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Messages - jhxmt

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256
Do bicycle pedals count as an engine?  I.e. could you hook them up to an alternator and achieve TRUE GREEN (non-solar) ENERGY?  :P

257
Other Games / Re: Crusader Kings 2 is released.
« on: February 26, 2014, 03:16:55 pm »
Yes, but having 5 allows for 50% religion. Since Romuva are fairly small and he's king of Lithuania, there probably isn't any other Romuva that can give some points. So, to reach 50, either he needs lots of conquest (1% per conquest is tiresome), or 5 holy sites.

Exactly this.  I theoretically can reform with three sites, but the Romuvan faith ain't doing so healthy right now.  Getting all five sites is, pragmatically, the only way I'm going to hit the 50% moral authority I need to actually trigger the reformation.

Quote
Also, to have your heir inherit the duchies you want with Gavelkind : just give a duchy title to the other sons. Since you're King, they'll be out of the succession. If you have 4 duchies titles, you can give 3 away, and the heir will inherit everything that is not under the titles given away. Careful though, since if you get more duchies after that, or one of them die, it can be a mess.

This is my main hope for avoiding the inevitable backbiting after succession.  I'm waiting for my inheriting sons to come of age before granting them titles (so I can keep them in my court and marry them off to someone decent first, rather than letting them pick their own inevitable chaste-inbred-slow-syphilitic matches), but hopefully I can then shove enough duchies at them to keep them away from what will end up being my core lands.  :P

Your succession crisis is going to be very fun.

!!FUN!!  Although hopefully I'll avoid my heir being burnt at the stake.  :P

258
Other Games / Re: Crusader Kings 2 is released.
« on: February 26, 2014, 02:16:17 pm »
My ironman Zemgale playthrough is going okay.  I managed to form the Kingdom of Lithuania (and get all its de jure counties save one, which is next on my list), although I've gone a little bit North Korea and I'm holding a desmesne of 11 out of a maximum of 6.  ::)  I've got eight(!) children, four of whom are male.  Gavelkind succession is going to be a bitch.  I'm trying to arrange it so that my heir is due to inherit two duchy titles and all the counties under them (ideally), but it's proving tricky to do, as the game won't let me simply give him those by choice.  Obviously this is to stop me gaming the system.

However, it does apparently still allow him to demand territory that he desires.  I managed to give him one of the duchy titles that way, after granting him one of the counties within it.

Still, dividing up the territory is going to be painful, particularly with the short reign modifier after my first king dies.  I'm holding four of the five Romuva holy sites, so I'm tempted to make a push for the fifth and reformation before I die, hoping that I'll have enough swing to change the succession law immediately upon reforming (to primogeniture, I guess).  It'll be tricky, though - the fifth site is a fair distance away, I have no casus belli, and the ruler has multiple allies.  Hrm.  :-\

259
Oh man I could never be a rock climber. I just imagine a person hitting the ground like a garbage bag full of marinara sauce and I don't want that person to be me.

Yeah, I tend to do indoor bouldering far more frequently than actual full-on rock climbing (or even indoor height climbing).  It's indoors (don't have to worry about the weather), it doesn't require roping in (don't have to worry about equipment/setup) and it's not particularly high (don't have to worry about marinara!)  :P  Also, big crash mats.  Big, big crash mats.

260
No martial arts here currently - I did study Wing Chun for a year or so about a decade back, and Muay Thai for about the same length of time, then Bujinkan for about six months a bit more recently.  Unfortunately I've got a muscular/skeletal issue with my right shoulder (winged scapula) that means my range of motion in my right arm is a bit...odd.  It makes some fairly standard motions difficult (and some others much easier), but means that I generally can't do a lot of centre-of-body blocks with my right elbow.  This is a bit of an issue with most martial arts.  :P

So now I do rock climbing/bouldering.  It helps with the shoulder, and it's fun.  I've also been pleasantly surprised with how much improvement I've seen even without too much dedication to the sport (one decent-length session a week for several months), mainly due to learning good technique but also a noticeable physical improvement too.  Still don't have a huge amount of grip/pull strength in my right arm, but it's far better than it was!

261
Other Games / Re: Crusader Kings 2 is released.
« on: February 18, 2014, 02:40:18 pm »
Well, my efforts sort of almost paid off - I got enough money together to form the Duchy of Iceland!  Yay!

...except that this didn't happen until shortly after I'd been invaded by a gung-ho Norwegian duke and soundly thrashed.  So I now own two counties, have the money to form Iceland, but can't do so because I'm vassal to a duke now.  D'oh!

So I've pulled out all the stops - I'm plotting to kill my liege (in the hope of causing disruption), I'm a member of the independence faction (along with a couple of other vassals), I'm raiding and saving up as much cash as I can (to pay for Iceland/mercenaries) and I've even tried to invade the (still independent) Faro islands to get a third title (so that at least my heir keeps two)...to no avail, damn amphibious defenses.

My character is now 59 years old and has been ill twice (and recovered twice).  I fear his days are numbered.  :P

262
Other Games / Re: Crusader Kings 2 is released.
« on: February 17, 2014, 05:29:44 pm »
Your brother will get the county and you revert to the original start yes. You can only get both if you manage to obtain the dukedom.

Drat, thought that'd be the case - but thanks for confirming!

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Basically you need money. There's lots of ways to do this, here's some:

1. Imprison and banish vassals. You get lots of gold.
        Sadly I have no vassals - I have two counties, each with just one castle, both of which I hold.
2. Fight wars and win. Sell off hostages and get money from successful sieges.
        Sounds like a plan, although my troops are taking a long, long while to reinforce.  My marshall's working on it, though.
3. Become Christian somehow and take a loan.
        I shall never bow to the infidels!   :P
4. Prostitute your children and collect dowry.
        Wait, how does this work?  Simply marrying off my sons elsewhere?  They're all around age 3 or 4, so that might be a longer-term strategy.
6. Put your money councillor on collecting taxes. He increases general tax revenue and there's a small chance every month that he'll gift you a large sum of cash.
        Already done - and while he's good, he's sadly not that good!
7. Set your spy on collecting info on nobles. If you're lucky you can get them to bribe you to shut up about their secrets.
        Hmm, might be worth a shot - assuming it works on other countries' nobles?  I have none of my own.
8. Do viking things and raid other countries.
        On it - might be able to get a few solid raids in (again) before I shuffle off this mortal coil!

Failing all that, hey, at least I'll have a family member (and a strong claim) in Austisland!

263
Other Games / Re: Crusader Kings 2 is released.
« on: February 17, 2014, 05:05:43 pm »
A quick (in-game) question to which I really should already know the answer:

I'm a Norse count, entirely independent (started in Vestisland).  I have invaded and taken over Austisland, with an eye to creating the Duchy of Iceland (obviously).  However, I fear that my current character will die before I can scrape together the funds to make this happen.

I have many, many children.  The two county titles are due to be split one each between my heir (who I like) and his marginally younger brother (who's okay).

Question: if my current character dies before creating the Iceland title, presumably this means that I start playing as my heir and the country of Austisland will go its merry way with my brother...i.e. leaving me pretty much in the position that my father was when I started this game, as I then won't have sufficient counties to form Iceland.  Correct?  Or will my brother automatically become my vassal?  I'm assuming not, as I'm not inheriting any duke-level titles.

Followup question: assuming I'm correct in my above expectations, what can I do to best avoid this setback?  Killing the pretender via plot before my current character's death is unlikely to work, as there are many, many other sons waiting in the wings.

264
Other Games / Re: X-Rebirth - It's really happening (NOV 15)
« on: February 17, 2014, 02:38:23 pm »
So anyone else still playing this?

I tried to pick it up again just before the latest patch - i.e. before the targeting buttons had been introduced (a design decision that still utterly baffles me).  Yes, it's a pretty game, but I couldn't get into it - the combat still kicks my backside due to the effort of trying to mouse-target something while mouse-steering to shoot at it, and the fact that my field of view is massively restricted due to the entirely non-functional cockpit bulkhead doesn't help either.

Yes, it's pretty.  But I didn't buy the game (just) for it to look pretty.  In terms of playability and depth, Albion Prelude leaves it far, far behind, drifting dead in space.

I've come to the reluctant decision that Rebirth is simply not for me.  It's a shame, and I'm achingly disappointed by it, but it's simply not the successor to the X series that I (personally) had hoped it would be.

Edit: ninja'd - yeah, the drone battle is immensely frustrating, because of the aforementioned targeting folly.

265
Also, I haven't played in a while, but didn't they change it so you can grab Science from the devices via EVA, and pop them into your capsule? So you can lose everything except the capsule and get every science.

It's possible you need that science station part, though.

You do not - I can confirm that you can do this in EVA even without the science processing unit (or whatever it's called).  I actually did this when a similar situation happened - my goo pod detached on landing, so was never going to return, but I simply walked a kerbonaut over to it, collected the data, walked back to the pod, stored data, then got in and took off and returned.  Bam, full science.  :D

266
Other Games / Re: Starbound - We have lift off.
« on: February 17, 2014, 02:08:21 pm »
Yes, ignore the person with a more pressing issue than 'can't scan blocks'. :I

Your question is much more in-depth and complicated than the 'less pressing' one you mention...and frankly, given that everyone experiences being unable to print blocks but only your specific mod configuration causes your problem, it seems a bit harsh to describe hers as 'less pressing'.

Regardless - if your issue is happening when trying to play as any of the custom races (except Novakid+), rather than just Felins or just Avali, I'd suspect it's something to do with the character creator mod (just by process of elimination).  Does your starbound.log file shed any light on what's causing the crash?  Have you tried disabling the custom race mods one at a time to see if one of them is causing the specific conflict?

Worst case scenario - try going back to vanilla, then applying the mods one at a time, starting up a new character each time, until you find the one that causes it to fail.  Suspect it'll be a combination of the character creator mod and one of the race mods, but haven't used them myself so no personal experience here.

267
Other Games / Re: Space Station 13: Urist McStation
« on: February 08, 2014, 05:35:58 pm »
Learning is fun and mostly FUN.

If it helps, my usual setup routine:

1) Get to engineering if I didn't spawn there.  This may or may not be difficult, depending on how late you've joined the round and what else is going on (i.e. do you have power or not).

2) Set up SMESes.  200k input, auto-charging, 100k-ish output (more than enough to run everything on the station).

3) Optional, but I do it: turn off the output of one of the SMESes, temporarily.  This may mean that the other two run out of power faster, but it avoids the potential issue of completely running out of power before you've set the emitters, which would be bad.  If you really want to tweak things, don't turn the outputs of the remaining SMESes up to 100k-ish yet, to conserve what little power you have at round start.

4) Set up particle accelerator.  Scan the parts when setup, but don't start it up yet.

5) Fill plasma tanks to full.  Optional, but immensely recommended.

6) Load plasma tanks into collectors, activate collectors and, for the love of god, lock them using your ID.  This stops random people cunningly deactivating the collectors later on (which is less noticeable than turning off/on the accelerator).

7) Go back to SMESes and turn on the one you turned off earlier, if applicable.  Double-check settings.

8) Go outside.  Activate all the emitters.  Get back inside without being fried.

9) Immediately go to the accelerator and turn it on, and up to 2.

10) With meson goggles on, stand at the south end of the accelerator room.  When the singularity grows to its second size (3x3), you'll see it start moving around.  If you filled up the plasma tanks to full, you can stabilise it now, or you can wait until it's 5x5.  Or 7x7 if you're mad/showboating/potential tator.

11) Stabilise it: switch the particle accelerator to zero but leave it on.  You may vary this step if you're going for 7x7, you madman you.

12) Check SMESes are charging and that input/output are set correctly.

13) Go and hook up your solars, mend the inevitable fires/explosions, and generally wait for people yelling, "Why don't we have any power in virology!?"

14) Read up on APCs, station wiring and/or atmospherics.  Actually, read up on atmospherics.  If you've got a stable singularity, Atmosia is likely to be the alternative that any traitor goes for.  Because it's amazing.

15) Alternatively, screw this station, and go build your own secure hidey-hole somewhere.  Preferably at the north end of the station, as far away from that damn black hole as you can get.

Edit: I missed one:

Whenever) Set your Engineering APC to power equipment always, not on auto.  While the emitters run directly from the main grid, I'm pretty sure that the accelerator counts as engineering equipment (somebody please correct me if I'm wrong - I haven't dug into engineering's wiring enough to verify this).  You don't want that turning off in a brownout.  Lighting and environmentals can stay on auto - they're actually less important.

268
Other Games / Re: Space Station 13: Urist McStation
« on: February 05, 2014, 06:10:24 pm »
Instead of breaking into the Chief's office, just turn off the power and crowbar both secure storage doors open.

There's actually something to that. You can even replace the battery at the same time with a better one.

Is this still needed?  I dimly recall reading somewhere on the wiki that engineering now starts with a high-cap power cell, so a replacement isn't needed quite so quickly.

It irritates me that the emitters can't draw power from the Engineering APC, but I understand why that's beneficial.  When I'm engineer, first thing I actually tend to do is switch OFF one of the SMESes - the rest of the station can go without lighting for a while as I get the particle accelerator set up, plasma tanks filled to max, etc.  That means that I then just have to flick that SMES back on again and nip outside to turn on the emitters/field generators, without running the risk of all of the SMESes getting drained in the meantime and having to resort to PACMAN or solars to provide the initial bootstrap power.

I hereby apologise to all those who have had to run around in the dark for five minutes at round start as a result.  Hey, you should learn to turn off the lights when you leave a room, it's economical!  :P

269
Other Games / Re: Space Station 13: Urist McStation
« on: February 04, 2014, 03:01:48 pm »
I keep getting adverts for Barbie: Pearl Princess.

I have no idea what it thinks I've been clicking on recently, but there's nothing that should make me the target demographic for that!  :P

270
Other Games / Re: Space Station 13: Urist McStation
« on: February 03, 2014, 02:01:38 pm »
Had to vanish at the end of the cultist round last night (first ever cultist round for me - yay!), but very much enjoyed it.  :)

However, I noticed what might've been a glitch or might just have been lack of understanding on my end, and would appreciate any clarification:

I was the first person converted by the cultists (apparently - gullible atmos tech here!), and got a book and a page-generating page (forgive my lack of correct terminology).  Later, I planted a conversion rune in maintenance and, after luring a fellow tech up to the north-west solars, stunned him with a stun page.  I then dragged him onto the rune and clicked it with an empty hand.

It appeared to activate as planned, as I got a message along the lines of "You shout 'Quiet Evil Sealing Rune'" or something similar, and the unfortunate victim acted as if they'd gotten a 'the veil has lifted from your eyes, you now worship the dark lord' message or similar.

However:

1) I didn't as far as I can tell, get any new words for my book - there was no obvious message about a voice from the gods.
2) The now-converted victim didn't actually show up as a cultist on my display - no little green cthulhu icon by their head.  Despite this, they acted as if they were converted, which either means they were converted and it just didn't show for me, or that they weren't converted in-code and were just RPing it (in which case, well played Gary the tech, whoever you were).

This caused me a bit of confusion later on, as I wasn't sure whether the guy was converted or not and obviously didn't want to just ask him and give the game away!  I know I should probably have adminhelped this at the time, but curious if I did something wrong during the conversion or similar.

Different round: atmos tech again, helping with a (malicious) plasma leak in toxins, have managed to clear the main room of toxin/air and need to get into the second room to clear it (no scrubbers), but can't get through the door and don't want to risk ghetto-hacking it (no multitool).  So I decide to deconstruct the wall between the rooms.  First step: weld the plating off...

Second step: wall is no longer airtight, plasma the other side is at higher pressure than anticipated, and welding torch is still on.

Fire is not friend.

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