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Messages - Singularity125

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211
Other Games / Re: Elona
« on: July 01, 2012, 02:41:38 pm »
It's not fully translated, no. But from my understanding, you really won't notice unless you're worshipping the new god or in South Tyris, and since you have to finish all of the standard "story" for that first... it could be a while. You may as well hop in now, especially if you're starting over with a new character.

212
Other Games / Re: Elona
« on: July 01, 2012, 11:07:15 am »
Found some site, I think it's a mirror of 4-chan, talking about Elona. They claim that crafting is god-mode, particularly the second "Unknown seed" in that picture. It's mistranslated: what it actually is is an herbal mixture that you can Mix with food for all the bonus stat boosts. Including consistent increases to speed. Of course it takes some herbs to make, but the amount of gardening and cooking required (30 gardening and 20 cooking, IIRC) ought to mean you have a bunch at your farm anyway.

This is all rehashed speculation of course. I've yet to find one of those myself. My character doesn't even know how to cook yet, anyway. >.>

Oh, and I keep a close eye on the thread in the Elona forums about the Java port. Everyone was saying they'd need to ask Noa about redistribution rules, but nobody was doing it. So I took the liberty of asking. Seriously, he's just another human being, he won't bite your head off. :D Anyway, long story short they're fine to distribute the Java executable and, if jdstroy actually wants to (which is hard to tell sometimes, honestly), he could distribute the Java source code, too. Very excited to see where he takes this project. :)

213
Other Games / Re: Elona
« on: June 30, 2012, 11:27:10 am »
I see items like that here and there. With my luck, though, they're never of the type I'd use. I never use axes or stones on my characters, for example. I'd probably keep the stone for Performing, though. That invoke on it is a rare thing for me to see, though.

However, I have to agree that the RNG seems more open -- I had a "Search the remains" random event the other day that landed me a potion of descent. Now that's something I'd never seen in Elona before, despite hundreds of hours on 1.22. This event was also in a low-level dungeon.

A little off-topic, but my favorite item I'd ever found for a character was my Yerles Farmer finding a shotgun with "Invokes Draw Shadow (####)". Hence I'd shoot them from far away, which did little damage but drew them into melee range, and then BLAM! It was glorious. I don't think I even have that character anymore, sadly... I tended to start over with each new version, sometimes for fun and sometimes for compatibility reasons.

214
Other Games / Re: Self-Imposed Challenge Thread
« on: June 29, 2012, 03:37:34 pm »
I once tried to stick with Martial Arts in Elona... that didn't last very long.

I also once tried creating a peasant in DF Adventure Mode, not allocating any skill points, and LOWERING all attributes to lowest. And then trying to get anywhere at all. Again, it failed horribly, many times.

For some reason the few self-imposed challenges I seem to try wind up being "force myself to grind a whole lot more just to get anywhere" rather than actual skill based. Maybe it's indicative of the types of games I generally play... or maybe I'm a masochist. :D

215
Yes, I agree Leo. I see no problem with an "I win" button. In fact I like so-called puzzle bosses, as long as they're not literally the only way to win. If they are there needs to be some ingame hints, because nobody likes getting stuck. Essentially I want to reward ingenuity in a boss fight, not just make it a bigger mob that takes longer to kill. In-character reasons for why things don't work are also good.

For instance, say you're playing some generic Final Fantasy game. You run into a boss that has respawning mooks. You use Stone on the boss, and surprisingly, it works... but then the mooks use a gold needle on him. Since they respawn and have infinite items, this is not a good way to kill the boss. But, used strategically, it could cause him to lose a turn, or at least, the mooks are too busy un-stoning him to attack you. So it becomes a plausible strategy without being an "I win" button.

216
Ah, I forgot to mention another pet peeve of mine, which I could probably aptly sum up through TvTropes. Yes, you've been warned, it's a TvTropes link: http://tvtropes.org/pmwiki/pmwiki.php/Main/UselessUsefulSpell

The big thing is that people like status spells. They're different, and different is good, but... 99.9% of bosses are plain immune to status ailments in most Final Fantasy games (and some other RPGs). And random encounters really don't need them... As far as how to fix this without making those spells totally broken? Who knows. You need resistances or immunities sometimes, or there's never a reason not to use them. *shrug*

217
Ah, you're right. It would help if there was clarification on whether Korbac meant colors of spells, elements like in MoM, or something else. Kind of my fault for dragging one back that's several months old, but I have no answers to any of the recent questions. :P

218
Freeware game where you are a Wizard, and can use various types of mana (white, green, red and black) to summon dudes and cast spells. A TBS. Made by a Russian, I think, with poor translation. :)

Sounds a bit like Master of Magic. But, since you say it's freeware, it can't be. Still, I'm thinking it's one of the knockoffs that were inspired by MoM... Leylines, maybe?

219
Most everything I wanted to say on the subject has been covered by the posts already here. Even though I rarely play spellcasters in games that are flexible. Well, pardon. I generally play "x class with a healing spell tacked on", except for the elder scrolls games where I throw in some other utility spells. I love having the options open, though, and one of these days I'll go back and play a pure spellcaster.

I guess the big thing is that having a million spells is great as long as you provide an in-game way to deal with the inevitable clutter. For example, even though it was basically undocumented and should have been explained in the tutorial, you can delete spells in Morrowind. Like Saturas, I often deleted the spells I was sure I didn't need anymore. Now, without getting into a flame war over which game is better, I will say that Oblivion removed some of my favorite spells, like levitation, while at the same time removing the ability to delete spells. At least, if memory serves. And even with less spells around, if you played a mage in Oblivion you would inevitably run into the issue of having spells you never wanted to use again cluttering up your spell list. Of course, most games in general don't let you remove spells because you "learn" them, instead of buying them. And it wouldn't make much sense to "forget" them. But even then, being able to hide them would be a godsend.

220
Other Games / Re: The Roguelike Development Megathread
« on: May 23, 2012, 11:27:34 am »
My god, genmac, that game looks SEXY. It's been years and years since I last touched a MUD/MOO, but you might be the one to bring me back. Fantastic work. :D

And symbiode, I could use the help... though, thinking on it more, what I really want is a full framework in C#, so that I can tinker with it as needed. Nothing wrong with a C# wrapper around C++ code, but it kind of closes it off to tinkering and experimentation. I'll push forward a little more on the C#/OpenTK front before I give up. At least when I'm not supposed to be sending out resumes, looking for work. XD

221
Other Games / Re: The Roguelike Development Megathread
« on: May 22, 2012, 05:44:50 pm »
*shrug* I've used XNA before... it's fairly nice, but you run into brick walls if you want to do anything sophisticated (like import models that aren't .x format)...  It seems to cater to the Xbox Live Arcade right now, and while I wouldn't mind seeing it grow, it doesn't have enough library support.

It's been ages since I looked at coding in DirectX itself, but last I checked it looked like a nightmare to code in. I might give it another try sometime. But, I think Mono works okay for plain C#, and I found OpenTK which claims to be cross-platform and easier to work with than plain OpenGL. So I'm giving it a try.

222
Other Games / Re: The Roguelike Development Megathread
« on: May 22, 2012, 04:44:10 pm »
I hope you don't mind me bumping this thread back up to ask a relevant question. :)

See, I've decided that I'd like to toy with coding a roguelike in C#. I like the ease of Python, but I worry about performance... and I am much more familiar with C#. I've used some C++ before, but it is nigh indecipherable if you haven't touched it in a while. And here lies my problem: There are really no frameworks or even usable resources for C# roguelikes.

I cannot get libtcod-net to compile, despite my best efforts. Sharplike (recommended by roguebasin) doesn't seem to exist anymore. And as XNA and DirectX don't really work well cross-platform, I don't even have a good rendering engine to use. It looks like the SDL bindings for C# are kind of abandoned, and my only real experiences with plain OpenGL tell me it's annoying to work with, and overkill for a 2D endeavor.

I might have to drop back to python or C++... a real shame because C# is actually my favorite language (python would win if it had comparable performance).  :-\

223
W...wow. Coming upon this story a couple days ago, and reading through it, enthralled... was really something. Especially as I worried that it was dead, only to be reassured that it had started once again.  I've just now caught up, and I have to say, bravo. Your skills with the written word are amazing.

That being said, this seems almost like the grand climax of the story, although I doubt it would end so quickly. I can't say as I trust this guy, but... while backing away and generally siding with Anne, ask the figure how escaping the cycle would enable you to save everyone. It's in-character to ask such a thing, and as a reader, well, you just have to know. Even if it's likely that his words are deceitful. :P

224
Other Games / Re: Economies of Scale *Free Browser Game*
« on: May 21, 2012, 03:55:03 pm »
I'm loving the new UI change! No need to check B2B or Import to see if the item is stocked there, and hovering over your stocks of something in the store tells you how long it's expected to last. Probably I could make batches of ~24 hours like oven_baked said, but... I'm fond of 6-to-8 hour batches for some reason. I know it's inefficient, and I know that if things got crazy I could cancel production. For some reason though, checking in more often like that appeals to me. Also, I only have 2 crops at the moment, and 2 large, 1000m2 plantations to grow them on. It's not as efficient, probably, but I'm still making more money than I know what to do with. I'm nearing 50 Mil, I need to figure out what to do with it before taxes eat it all away. xD

225
Other Games / Re: Economies of Scale *Free Browser Game*
« on: May 21, 2012, 10:19:02 am »
There are some raw materials that you won't be able to sell in stores. Though I don't remember what they are at the moment. You should still never, ever discard something from the warehouse. If a store won't take it, list it on the B2B or export it. It will disappear eventually.

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