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Messages - Girlinhat

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31
Boston Dynamic has walkers practically already.  Slow, expensive, even not very fuel efficient, but able to traverse anything that isn't a solid wall.  It's not hard to imagine building one.  Even a common survivor with decent stats in mechanics could build an eight-legged hydraulic walker.  It's not actually that complicated, it's just that wheels are VASTLY superior in all efficient ways, so there's no reason to make a walker in the real world because it's just expensive and does less.  But in Cata, it doesn't matter.

32
Why aren't walker legs a part on vehicles yet?  Like 8-legged tanks, insect style.  Slow, but ignores terrain obstacles.  Potentially small foldable versions too, like spindly little legs.

33
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 30, 2017, 12:51:24 am »
Ideally a healing type that replaces missing body parts with evil versions.  Regrow a fungus arm, or regrow your spine and get 90% manipulation back, but have to eat 50% more often.  Even better if it's not targetted, so it just hits one/all pawns on the map with injuries.  Partial failures could cause wildlife to sprout weird limbs and become dangerous...

34
I really just want a mod that goes in and changes the 'make player hungry' have a 50/50 shot to actually tick, so you'd get double the timespan before needing to eat.  I feel like the current calorie burn rate is obscenely high, especially when you're just sitting and reading or sleeping.  If I were digging ditches all day then sure, but how do you burn so much energy just like reading or crafting electronics?

35
Are there any mods to reduce food consumption?  I'm burning through like 4 pizzas so that I can sit and read.

36
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: January 24, 2017, 04:09:16 am »
I'm more interested in balances to supply drain.  I could never get very far in a game because I was spending ALL my time trying to hunt any enemy close by to gain scraps of supplies.  Actually keeping positive supply, much less enough overstock to try sitting still for ambushes or to spend time hunting specific bounties was impossible.  I was often just hand-to-mouth attacking the first enemy I could find, desperate for supplies.

37
Honestly?  I forgot about this when I reformatted my computer and lost my bookmarks.  I actually somewhat enjoy the passive/slow style of the Twinoid games.  So I'm reminded to poke this every day or two.

38
Other Games / Re: To Become Divine - a roguelike about becoming a god
« on: January 23, 2017, 02:39:15 am »
Quickie-forums with no posts, just a link to a zip file. No screenshots, minimal details...smells like virus clickbait to me.
Nah, just a shitty game.  It's literally just like the python tutorial to roguelike done 1/3 of the way through.  You can move, damage technically works, creatures successfully die and leave corpses.  That's about it.

39
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 17, 2017, 05:00:28 pm »
Understanding fuel consumption is a major trick in Aurora.  It basically comes down to three stages.

1: You have warships flying between colonies/fuel points.  These are regular fit warships.  The colonies will have fuel reserves, either processed on-site, or delivered by slow and efficient tankers.  So you have outposts near your campaign area, able to refuel ships that have traveled from your shipyard and are arriving with low fuel.

2: You improve your engines so your ships can be more efficient on fuel, and you run tankers with them.  You bring warships that are slower than normal, and you have tankers that are faster than normal.  These warships have larger engines with lower power modifiers, which can give them the same thrust but higher mass and lower fuel cost - and the tankers have generally the same size engine but higher power modifiers, so they burn a bit more fuel.  These fuel tankers aren't brought into battle, but often sit a system away when the combat force breaks off to go engage.  They're basically booster tanks.  ALSO can be done by tractoring large fuel tanks.

3: You make carriers, with giant, efficient engines that move slowly, but you can move ships that are highly specialized.  Your ships become smaller, with higher burning engines, fighers and FAC.  Your carrier can travel almost anywhere in the universe, but your warships might have trouble crossing half a system because of their low fuel and high burn.  But your carrier is a combat ship, able to provide sensor targets and even area missile defense while your smaller ships deal damage.  Because they no longer carry much fuel or maintenance, your warships have comparable firepower to a regular sized warship, but they've been stripped down to just the guns and armor, lacking long-term sustainability.

The greatest thing about Aurora is the infrastructure.  You NEED to worry about fuel and ammo and armor and keeping your ships running.  Understanding how to utilize fuel tenders is one of the most important facets of running campaigns.  With poor coordination you're limited to local space, but with proper setup you can extend your active theatre to encompass anything you can find.

40
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 16, 2017, 09:34:51 pm »
I missed the maximum population bit.  What's that?

41
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 16, 2017, 12:07:00 pm »
Work priority type mods are notorious for messing stuff up.  I think "grab me that brick" lets haulers bring materials to construction sites, but that can mess everything up because it redefines what jobs are.

42
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 13, 2017, 12:29:20 am »
Considering he essentially wrote the whole game in excel embedded functions, I think the C# version can only be delayed while he just bashes through any problems.  It may take a while, but the only thing to stop it would be his death.

43
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 12, 2017, 07:33:03 pm »
I suspect the storytellers ramp up the difficulty over time, and it gets reset/reduced when you relocate.

44
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 11, 2017, 06:44:56 pm »
The major use of the component table I've found is 'make to 10' and deal with the constant mechanical failures.  If you want to build something new, it'll either take a while or you need to trade, but for maintaining your base's frequent failures, it works.

45
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: January 11, 2017, 12:32:18 pm »
You can still fire in melee range, and the 'if I'm hit I have to stop firing and try again' has been removed/nerfed, so you can reliably shoot people who are punching you.  Machine pistols are in fact OP for close quarters.  Combat Realism also lets you carry extra weapons, but that's a big mod so whatever.

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