Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Girlinhat

Pages: 1 [2] 3 4 ... 1133
16
Do not recommend Banished, mostly because of the weird micromanagement you have to handle.  My biggest problem is that when an adult male and female are in the same house, they produce children.  Great, right?  Except they only move into empty houses, and if one spouse dies then no one moves.  Eventually you end up with your whole city as elderly singles, or single children, who could EASILY pair off, but don't.  You have TOO MUCH housing, and have to manually go through and close houses to force them together - which is to order a deconstruct and then suspend it.  Because of this, your population WILDLY fluctuates, with a 'healthy' city doubling in population on each upswing.

There's also quirks like, eating more food types increases health/happy, but you can't organize how food is stored, so all of your dockworkers end up eating only fish because the apple orchard never moves apples beyond the closest food silo.

17
Other Games / Re: Eve Online
« on: February 28, 2017, 07:59:23 pm »
PM me ingame, same name, should be the only "girlinhat" on eve.  I do incursions for my money, but have some mining skill too, and am trying to collect contacts for industry.  A friend of mine is trying to push into the production market.

18
So anyone playing?  I've got the expansion and would enjoy a game in multiplayer.

19
Other Games / Re: Avorion- Space Sandbox
« on: February 23, 2017, 11:57:21 am »
Spoiler (click to show/hide)
That was me.  I just kinda shrugged at it.

20
Other Games / Re: Pixel Privateers....
« on: February 22, 2017, 11:05:19 pm »
I liked where it was going.  The updates were adequate.  But then it stopped updating, with glaring bugs and balance problems.  It's sort-of-complete as it stands, but it has some harsh imbalances, like your crew getting upset for being out in the rain, but they totally ignore rain and roofs and walk outside and then complain with no way to deal with it.  They were so close to being a halfway decent game...

21
Other Games / Re: Pixel Privateers....
« on: February 22, 2017, 06:16:20 pm »
I bought into Pixel Pirates and it crashed.  They just left.  So no thank you.

22
Other Games / Re: Avorion- Space Sandbox
« on: February 20, 2017, 08:41:48 pm »
I am entirely unsure how to utilize that dropbox download...

23
Other Games / Re: Avorion- Space Sandbox
« on: February 20, 2017, 03:25:04 pm »
Has the server been reset, or will you soon?  I'm up for when you do reset.

24
Other Games / Re: Avorion- Space Sandbox
« on: February 19, 2017, 08:53:30 pm »
Okay but NPC traders will buy from your station and you get credits, right?

Additionally, do you have the full list of mods on the server?  Not just recent changes, but the complete list.

25
Other Games / Re: Avorion- Space Sandbox
« on: February 18, 2017, 09:51:07 pm »
Question - does the out-of-sector production include NPC trade routes, or is it just stocking up goods?

26
Other Games / Re: Forsaken's Random Free Game Giveaway
« on: February 18, 2017, 09:47:55 pm »
I would actually like that Fractures Space pack, if you're still offering.  Either way, you're great <3

27
I know the mechanics of farming, I was wondering if there were any specific quirks to note about it.

28
That and .44 seem to show up all over the place. People also seem to love collecting gun mods, but no guns, but I guess you could rationalize that as people having taken the guns but left everything that wasn't already stuck onto it.

Also, unrelated, but does anyone know the maximum amount of unfermented alcohol that the fermenting vats can hold? I've been farming and I have hundreds of units of barley that I need to use for something, even after I ground enough flour to last me until this time next year.
Have any rundown on how to operate farming?  I've always thought about it.

29
Criminal Technique Instruction?  In Cata?  I mean you can make meth, but you learn no more about it than Breaking Bad.  You get lockpicks, but only in the most abstract ways (Oblivion is more accurate) and lockpicking isn't even illegal in itself.  I guess it's just general "This is the most accurate tag."

30
Oh, a proper wheeled vehicle can navigate steep inclines and stairs very easily.  A common car can't, because they're designed for fresh road.  A military jeep can't even, because they're designed with the intent that they're backed by the infrastructure of the army.  But look at the hummers with half-deflating tires.  By combining exceptionally large wheels with half-inflated PSI, they can just sort of 'mold over' curbs and steps and would be able to progress up a big enough staircase slowly.

The point I'm trying to make is that for the effort of designing, engineering, and maintaining a walker, a wheeled vehicle could be designed, engineered, and maintained FAR more easily, for whatever its specific use is.  Sure, you could make a stair-climbing walker for $20,000 but you could also make a stair-climbing wheeled vehicle for like $1,000.  You could also make a walker for climbing, running, dealing with water, handling rubble, etc... but if you made a wheeled vehicle specifically to deal with any of those, it would be easier and cheaper.

The truth is that walkers aren't complicated.  A basic level walker would be 6 legs, with a lifting motion, a pivot forwards/back, and a lowering motion.  Down to basics, that could be 2 motors per leg.  With a human operator doing the fuzzy logic, you could just have those motors on individual controls and the pilot could determine how far forward and how far down each leg goes, and slowly traverse basically anything.  Making a self-adjusting walker, especially a two-legged or four-legged (which can't remain on a tripod at rest as a six-legged could), or a walker to carry weight or move at significant speed, would be VERY difficult.  Especially getting a robot that can see the terrain and determine how to walk.  But the most basic core of moving legs is actually pretty easy.

The thing is that wheels are even easier.  They just spin.  No articulation, no range of movement, no thought, just spinning.  But this is Cataclysm.  The engineering behind it doesn't matter because you can craft nuclear bombs in the back seat of your plasma powered hatchback.  The upkeep doesn't matter because you have whole cities to strip for parts and fuel, and don't have to pay for it or deal with a boss who's upset with your investment.  The speed doesn't even really matter because you're playing on your time, and if you decide to go slowly then that's fine, and 10mph is plenty to just make your way across the terrain.

TL;DR - Walkers aren't difficult, they're just inefficient.  I can find reasons to avoid a lot of things in game, but there's not a good reason to exclude walker legs when we do include flotation devices and plasma powered scooters and mounted glob launchers that you can put on top of your glob rollers.

Pages: 1 [2] 3 4 ... 1133