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Messages - thegoatgod_pan

Pages: 1 ... 6 7 [8] 9 10 ... 134
106
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: November 03, 2016, 12:08:01 pm »
^ especially considering the "science" he cites only coincidentally confirms all of his biases, and all of the actual science showing next to no difference between male and female brains (rather than cultural upbringings) magically didn't make it into the game.

Also just to preempt the "don't bring politics into fun": the dev brought them in when they felt the need to encode their biases, rps just pointed them out.

107
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: November 03, 2016, 11:32:53 am »
My friend and I started a multiplayer game after the expansion, now a late game event has come and the horrid tentacle horror folks from another dimension have appeared in his territory, which is adjacent to my territory.  We naturally panicked, paused and started building defenses all around, but the swarm isn't moving, not attacking, or conquering or anything.

is this a bug anyone else has experiences, or is this normal behavior?  Somehow I've only ever gotten the Unbidden before and they rapidly ate up surrounding space after appearing.

108
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: November 03, 2016, 11:17:19 am »
Why would I be trolling, it is so shocking to you that committed gamers can also think critically, be feminists, and loathe gamer's gate for the vile hate mob that it is?

109
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: November 03, 2016, 11:08:43 am »
See I loved the RPS article, absolutely loved as good journalism, good analysis and brilliant insight under the hood. I love RPS after the gamer's gate fiasco that made me conclude that about half of the people in this hobby are irredeemable, and the culture wars are burning brighter than ever, and this article just reminded me why I stand where I stand, and why RPS is the best magazine in the market  on these issues.

I wasn't even turned off from playing the game: my stance (as is RPS's and Anita's and all other relevant feminist critics') is that you can enjoy problematic media: you can like Grand Theft Auto and still find it racist and sexist as hell.

What really lead to me uninstalling Rimworld, was the dev's absolutely hysterically bad reaction.

His defense is A. it was all a bug but B. it was all purposeful, scientific and based in his personal experience.  For the record, we are talking about extraordinarily traditional sexism and homophobia: ladies are all secret lesbians, bi men don't exist, being harassed for sex isn't stressful or unhappiness inducing, but being rejected is etc. All crap one generally gets from one's aging relatives, republican senators, and 4chan degenerates. It is a damn strange bug/alpha feature, especially considering it is also obviously what the dev genuinely believes to be true.

Considering Rimworld is a Dwarf Fortress clone, and Dwarf Fortress handled these exact issues without imposing sexist and oppressive biases willy-nilly on what is supposed to be a Firefly-like future, it all means that the dev of Rimworld added his sexist and oppressive biases on purpose. That he really meant it, and saw no problem with it until now. His doubling down on it now, just mark him as part of the irredeemables.

All the more egregious, considering the other big source: Firefly, advocates for the exact opposite of the dev imposed sexist values: e.g. Haley constantly initiates romantic relationships, while Doc never does.

Now, because of this well-written, well sourced and insightful article,  we get to watch gamer's gate raise its ugly face  again and harass the critic who wrote the article with death and rape threats.

110
DF Dwarf Mode Discussion / Re: Zero stress, but everyone is angry?
« on: November 02, 2016, 01:14:47 am »
Could this be a Forgotten Beast syndrome? All your animals should definitely not be enraged.

111
Other Games / Re: Interest in a homebrew starship-based tabletop?
« on: October 20, 2016, 10:46:25 pm »
I'd also recommend you check out "Space Alert" for inspiration: it is a really fun game, and does something rather different (picking up on the idea you scrapped) each player is a member of the crew on a mission and has to decide on 12 steps/actions their avatar will take and or perform, in three timed stages, where the actions you take in each stage become set in stone for the next stage.

 Most games play out with everyone shouting at once, while the accompanying CD announces ever new threats coming turn 4 or 7, everyone deciding they did everything right, and then, once the game is over and the resolution phase has begun, discovering that the person in charge of firing the guns fired them before the threat appeared and ran out of ammo, by the time the threat was in range, the person in charge of maintaining the power reactors ran the wrong way and charged the wrong side of the ship, and the person in charge of running the robot squad to clean out the alien infestation didn't communicate properly, so another player took the robots to the wrong part of the ship, and they are in the center deck watching the approaching meteor out of the window and presumably eating popcorn.

112
DF Dwarf Mode Discussion / Re: First Cavern? Any ideas?
« on: September 18, 2016, 08:15:02 pm »
Caverns are best as follows:

1.  Wall off almost everything, make the cavern have a definable entrance and exit and make sure easily accessible cage traps are in the way, so useful migrating monsters (e.g. jabberers, rutherers) are caught. Incidentally, insert the [PET_TAMABLE]  into their raws to make them war jabberers etc.

2. The actual base entrance needs A. a lifting drawbridge, not the disappearing one, and you want to make sure the mechanism side is facing your dwarves and the sheer wall side is facing the cavern, and the lever lifting it is nowhere near the bridge itself. B. in front of the bridge you want multiple armor stands weapon racks or other furniture. If you want to be fancy, wire the ceiling above to collapse, otherwise just expect to one day seal the cavern for good and never return.

113
This game has been an obsession of mine for six years now. The multiplayer is very addictive (if time consuming) and the single player only seems hard until you play some multiplayer.

The key to the game is holding the line: if units are two apart nothing except skirmishers can get through them. This allows you to send the wounded back to heal, protect vulnerable glass cannons and the like.

All the key mods are for multiplayer be they Ageless era which adds about a million new races to the various survival maps and the like (orocia et al)

114
Other Games / Re: Ark: Survival Evolved
« on: July 12, 2016, 12:33:05 pm »
I had fun taking turns playing it with friends on a single pc. Pretty much: appear, start chopping wood, immediately die horribly to a giant snake hiding in the tree, pass the keyboard to a friend. We all had a blast, going to start a server game once I am done with my epic cross country move

115
DF Dwarf Mode Discussion / Re: Will a Titan eventually leave?
« on: July 12, 2016, 12:20:24 pm »
Lock up with a bridge or a wall and train a squad of miners.  A pick in the hand of a skilled miner is almost as good as a spear at titan killing

116
Other Games / Re: Phoenix Point : In the works X-COMlike from Gollop
« on: June 16, 2016, 08:42:07 pm »
I'm always okay with more XCOM clones. PTW.
Honestly, I'd like a nuCOM clone that'd focus entirely on a covert/paramilitary conflict between human factions like XCOM:EW had. Yes, I know about Silent Storm, but I actually do want a more streamlined gameplay for this.

Hell, I *played* something along the lines before nuCOM was even a germ of an idea, but I forgot the title altogether.

Have you tried the open xcom mod X-Piratez? Pirate simulator 600 years after X-Com lost the war?

  99% of the game is robbing random humans armed with small caliber fire arms, with your crew of sexy mutant pirates and their oversized flamethrowers. The major factions are like the church of the aliens, their law enforcement, their merchants and random rich people, you kill or enslave a lot of random rich people, whose only crime is profiting from the alien empire.

 The few times you actually meet a sectoid or Crystalid, and come under plasma fire from night-vision capable opponents, are shocking and at least for me result in me shouting "More dakka!" at the screen and having the ladies fire all the guns into the darkness until the whatever terrain is a burning hole in the ground and the aliens are dead.

117
Other Games / Re: Complex Strategy and Simulation Games Suggestions
« on: June 05, 2016, 08:22:06 pm »
Birthright: the Gorgon's alliance. War is a part of it, but so is dungeon crawling, insinuating yourself into thieves' guilds and killing elves.

118
You could make lots of two tile stockpiles for maximum efficiency

119
DF Dwarf Mode Discussion / Re: Should I retire my Fortress?
« on: May 30, 2016, 12:16:27 am »
25-30 fps is tolerable: you can notice things you wouldn't otherwise at that rate, but it isnt yet the drag of 10fps. You can sleed it up by destroying enemy corpses and rotting clothing in an atom smasher and using dfhack to clean everything from random contaminants.

that said, with the option to retire on the table, you may as well start a new fort, with the possibility of returning to the old still on the table. Always fun to play an adventurer and visit your own fort too

120
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: May 10, 2016, 02:34:31 pm »
Currently sitting at 91 enslaved alien pops. I use them to make new colony ships and send them off, still enslaved, to colonize a planet my people don't like.

It's a bit silly, and very overpowered until they make slaves sometimes rebel

I have a ton of slaves: I took decadent at char gen and have to make sure every planet has either a slave or a thrall of my own people.  I still haven't figured out how to move populations around though. Is that even possible? I've seen emigration happen spontaneously, but I cant seem to say, empty out a conquered world and send all the inhabitants to slave across my empire.

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