jelly in your inventory for the inevitable infection that will sneak through said gas mask very rarely if ever.

Also, doing some research with debug features:
Spoiler (click to show/hide)

57
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 06, 2011, 08:06:16 pm »
What does the crashed helicopter map feature look like? A bunch of metal wreckage with military shit lying around?
There actually appear to be different varieties of crash sites; military and scientist are the most easilly classifiable, due to the clothing types that spawn on the map block of the crash. Kevlar vests? Military. Lab coats? Scientist.

58
Other Games / Re: Rainbow 6 Patriots, Concept
« on: November 06, 2011, 06:10:02 am »
Looks totally boring. Yet another cutscene shooter with regenerating health.
this

59
Creative Projects / Re: batILLION: a game in a bat file
« on: November 06, 2011, 03:23:18 am »
Words... Can not express. :o

edit - what exactly are you limited to when using a batch file to play a game inside of the command console? for instance, would it be possible to have colors, or non-text characters appear? would it be possible to "export" a level map to a regular text file that you could read? ... could you recreate something like the original Rogue? :o

60
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: November 05, 2011, 09:01:10 pm »
Point on stunning hulks.  I might make the stun effect harder to achieve against large monsters, or perhaps compare the damage dealt to the remaining HP of a monster to see if they're stunned.

Please make different types of stunning effects. Physical, electrical, chemical, or even auditory/visual.

A taser causes uncontrollable muscle spasms by dumping electricity into the nerves, disrupting signals. It could work on a hulk as much as it would a normal zombie (but the hulk would take less damage and take more taser charges to stun) but it shouldn't do much of anything against a shocker zombie. Meanwhile, if you put in something like pepperspray or CS gas that would function as a chemical stun, and does work on shocker zombies but not entirely on boomer zombies, for example. My point is, instead of just working with what's already there and calling it a day, deepen the gameplay by adding additional options and setups to situations the player can encounter.
Even if it just takes more charges to stun a hulk then a normal zombie would be better then a "Yes the taser doesn't work on hulks/bears/aliens at all now, deal w/ it via guns" type situation.

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