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Messages - iceball3

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631
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: July 07, 2014, 02:03:09 am »
My geosurvey ships at the start are size 50, 50% efficiency set to survey next 5 bodies and to refuel at 50% fuel.

For surveying other systems though, you might want to consider combining grav and geo survey ships into one. This is because you are much more likely to run into enemy ships and while the minor defenses you would put onto such a ship would only prolong it's death shortly, it might be enough to gather more thermal, em or active sensor data or get closer to the jump point home for an easier crew lifepod rescue.
Wouldn't the ship have a bit of an issue, whether with fuel efficiency or being unable to haul itself fast enough to make a difference? Perhaps sticking a boat bay on it with a rather fast fighter oriented around area defense would be a good idea at giving some extra time, yeah. Perhaps two fighters, one that acts as a decoy and another which is consigned to rescuing those pesky pods?
I've personally noticed a good indicator of hostile civilizations tends to be piles of unknown class wrecks on specific planets.
As an offhand question, does anyone know if PDC colliers operate like normal colliers?
Currently stuck in a catch 22 situation where I want to terraform a planet, but the current population won't work in the terraforming installations because the planet isn't terraformed enough, so they're all working in agriculture rather than manufacturing.
Either increase the infrastructure or research Terraforming Module. Percent population dedicated to agriculture decreases as you get bigger populations, so infrastructure should cut it if you don't want to have those terraforming installations be wasted effort.

632
DF General Discussion / Re: This is it, guys
« on: July 07, 2014, 01:21:10 am »
One thing I am possibly going to miss seeing with the next version.  The years lining up in the news header.
Oh wow, if i'm not mistaken by that it looks like threetoe might have gone three years without a new story. Or at least, three years without an announced new story.

633
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: April 24, 2014, 03:44:23 pm »
Janet is punching towards the fog gate for Ornstein and Smough with dual wielded canvas talismans and asking if I'm feeling it. What is even going on.
Can you feeeeeel it mr krabbs?

634
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: February 24, 2014, 11:56:31 pm »
Oops. I was renovating the outer wall when suddenly a siege hits for the FOURTH year in a row now.
As it stood, we had a gaping hole in our defenses which was immediately rushed through by enemy forces, so i had assigned my entire militia to the inner courtyard.
Let's just say that everybody being just "Competent" was nowhere near good enough, as such a squad of trolls managed to break deeper into the fortress and a LOT of losses were had, mainly militia side. I began to panic after our militia commander died. and assigned myself dwarfed to replace him (me being a Legendary Miner named "Yona Iche" who was a starting dwarf who'm i assigned Proficient Dodger using point buy). I then sent myself with my iron pick in my equipment out into the clusterfack that was going on in the courtyard, and she rushed out using no armor or shield, just her clothes and pick. Wasn't really looking too well, until i realised that being Legendary in weapons skill means she had a HUGE parry bonus, and would do the likes of batting projectiles and melee attacks out of the air constantly as well as dodging the difference. In fact, I was hit so rarely after storming directly into a crowd of axemen alone, that my armor user skill barely removed any rust at all (not that it would've helped, plain clothes all around because a lack of time to equip).
Managed to force back or kill all of the siege at this current state, and i can't help feel super proud that a character i named after myself can take on an archery ambush without dying.

635
DF General Discussion / Re: Future of the Fortress
« on: February 24, 2014, 11:32:23 pm »
I got a few questions:
-With combat receiving all these recent changes, do you think at some point (not in this update) we will be seeing 'mental' skills, like liar, observer and intimidation affecting the flow of combat? For example, liar skill vs observer and judge of intent in terms of dealing with feints, bluffs, and the like?

-With the new "multi attack" option, will we see an option to commit an 'attack sequence' at some point?

-What sorts of other combat maneuvers would you like to see in the game, Toady?

The new update upcoming has me so excited~

EDIT: I may have to clarify - by 'attack sequence', i mean specific arrangements of actions such as the classic 'flurry of fists'
 or other martial maneuvers.

636
General Discussion / Re: Things that made you sad today thread.
« on: January 09, 2014, 08:26:12 pm »
Okay, Leo, even from a non-religious standpoint, that is a horrible view of religious people as a whole.
Only the ones who are genuinely insane fall under your stereotype there.
I actually had a long talk with one of my religious friends about it and it's not just whispering wishes into a tin can.
The whole thing is about guidance.
Not really being told directly what to do by a voice from the sky, but more of a... code of conduct for life that leads to it's own lessons that in turn keep you on the right track.
At least, that's how I interpret it.

The idea is that it's a very specific sort of mindset requiring a belief based on faith. As such, no matter what there will be a disjunction between the mindsets of two groups of people that make them question the mind stability of the other. That is, the faithful versus the non-faithful.
Do note that certain agnostics and even atheists can sorta all on the side of the faithful (in terms of being understanding of the mindset), that generally involves people who study religion for non ironic but non religious reasons, and really just people who think differently.
The faithful will bag on the non faithful, and vice versa, even if just in their minds for either. It's just natural, really. At least quite a bit of people are building up the decency to not hold it too far against each other, but in the end, people are going to end up disagreeing and feeling that someone else just isn't 'thinking properly'.

637
General Discussion / Re: Things that made you sad today thread.
« on: January 09, 2014, 08:01:14 pm »
I fell down on the driveway, and ended up getting nasty abrasion wounds all over my hands and arms. Was hospitalised, and let out within the hour after i was cleaned up and got a few bandages.

Hurts to move my arms around, all the wounds are still fresh, and familly members are dealing me resent because i determined the risk of infection made doing dishes (which were my daily chores) too dangerous for me. Welp.

638
DF General Discussion / Re: Future of the Fortress
« on: January 09, 2014, 10:45:48 am »
Are drawbridges and caveins causing absolute obliteration of whatever it caught in it intended behavior or is this a placeholder until you figure out a way to handle such occurrences in a more sensible manner?
A lot of things don't work as expected, but for game (and testing) purposes turn into inadverted features, like quantum stockpiling. Drawbridges don't affect giant creatures, so it has been adressed to at least do that, and maybe caveins will be less lethal (or do damage based on material strenght) as soon as we have other ways to deal with the nastier creatures the game has to offer. But it's just a guess, maybe Toady has other plans for caveins in particular.
No, i mean the portion where it erases whatever it crushes out of existence. The lethality seems fine, could possibly use some tweaking for survivability, but it'd be nice if crushed items were at least damaged, and then turned to relevant material rubble when destroyed. That's a bit suggestion-y though, so that is why i inquired what changes he was planning to make to crushing mechanic, if any.

639
DF General Discussion / Re: Future of the Fortress
« on: January 06, 2014, 04:50:05 pm »
Are drawbridges and caveins causing absolute obliteration of whatever it caught in it intended behavior or is this a placeholder until you figure out a way to handle such occurrences in a more sensible manner?

640
Other Games / Re: Minecraft - Mods Thread
« on: January 05, 2014, 01:24:50 pm »
Anyone here plays Better Than Wolves mod?
Considering that Dong Princess pretty much re-wrote his mod such that nobody would be able to install any other mods with it, as well as some other assholiness he's preformed, not many people play BTW, no. At least not frequently, at least.

641
Creative Projects / Re: god game + The Oregon Trail = A Little Wilderness
« on: December 29, 2013, 07:31:08 pm »
Idea for combat: Make it sort of like that game, Pata-pon?

642
DF Suggestions / Re: Fortress Subjugation
« on: December 29, 2013, 06:58:54 am »
Albeit that seems kind of overly rambo to have people decide at random to rebel and attack because they're disloyal. I'd think you'd have the likes of dwarves refusing to do jobs, joining up in (sort of) secret gatherings and commune their disloyalty, and actually have a movement such that you have groups of dwarves fleeing the fortress in secret, taking items out of stockpiles on their own to gear up, and occasionally overthrow the ruling class if there's enough organised resistence.
Albeit, i'm not exactly sure how they would overthrow the player...

When the loyal nobility and leaders of a place are all killed or driven off the map, then the player automatically loses. They must be killed by an enemy civ. Loyalty cascades begin for the military once they're all dead, until the new leadership takes over. You can stop it with your loyal military and possibly get new nobles before it's too late, but if all the military are gone, then you lose. You lose the ability to recruit new military during this. Or perhaps doing so greatly increases the rate of loyalty cascade?
What about instances where the people in charge get reappointed?
This also possibly poses an issue for players who spend a good deal of time dowsing unwanted nobles in magma. It's difficult to take away that kind of freedom, yeah.

643
It's not actually -= but -+, like on your numpad on the right.
Aren't literally all the controls for every single UI element mapped in the settings?

644
DF Suggestions / Re: Fortress Subjugation
« on: December 27, 2013, 07:39:15 pm »
Albeit that seems kind of overly rambo to have people decide at random to rebel and attack because they're disloyal. I'd think you'd have the likes of dwarves refusing to do jobs, joining up in (sort of) secret gatherings and commune their disloyalty, and actually have a movement such that you have groups of dwarves fleeing the fortress in secret, taking items out of stockpiles on their own to gear up, and occasionally overthrow the ruling class if there's enough organised resistence.
Albeit, i'm not exactly sure how they would overthrow the player...

645
Hoo-rah, i have internet AND am on my vacation still. So wonderful~

Also insurgents from talistan keep uploading videos that suffer from DMCA and other pains of copyright laaaaaws

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