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Messages - thegoatgod_pan

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361
Other Games / Re: DayZ Standalone, Alpher is here.
« on: January 03, 2014, 11:04:55 pm »
So far, I have only played it for 45 minutes and really enjoyed it.

There were no zombies. None. Fine by me.

I stumbled into town and found some bananas. Good stuff. Mostly fumbled with controls a bunch, ended up eating a banana and finding a drink.

I spot a human. Panic. Take a nose dive.

I approach a tent and find a man huddling within. Although we are both unarmed, he makes a valiant attempt to beat me to death. I avoid him by running backward.

At this point a third man appears and shoots the dude fighting me to death. I consider running, drop prone, but figure I'm cooked anyway so i get up and confidently greet the shooter with my fists lowered.

I guess this brave gesture wins me brownie points because the dude bandages me and leaves. I fumble with the controls and only figure out how to say "thanks" about 10 minutes later. Then I get shot through a window, fall down and bleed a bit, check the time irl and realize that I have a plane to catch (irl).

Good times so far...

362
DF Dwarf Mode Discussion / Re: Cool Examples of Emergence?
« on: December 25, 2013, 04:44:13 am »
My favorite (which I think I've told a million times) is the great blind cave ogre rebellion of Wrungknives.

Wrungknives was my fort two versions ago, it was an attempt at an above ground challenge (I ended up setting up a hunting ground and noble quarter in the cavern) a city and a gateless challenge. It succeeded enormously and grew to cover the entire surface of the embark with a red clay sprawl of a city, complete with three pyramids over the holes where I tried (and twice failed) to pierce the aqueduct.

My hunting ground was also a success, I played around with the raws and made all the cavern creatures tameable. Somehow or other, the only successful breeding program ended up being the blind cave ogres. I bred them until my animal population hit the caps. My duke had two personal blind cave ogre bodyguards, as did almost every crucial dwarf in the sprawling, 50 year old city of Wrungknives.

One day, I decided to try the dfhack function to switch from dfmode to adventure mode and see my city from an adventurer's perspective, without it being abandoned and empty of friendly life.

The moment I did so, switching to my finest warrior, every last cave ogre in the fortress went hostile.

This was probably my favorite adventure mode session ever. I ran wildly through my sprawling city, periodically running into a friendly dwarf under attack my a cave ogre and having to help them. I told my self I was supposed to rescue the duke, but I spotted the duke exactly twice, once when he help me by one-shotting a cave ogre with his crossbow, and once when he ran past me on the floor above, probably towards combat.

I ended up dying to an unlucky dodge, but it was a really fun and highly unexpected and unscripted turn of events before that.

363
Another discovery in a single day! The forums are on fire!

This is amazingly fun for adventure mode and gives a nice reason to build a fancy sacrificial tower in the middle of your fort, with easy access to adventurers: mortal jumps in, god walks (or crawls) out.

364
The main advantage of this bridge exploit is that it can be selectively turned into a permeable barrier at any time.
!!!!invention!!!!

I love when the forum has a scientific breakthrough!

This is a big development.  Not only does this optimize magma mines nicely, but it opens amazing possibilities for freezing traps.

If you can activate the flow of water selectively you can freeze discrete, chosen  squares: targeted frost death, instead of the good-old fill-the-whole-tunnel-with-ice-and-send-in-the-miners.

365
DF Dwarf Mode Discussion / Re: Unbelievable symbol
« on: December 19, 2013, 11:48:27 pm »
My civilization symbol are yellow green brutes...which i think are gems?
My government symbol is...a bed...yeah...

I'm pretty sure brutes are a kind of
Spoiler (click to show/hide)
. Congrats on leading a bunch of infernalists

366
Other Games / Re: Crusader Kings 2 is released.
« on: December 06, 2013, 02:41:47 pm »
For Croatia guy, to manage your daughter being hated find all the vassals and courtiers that will hate her, and imprison them. Every single one.

Then, when you die and she is queen, have her release all of them. BAM! Instant adoration.

Of course that can backfire if your current guy takes a longer time to die then expected, but hey, you can probably handle it!

Am I the only one who considers this a massive exploit?

Strikes me as an excellently Machiavellian way of securing your heir's future.  If you're an elderly ruler who knows they're likely to die in the near future, presumably 'the greater good' might drive you to do something like that.  Hell, that's basically what's happening in the metagame anyway.  :)

Actually, I think that's why I like CKII so much.  The metagame motivation of "my people must survive" is pretty well aligned to what (I assume) the in-game character motivations are likely to be (well, the way I RP them, anyway!)

I feel the same: I realized the game had warped me when I was watching Disney's Aladdin and I found myself deeply critical of the love/misalliance between Jasmine and Aladdin: it is hard enough to hold together a kingdom with the most brilliant daughter-heir, but to let her marry a commoner without particularly good stats and low intrigue? I can almost hear the vassals plotting.

367
DF Dwarf Mode Discussion / Re: Future Versions & Animal People
« on: December 02, 2013, 04:39:57 am »
As soon as this gets implemented, I'm modding catmen to be tameable, war-trainable and used as pets.
YOU GET A CATMAN
YOU GET A CATMAN
EVERYONE GETS A CATMAN BODYGUARD!

I have done this to Blind Cave Ogres with great result. They make fantastic bodyguards. And if you use dfhack to switch to adventure mode, you too can experience the joy and savagery of a universal Blind Cave Ogre uprising.

Also tamed tigermen are the best: need meat and a water zone and they will be the best mayors your fort has ever seen.

368
DF Dwarf Mode Discussion / Re: Abandon fort... first migrant wave?
« on: December 02, 2013, 04:35:10 am »
Shouldn't a berserk dwarf be barred from migrating? Going berserk expels them from your civilisation, and afaik only civ members can migrate. Could have been a deeply miserable dwarf who went bonkers practically upon entering the map.

Dwarfs from an older fort migrate with the basic mood they had when the last fort was abandoned (even if they migrate five years later - "offload" stasis prevents happy/unhappy thoughts from timing out); embarking on a world where you recently abandoned a fort in the middle of a tantrum spiral or loyalty cascade can lead to much fun. Migrants will also bring along contaminants they acquired in the old place, like syndrome dust or evil rain residue.

The dwarves show up not-yet-berserk, but terribly unhappy. Then they go berserk.

This has nice applications, actually, I remember starting a dojo monastery fort and creating 2-3 parties of martial arts monks, abandoning and restarting. In the end I had a solid monk population appearing amongst every migrant wave.

369
I love doing this kind of thing! My advice: Let it develop organically. Design the keep and get to work on it. Throw up a tavern and a bunkhouse for the laborers, and build structures as the need comes up. Hell, I like adding living spaces to the work buildings and setting the right migrant family there. When the keep and infrastructure are finished, then get to making mud huts for the peasants.

Let it flow organically and it will surprise you with its weirdness. I still remember when the slum spontaneously formed, and stabbings started to happen because I started two militias in the poor quarter, equipped everyone with kobold daggers, and the new recruits started a gang war.

370
DF Dwarf Mode Discussion / Re: Keeping countess happy?
« on: November 26, 2013, 11:51:24 am »
Burrowing them won't help because they automatically* know when others have better stuff.

*i guess it would would be word of mouth, overhearing gossip, etc.

Dwarves are a hivemind. They reproduce via spores.

My experience (granted not scientific) seems to confirm this.

My current fort had major issues when the queen and consort arrived suddenly and the queen really, *really* didn't like the fancy necromancer Duke quarters which she had never seen.  I solved it by giving her the necromancer's throne room, while giving the necromancer a small chamber until the royal throne room (and necessary machinery) was ready. 

371
DF Dwarf Mode Discussion / Re: Are dwarves extinct in my world?
« on: November 26, 2013, 11:47:57 am »
You civ is not dead: If they were dead, they would have never sent an outpost liason in the first place.

The liason didn't leave probably because your mayor is a working dwarf who worked/slept/drank and never actually had a meeting with the outpost liason. While waiting for a meeting they will linger for years, only leaving when the meeting happens or when the relevant fort leader dies.

The wagon is probably just a bug, deconstruct the depot to deal with it

372
DF Dwarf Mode Discussion / Re: Evil Gnomes
« on: November 26, 2013, 11:44:25 am »
I have had trouble catching them as they run away and a different one steals the beer. But back to the dog, why did the gnomes pull its teeth out? And why wasn't I told?

Check the combat logs, I bet the dog fight happened long ago and I bet a dwarf did the deed.

373
Other Games / Re: State of Decay PC
« on: November 26, 2013, 11:41:16 am »
I am still pissed I bought this. I did my research before buying it, but somehow managed to miss (perhaps because it is nowhere advertised and only appears in complaints) the whole time progression system. I feel like it turns what is supposed to be a sandbox into a frustrating arcade game. I can spend hours raiding and building a base, log out, come back and find everything gone and half the team dead.

Why did I bother spending hours  raiding and building the base? Does the game reward any choice you make? Are you even making choices?
There is a mod that lets you control the time based shenanigans, if it interests you in anyway.

Really? I didn't think of the mods because the developers are so insistent on the feature being structural. Do you happen to remember the name of the particular mod? Is it "Zombie Standard time"?

I reckon it is Zombie Standard Time/Direct Link.  I suppose it is not exactly the most wholesome looking one now that I look at it.  Meh, I'll know after I get into breakdown.
  Thanks: that is the one I found, and also felt was a little questionable (Is it weird to only trust mods that come in a particular format: some indication of what it is in it, a readme, user reviews etc, from a mod website I know to be dependable)

I am still pissed I bought this. I did my research before buying it, but somehow managed to miss (perhaps because it is nowhere advertised and only appears in complaints) the whole time progression system. I feel like it turns what is supposed to be a sandbox into a frustrating arcade game. I can spend hours raiding and building a base, log out, come back and find everything gone and half the team dead.

Why did I bother spending hours  raiding and building the base? Does the game reward any choice you make? Are you even making choices?

isn't that this bug?
http://forums.undeadlabs.com/showthread.php?36483-Help-me-confirm-this-bug-Painkillers-snacks-ammo-are-Reset-each-day-not-Re-stocked&p=336220#post336220

is it not fixed already? it is game breaking and been opened a long ago.

I think it is just the normal functions. I don't mind food and painkillers being depleted. It is more that I left 8 healthy, well armed survivors and came back to 2 healthy 3 wounded and 3 dead survivors, no ammo and no food. It seems like the "decay" is intended, but there was supposed to be some reaction to your accomplishments: so if you got no food, logging back in would see bad moods and starvation and if you raided and cleared hordes you'd come back to a happy well-stocked camp. However, the game seems to operate with its own bad AI motives and the AI manages to screw over anything you actually put together.

But yeah. without the mod it is a matter of alt-tabbing instead of quitting and frankly it has not held my interest enough. At best it is grand theft auto with zombies, at worst it is a simulation of a zombie sandbox: not a real sandbox, but a fairly decent imitation of one (hit x to search building, hit f to search it quickly etc)

374
Other Games / Re: State of Decay PC
« on: November 26, 2013, 02:30:39 am »
I am still pissed I bought this. I did my research before buying it, but somehow managed to miss (perhaps because it is nowhere advertised and only appears in complaints) the whole time progression system. I feel like it turns what is supposed to be a sandbox into a frustrating arcade game. I can spend hours raiding and building a base, log out, come back and find everything gone and half the team dead.

Why did I bother spending hours  raiding and building the base? Does the game reward any choice you make? Are you even making choices?
There is a mod that lets you control the time based shenanigans, if it interests you in anyway.

Really? I didn't think of the mods because the developers are so insistent on the feature being structural. Do you happen to remember the name of the particular mod? Is it "Zombie Standard time"?

375
Other Games / Re: State of Decay PC
« on: November 25, 2013, 02:21:59 pm »
I am still pissed I bought this. I did my research before buying it, but somehow managed to miss (perhaps because it is nowhere advertised and only appears in complaints) the whole time progression system. I feel like it turns what is supposed to be a sandbox into a frustrating arcade game. I can spend hours raiding and building a base, log out, come back and find everything gone and half the team dead.

Why did I bother spending hours  raiding and building the base? Does the game reward any choice you make? Are you even making choices?

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