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Messages - Girlinhat

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331
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 08, 2015, 05:33:32 pm »
I'd be interested in a mod that adds in ammo, but unless you're able to buy it by the hundreds of clips then it'll just ruin you.  Since you can't craft weapons, even terrible pistols, I doubt you'd be able to craft ammo, and with the way traders work you'd end up with 1 trader a year who carries 2 clips of pistol ammo while you've got a stack of LMGs with no use.

If it's modded in, even as an official mod like fertilizer pumps used to be, then that's fine.  It just seems like it'd end up being WAY too luck-based to rely on.  You already get super troll events like solar flares and eclipses and power explosions, add up no traders + solar flare + raid, and you have no weapons and they have grenades vs your shivs.  GG.

332
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: September 07, 2015, 09:38:02 am »
Youtuber Blitzkriegsler is currently doing a playthrough in vanilla with an open town.  It works fairly well, he's got a few 'bunkers' for his gunners to get inside, with a ring of sandbags and a few standing wall pillars.  Then he's got buildings for different uses.  It's rather lossy, he loses turrets/colonists/walls relatively frequently, but all of his playthroughs suffer at least significant turret turnover rate.

333
Other Games / Re: Battle Brothers - a turn based strategy RPG mix
« on: September 04, 2015, 08:07:17 pm »
Are they actually child-sized?  Is that mentioned?  It seems more likely that they're just orks, but there's a typo that names them as goblins.

334
Other Games / Re: Wurm Online
« on: September 03, 2015, 11:55:28 am »
The game is 'free to demo' to be honest.  You can get 20 skill in an hour if you know how to work the system.  And it hobbles your body/mind/spirit attributes extremely severely.  You start at like 19, and cap at 20, and you're not considered to be anything real until you're like 35 or 40.  Skills become impressive around 75.

335
Other Games / Re: My Friends Rant Over My Anger Over Tibburs
« on: September 02, 2015, 08:09:27 pm »
Does no one know how to printscreen?

336
Other Games / Re: Haven and Hearth General Discussion-IT"S ALIVE!
« on: August 28, 2015, 07:01:07 pm »
I can't even get ingame. I can get to the login screen, authenticating, connecting, and then I just get a black screen. I've been trying for half an hour to get in, I even restarted. Still black.
The servers are SUPER overloaded right now.

337
Other Games / Re: Haven and Hearth General Discussion-IT"S ALIVE!
« on: August 28, 2015, 05:48:13 pm »
But what sane person would do this as a 'joke'? I'm sure there are a lot of players who are disappointed now and wont come back, even if it isn't p2p in the end. But oh well, I do have no money for any subscription, so no HnH for me.
You still get 48 hours of play time with a free account per month... which is way more than most peopel would want.
48 hours to get you hooked, then 12 hours per month, which is about 30 minutes a day, assuming you play every day.

Assuming this is actually real.

338
Other Games / Re: Haven and Hearth General Discussion-IT"S ALIVE!
« on: August 28, 2015, 05:22:39 pm »
Also might be a joke, people are posting interesting things happen when you try to buy.

339
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 27, 2015, 07:25:14 pm »
Chickens are hilarious fun.  Fertilized eggs are stacked to 75.  When more eggs are added to the stack, the 'hatch timer' is averaged between the existing eggs and the new eggs.  The result of this is that when you get all the eggs stacked together, you can get one instant hatching if 75 chicks.

For that purpose, I designated a 'killzone' animal zone.  It's a single tile surrounded by 3 coolers and 1 door.  Animals go in and die of hypothermia.  Sometimes they get out to get warm but quickly go back, and sometimes a doctor rescues one and gets some exp, but they eventually all die.  Easier to assign Chick 47 to the zone than to find and butcher each.  And when they die, they're already frozen and preserved for when the butcher gets to all 75 of them.

Chicks get 2 meat each, but the butchering gives cooking exp.

Also I tamed a Thrumbo!  They have a 220 year lifespan and take 25 years to mature to adulthood, so not really viable for breeding.  They also have a .5% chance of head nuzzle every hour, so not very friendly.  Probably for the best, considering that horn.

340
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 27, 2015, 05:35:18 pm »
Mechanoids should really get some melee droids. Maybe a hive droid that builds and launches small bladespinner things, you'd need to fight through them to disable the mother. The hive thingy could actually disassemble stuff for parts to spawn the little droids.
All mechanoids have insane melee strength, if you get close enough.  And there's a mod for more mechanoids, which includes small dog-sized creatures which are strong melee, kinda like metal megascarabs.

341
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 27, 2015, 02:44:21 pm »
A friend let me play this.

Two things I don't like are how cluttered stockpiles get with various bits of clothes and weapons
And how much micromanagement melee combat requires.
Stockpiles are actually REALLY versatile, you just have to set them up right.  Clothes/weapons stock up A LOT because you can get like 1 weapon and 3 clothes from a single enemy.  There's a mod for auto-selling though, so that every time a trader arrives it'll sell what you specified.  Easy garbage cleanup + funds.

I prefer this type of melee combat, as opposed to DF style where they run wildly everywhere.  The proper use of melee anyways seems to be having a few line guards to kill off tribesmen who get too close to your gunners.

342
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 22, 2015, 09:17:21 am »
Did you buy your wargs?

343
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 21, 2015, 09:13:09 pm »
Won't there be a lot of potentially major bugs in such a big release, without following bugfix releases?
I'd assume he isn't taking off this very instant.
He's pushed to get this release out early so there can be bugfixes in before he leaves.  But this general release will be the last big update for several months.  So time to get your long-game hat on.

Boomalope explode about the same as a mortar, and can be set to 'release' combat, where the colonist tells them who to attack and they go forth and engage melee.

344
Other Games / Re: RimWorld - basically the sci-fi Dwarf Fortress
« on: August 21, 2015, 05:59:06 pm »
Also the last update for a while.  Ty is taking a vacation thing, so development will be halted after this, and then when he gets back he'll have to make a new version which takes more time.  So this will be the version to work on long-term colonies and megaprojects.

345
Other Games / Re: EmpireMUD: The Founding of Tradesea
« on: August 19, 2015, 08:33:51 pm »
BUMP-HA!  Anyone still playing?

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