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Messages - scrdest

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9391
Other Games / Re: Battle for Wesnoth, 3rd Thread
« on: February 23, 2013, 09:21:12 am »
 Yup, well, I used to play a while ago, 1.9 I think. It's good, I think I may download the new version, actually.

What happened to other threads?

9392
It's not so much practice as the fact that if I have two continents, one gets dominated (mostly by Gilgamesh, I've noticed).

Try war by proxy, perhaps, enable advanced diplomacy and send the countries near the expansionistic ones military units or techs. This will also make them better disposed towards you, and if you sell the units, get you some sweet cash.

Also, an important note about military in general: once you get to gunpowder artillery (falconets, organ guns, ribauldequins and so on), spam the shit out of those. In my african game, mentioned earlier in the thread, I struggled to take the Malgasy city in Turkey for quite a lot of time, because my military would ALWAYS get devastated quickly by their troops. I spammed ribauldequins and some cannons, with a couple of Musketmen for support and managed to take it eventually.


Also, from other news, if you built a hunter unit early and gave it the Hunter promotion, they can become redunkulously powerful (one of mine has level 30, with Combat V, March, and a number of other promotions, and is able (as a Big Game Hunter) to take on Arquebusiers and end up unharmed.

9393
I'd like it more if I could play it without the turns taking 5+ minutes by the time I get to having pikemen.

I don't know how did they become 5+ minutes, unless you specifically set limited units per tile and AI chokes on that, as it once did for me. Also, there is an option to accelerate AI turns at the cost of the graphics during them. (For the record, I got to Riflemen right now).

If it's about YOUR turn taking long, you either need to automatize some units or know what are you looking for in your buildings.
My computer isn't that powerful. It was in 2008, but now it's fairly behind times, and having too many AIs results in turns taking ages.

Also, the fact I have to play on settler because someone always becomes HUGE doesn't help me enjoy it.
I'd like to play on warlord, but it seems to be that anything other than settler results in a few underpowered empires, and one really, REALLY overpowered one.

I played on Warlord, and it turned out quite interesting: there is a big damn Khmer civ, with 3 civs war-vassalized, that together with the vassals spans most of Asia, quite big Inuit civ holding whole of South America, and second-largest, China with North America, and Russia vassalized voluntarily by me in Europe, with me controlling Africa and Asia Minor and part of Peloponnesian Peninsula, not massive city-count wise, but the most technologically advanced. And Khmers and China decided to go to war. Good thing there are no nukes.

So, basically, Civ IV meets Risk.

9394
Other Games / Re: Space Station 13: Urist McStation
« on: February 22, 2013, 04:30:09 pm »
I think I may be the most incompetent player ever...

We've all been there... right? RIGHT?

9395
It is a BUG setting, yes. It is in one of the first tabs, I think, probably the C2C tab, but not sure. I am positive it's not in any of the tabs on the right end.

9396
I'd like it more if I could play it without the turns taking 5+ minutes by the time I get to having pikemen.

I don't know how did they become 5+ minutes, unless you specifically set limited units per tile and AI chokes on that, as it once did for me. Also, there is an option to accelerate AI turns at the cost of the graphics during them. (For the record, I got to Riflemen right now).

If it's about YOUR turn taking long, you either need to automatize some units or know what are you looking for in your buildings.

9397
Other Games / Re: Space Station 13: Urist McStation
« on: February 22, 2013, 02:35:26 pm »
To add to scrdest's guide: You have to wear insulated gloves so you don't get shocked.

To add to the addition: no, budget insulated gloves are not the same, and may in fact get you shocked.


From completely unrelated stuff, stungloves are hilarious.

9398
Other Games / Re: Space Station 13: Urist McStation
« on: February 22, 2013, 12:54:53 pm »
Okay, so:
You will need a screwdriver, crowbar, and wirecutters/preferably multitool. And a door, of course.

First, use the screwdriver on the door to open the panel with the wires.

Second, take out your wire-operating tool.

Now, there are two wires of interest: one that's obligatory, that being the 'Test Light' one, and the other, optional, is the Bolts one.

You will want to pulse/cut and mend wires until you can find the one that causes the Test Light to be off. If you haven't fried yourself, mission accomplished, just use a crowbar on the door to open it.

Now, if you used the wirecutters and the Bolts fell down, you dun goofed. You will have to wait until they get back up, or find a multitool and pulse the wire you used.

There is also a supah seekrit technique: aside from the other two, get a Remote Signaling Device if you have the Signaler on your PDA (Scientists, for example, have it).

 Set a non-default code/frequency on the RSD, screw the door open, attach signaller, go to PDA, send the proper code on the proper frequency. This way you cannot get zapped (I think), and you can experiment with the wires AND, if you find the right wires, you can leave the RSD there to gain remote control over the bolts/open at will if you have the crowbar, for respective wires.

Seekrit trick 2: drink a shitload of Kelotane, then get zapped to your heart's content without any damage.

9399
Other Games / Re: Space Station 13: Urist McStation
« on: February 21, 2013, 05:17:24 pm »
Is it required to have the Singularity Engine up? So far I'm only activating Solar.

One more thing is RPing as a person who likes to explore (basically go someplace they're not allowed) allowed?

My guess is yes, but prepare to have your ass stunbatoned and brigged. Illicit access is illicit (see how smart I am? I figured it out myself! :P), but the real possibility for playing this sort of thing would be getting away missions up and running, which I find unlikely.

9400
Not managing to get anything but the preset scenario to get past initializing, personally.

I used to have the same problem, then I didn't, but I'm struggling to remember how I fixed it. If you are using the Play Now! button, use the Scenario (those with C2C in their names) instead, and vice verse.

In all honesty this mod seems to be overloaded on stuff. There is a fine line between having too few features and feature overload, and this mod took the line, ran over it, towed it in, fashioned it into a jet engine and rode it like a mechanical bull into feature oversaturation heaven.

That being said, it's definitely an experience. If you have a week to spare. Perhaps it would have opened up to me more, but I didn't have the stamina to go past the ancient era or so, and that was an OCC. Multiple cities would have been even harder.

I think the idea is that 'OK, I'm all out of things to build' should NEVER be the case; I found multiple cities quite easily manageable, having 4 major and 5 minor ones (I started as the sole player in Africa, in Egypt to be precise, so they roughly correspond to Egypt, Congo, Guinea, and an enemy capital in Italy I consumed culturally), and I'm firmly in the Gunpowder era, this being my first Civ IV run beyond Prehistoric era (damn you, save system, for consuming my saves!).

9401
Other Games / Re: Space Station 13: Urist McStation
« on: February 21, 2013, 04:58:00 pm »
Heh, yeah, I messed with the radio so everything came out as "ARNOLD". I've no idea why I felt like stealing him in the first place.

Probably the same set of ultra-waves that made me name myself the Ultimate Overlord of Everything and throw a massive drug- and boozefest.

Also, sorry for the brawl we had, Andrea, but I thought you were out for my blood after you hit me.

9402
Other Games / Re: Space Station 13: Urist McStation
« on: February 21, 2013, 04:32:27 pm »
If it wasn't for OOC, I'd think my character was hallucinating radio speaking 'Arnold' all over again. There was a bit of a party. By that I mean me, the Ultimate Overlord of Everything, and the two chemists got a shitload of Space Drugs and alcohol into the bar and gone crazy.

9403
Yeah, it's less of a 'let's crash this big pile of troops with that other big pile of troops and see who survives' and more 'set up an artillery group on this fort with infantry on the hills, add a sprinkle of Great General, bombard the shit out of errything, errywhere'.

While it might have been irrelevant to compare vanilla Civ IV to Civ V, but C2C adds some tactical bonuses (e.g. during sieges, bonuses for encircling) and features (bombardment) but try to use these and you end up crushed into fine mist by a doomstack.

The only major problem I see is the city-stack, if it's set to the same as ordinary stack, the sieges may become laughably easy.

9404
I downloaded and played longer than my total Civ V time, but then I had to get into military expansion, and Civ IV combat pisses me off immensely, since you have to take ages to build a decent doomstack only for it to be ran into ground by a random bunch of enemy units in a bigger stack.

Hey!, if you loath doomstack i've recently found an option in the BUG menu of C2C that lets you set a "maximum units per tile" variable (between 1 and 10 and then infinite IIRC), it says its beta, but it seems to work. For example I play it with 8 units/tile max and flanking bonuses, and the change in tactics is noticeable.

Wow, I really should take a better look at that menu. That is awesome. I never liked the huge stacks. I'll probably choose something between 5 and 10, that seems reasonable.

I'd probably go for 5, anything over that seems less like 'mixed unit tactics' and more like 'Spam, lovely spam, wonderful spam'

9405
I downloaded and played longer than my total Civ V time, but then I had to get into military expansion, and Civ IV combat pisses me off immensely, since you have to take ages to build a decent doomstack only for it to be ran into ground by a random bunch of enemy units in a bigger stack.

Hey!, if you loath doomstack i've recently found an option in the BUG menu of C2C that lets you set a "maximum units per tile" variable (between 1 and 10 and then infinite IIRC), it says its beta, but it seems to work. For example I play it with 8 units/tile max and flanking bonuses, and the change in tactics is noticeable.

 :'( (of joy) Yesssss... my preciousssssss max units per tile...

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