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Messages - jhxmt

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136
Likewise, glad for the update - keep on chugging!  :)

137
Other Games / Re: Elite - Dangerous
« on: November 18, 2014, 06:57:39 pm »
Ah.  A flavour of always-online.  I'm glad now that I didn't getaround to backing or buying ED earlier on.  I won't be purchasing at any near-future point.  Sigh.  Oh well, at least I didn't get burned with this one (unlike X Rebirth).

Seriously, all calculations done server-side?  No independent hostable server?  Communication with server required for every meaningful action (trading etc)?  Has the game dev world learned nothing from the debacle of SimCity?

138
I managed to recover my stranded kerbonaut from the Mun intact!  Intact and alive!  I lost another lander while doing so, but that's what I get for stupidly landing my first manned mission on the lip of a crater.  Nice, flat spaces are far more preferable.  :P

Happily, even after all the research and design work that I put into getting the guy back alive, the science that I managed to retrieve more than made up for it, teching me up nicely.  I was also able to use a cut-down version of my rescue rocket to run a couple of kerbal-in-orbit rescue contracts, which more than paid me back for the expenses incurred.

So now my budget is healthy, my tech is more advanced than it was (mainsail ahoy, yay!) and I can start thinking about pursuing interplanetary contracts now.  Unmanned, of course.  Fool me once.   :P

139
I've started a new career, having overextended myself (budget-wise) in my excitement of having unlocked a load of kerbinite and TAC modules (and then promptly managing to blow up several missions' credit worth on the launchpad).  This time I'm being much more minimalist.

While I could install Engineer, it conflicts with a couple of other mods I've got installed (I think), so I'm calculating TWRs by hand at the moment.  I'm thinking I can get a single basic solid booster engine to lift four of itself, a separator, a T-30 engine, a T400 fuel tank, a capsule and a MK16 parachute.

Turns out my thinking was correct, but it's not QUITE enough to get into a stable orbit.  D'oh!

Edit: I successfully landed a kerbal on the Mun and planted a flag.  :)  Then realised I didn't have enough delta-V to get them back, and they only had a day or so's worth of life support supplies (I'm playing with TAC) left with them.

Cue a rescue mission!  Successfully launched a probe-headed ship with an empty command pod to the Mun, and landed it a mere 500m (500m!) away from my crashed kerbal.  The landing went almost perfectly, but on the rocky terrain I suffered a minor scrape...and the engine exploded.

So now I have one engined-vehicle with no fuel, and one full(ish) fuel tank with no engine, and no way to attach the two or transfer the fuel.  Sigh.  Still, at least the rescue vehicle was carrying a week's worth of supplies, which are still intact and usable, so the kerbal can survive until MunRescue-02 can get there (in one piece, hopefully).  And they managed to recover all the lovely, lovely science from their old command pod, so I'm still hoping to return all of these goodies eventually.

TAC Lifesupport really piles on the pressure if you do something stupidly wrong (like forgetting to add decent supplies to your initial munar lander, heh).  ???

140
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 14, 2014, 05:40:43 pm »
Just double checking, but you do have satellite coverage up right? I've had times before where my satellite got shot down, I've ended up saying "oh I need to put a new one up as soon as I have some money" and then forgotten to.

Yup - in fact I've got three up, but still no joy.  And one of them is up over one of the full-panic countries (Russia), so I can't even use what little satellite capacity I've got remaining to bring them back below the full-panic mark.

It's a bit frustrating, to tell the truth.  This run was going so well except for the complete lack of regular UFOs!  :(

141
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 14, 2014, 12:35:16 pm »
Welp, going to die again by the looks of things.  It's the 24 May, five countries are at full panic and I haven't had a single UFO mission all month, so haven't had the opportunity to capture the Outsider.  Loads of council missions - I've done the whole battleship thing - and several covert ops, and the Newfoundland mission popped up as well (hahahahaha no), but no damned UFOs.

I'm going to fail at defending the Earth because the aliens aren't invading quickly enough, how stupid is that?

142
Other Games / Re: Wayward Terran Frontier came back from the dead
« on: November 13, 2014, 05:50:29 pm »
Yay, so glad that this is un-zombified!  :D

143
Other Games / Re: Voar
« on: November 13, 2014, 05:49:40 pm »
Wow.  Played this for fifteen minutes, looked away from the screen....and everything is swirling swirling waaaaah.

BestPisskop, whoever you were, I had you locked in my sights while you were the leader and deliberately boosted to a higher orbit to let you live.  Solidarity!  :P

144
Other Games / Re: XCOM: Enemy Unknown (New by Firaxis)
« on: November 13, 2014, 05:20:49 pm »
Also, from what Beaglerush said, the Council get more pissed off if you ignore an UFO that if you send an interceptor and instantly abort.
This. Failed interceptions hurt you less than unintercepted UFOs on the Council Report.

Interesting, I never knew about that (either in NewCom or OldCom!)  Is this true in vanilla NewCom as well, not just LW?

I'm still trying to work my way round to actually completing vanilla.  I just tend to either lose motivation (usually shortly after the alien base mission) or get completely outclassed (usually due to a sheer lack of UFOs and hence material).  I've just hit the beginning of May, just got the alien containment built, researching heavy lasers now, so I'm expecting/hoping to have the alien base mission lined up ready to go by the end of the month for the inevitably-needed global panic reduction.  Given it's May, I now need to start being more careful to avoid clustering my soldiers near each other - because mutons.

145
General Discussion / Re: Space Thread
« on: November 13, 2014, 09:22:20 am »
Apparently the lander is getting some sunlight (so the solar panels are still a viable keep-it-functioning source, yay), just not as much as hoped - 1.5 hours rather than ~6.  They're discussing whether they should try to shake/'hop' the lander to a better position, but this is obviously somewhat risky without knowing exactly how it's currently sitting on the surface.

146
Other Games / Re: X Universe
« on: November 10, 2014, 09:38:32 am »
Apparently they're going to release a 3.0 patch at the same time as the expansion, but the patch features haven't been revealed yet.

RPS article: (link)

Firstly, their method of releasing this is rather odd - free preorders to existing Rebirth owners, but after that everybody pays?  Why not just provide Steam vouchers (or just automatically provide the DLC) to all owners, rather than rely on them picking up the preorder?

Secondly, some of the comments on the RPS article say it best.  Even if 3.0 were to fix every bug, even if the expansion were to add sectors and races and good galore...I still don't think the game would, simply, be any fun.  It doesn't provide nearly the amount of enjoyment and engagement that previous X games* have provided, for me at least.

I count Rebirth as one of my most disappointing purchases ever.  I'm not even going to free-order the expansion.  It'd be artificially raising my own hopes just to be dashed all over again.

* Or, indeed, any other space-sim/space-RPG/hell-even-space-action game that I've encountered.  I've played games far shallower than Rebirth and enjoyed them more.  It's stuck halfway between being an exploration RPG and an economic simulation, and it doesn't do either of them well.

147
Other Games / Re: Factorio - Factory building game
« on: November 08, 2014, 01:11:54 pm »
Basically, you're trying to do a reverse Mongol invasion with a single tank at a time while you're starved of one of your most basic resources?  Good luck with that!  ;D

I'm assuming you've already looked to see if there's copper in the opposite direction of your map?  Even if it's further, it might actually be easier to get.

148
Other Games / Re: Crusader Kings 2 is released.
« on: November 08, 2014, 01:06:25 pm »
Wow, I'm still awful at OPM beginnings.  :-\  Even small-dukedom beginnings, by the looks of things.  I always appear to grossly overestimate my chances in a landgrab war and end up having my backside handed to me, usually by virtue of a single battle going badly wrong and having my kin/heir/self captured by the enemy, resulting in an immediate massive malus to my warscore.

Damn Livonians.  :(

149
Other Games / Re: Crusader Kings 2 is released.
« on: November 07, 2014, 07:56:46 pm »
I scanned, no virus. Windows STILL thinks CK II is a virus, so I try to make an exception for it. You know, that thing you're supposed to do if it closes a safe program?

Ha, no, says Windows. You MUST run DEP for this program. Why? Don't need to tell you why, you just fucking do. Enjoy having us close your game every 30 minutes for NO FUCKING REASON.

That's...incredibly bizarre.  Like Shadowlord, I've got DEP on and it doesn't have any issues with CKII.  Has it always happened, or only recently (e.g. after the most recent patch)?  Because that's definitely not Working As Designed.  :-\

150
Other Games / Re: Factorio - Factory building game
« on: November 05, 2014, 07:52:59 pm »
So after playing the demo, I finally gave in and bought this.

...good god.  Where did the day go?  :P

I need to get used to the idea that, in the long run, turtling is a bad thing.  Oh, sure, you can make a highly-defended, highly-automated stronghold...but, eventually, you're going to mine your resource beds down to nothing and need to expand.

Of course, I'm saying this having not explored more than the very early stages of technology, so I've got no truly sustainable power source at this point - nor lasers, so I'm entirely dependent on coal and iron at the base level.  I've had so much fun trying to build workable conveyor and inserter systems that I forgot all about keeping an eye on my turrets' ammo levels or on my remaining iron stocks.  Oops! :D

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