Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - WealthyRadish

Pages: 1 ... 150 151 [152] 153 154 ... 194
2266
General Discussion / Refurbished PCs
« on: January 22, 2013, 10:19:20 pm »
So, between financial aid and general savings, I've managed to scrape $850 towards a new desktop PC to replace my decrepit old one. Since I'd also like to get a decent video card for it (and as a result will probably also need a new PSU), I'm thinking of buying a refurbished one instead of brand new... not to mention that not needing to upgrade to windows 8 is nice.

And so, I was wondering... what have you guys experienced with refurbished PCs? Any traps to avoid or things to seek out? Recommending specific models/brands is ok, but I'd rather this be a discussion than a straight up question/answer thread.

2267
DF Gameplay Questions / Re: Dwarven item preferences vs mental attributes
« on: January 22, 2013, 06:53:07 pm »
An interview with Toady somewhere mentioned that the affect mental attributes have decreases majorly as skill level gets higher. So it may result in more quality items when comparing unskilled dwarves, but at high skill levels there's extremely little difference. Preferences, on the other hand, are effective at all skill levels.

Edit:
Here's the preference quote.
Back in older versions, preferences only gave a +1 skill boost for each 'match' (1 for item type, 1 for material), and this probably would've been true at least until late 0.31.xx. I've seen some of the code for determining item quality in 0.34.11, and it calls some really complex function (which takes 8 const integers as parameters, plus the job skill) to come up with a number that determines the item quality (0-22 is Normal, 23-29 is Fine, 30-34 is Well-crafted, 35-44 is Superior, 45-54 is Exceptional, and 55+ is 33% Masterwork and 67% Exceptional) and each matching preference gives a +10 boost.

So preferences are a flat boost, regardless of skill level, and are still in effect at legendary levels.

2268
Getting one or more basic defense drones is pretty much mandatory for survival, unless you're going for a cloak build (or have the weapon preigniter, and enough firepower to disable the enemy's weapons in a single volley). Don't bother with the more advanced drones, as they'll just end up wasting shots on lasers and missing incoming missiles. You're completely at the mercy of the chaos god RNG if you let missiles hit your ship willy nilly, and blocking them should be the main priority early on.

Putting out fires is really easy. Just open an airlock along a path to starve the room of oxygen, and once it's out, open all of the internal doors to let it refill quickly. A level two medbay can heal your crew faster than lack of oxygen kills them, so it's worth grabbing just in case things go horribly wrong.

2269
DF Gameplay Questions / Re: Army/Militia building
« on: January 21, 2013, 11:35:41 am »
Whenever you have a surplus of labor, be diligent about recruiting soldiers from them. Getting them in squads of two and sparring as early as possible is the best way to build up a large military in time for the sieges. Training weapons or crappy hammers work fine, and no armor is needed (in fact it'll just slow them down). When they're at whatever skill level you desire, group them into a real squad with actual weapons and armor, and you're set. Giving all civilians (except miners, woodcutters, and hunters) crossbows is also an excellent idea.

Even if you put off getting metal weapons indefinitely, a few legendary soldiers with shields and training weapons can still be a siege breaking force. I remember once having a naked axelord (this was before clothing mattered) bite a mounted goblin's arm off. Don't underestimate them.

2270
Metal beds can be modded in. So too can stone beds I believe.

Well, there aren't any furniture raws, so most people wouldn't bother. A custom reaction to make beds of a specific material could be added, which wouldn't be too horrible if you just stuck to a few metals and some stones (which could be altered after world gen for a specific fort).

2272
I remember playing a game many years ago that was a kind of tower defense, but used a spreading fluid over a topographical map instead of normal creeps. All the towers needed to be connected to each other, and power needed to be generated and sent over in individual packets to make them operate. It also had a map editor, and I must've made and submitted 30+ maps for it. It's killing me that I can't remember its name.

2273
DF General Discussion / Re: Invasion of Advertisers
« on: January 20, 2013, 02:40:56 pm »
It really saddens me
It really is depressing
they fill me with dismay.

It's a bunch of spambots on a random forum, with no impact on reality. That's like getting depressed over someone pinning flyers on your favorite telephone pole. I agree that it sucks that Toady needs to waste time deleting them, but really, depressed?

2274
That's pretty cool. I'm hoping they were on the enemy team. :P

Though if you're light enough to get knocked around by an M4, it probably could've just one shot derp'd you anyway.

2275
Seeing high quality armor/weapons automatically get decorations would be cool.

It could be viewed as a difficulty thing. Wood isn't really needed for all that much else, with charcoal being the largest exception (before magma's available, anyway). Lack of beds can force a player to either explore the caverns or venture onto the surface, both of which are usually dangerous. Though really, I usually end up clearcutting my embarks in the first season, and usually get all the wood underground before winter, so it isn't that big of a barrier.

2276
Oh, and another reason I keep playing WoT is silliness like this:

Spoiler (click to show/hide)

I recently killed a KV-1 on dragon ridge by jumping on it in a leopard. It was pretty glorious. I'm definitely loving the new physics, for things like drifting and being able to go down rocky slopes.

Though really, I'm finding the leopard a lot less fun than I did in beta. It never gets any tier IV matches anymore (which admittedly always meant massive stomping, but hey, makes up for all the artyless tier VIIs), and feels less responsive than I remember it. The T-50 has been a more fun light tank for me, despite its piddly gun, even without the final engine upgrade.

The KV is still fun, thankfully, though I remember its pen gun being better than the current 85mm (it actually bounced against a grille in a recent match, FFS). The derp is still great, though, especially when forced into high tier matches.

It also looks like the PzIV lost its silly looking turret upgrade that for whatever reason reminded me of a medieval crusader, but from what I've experienced fighting them it still seems like the tank I remember. The grind through the Pz38na is pretty terrible, though, since it gets out-tiered so often, though I'm only a few thousand exp off.

2277
DF Gameplay Questions / Re: Refuse Wool
« on: January 18, 2013, 10:55:18 pm »
Hair (the butchering product) can be spun into thread, but can't be used in cloth. Shearing, on the other hand, produces thread that can be made into wool cloth.

2278
DF Dwarf Mode Discussion / Re: Techniques for enjoying DF?
« on: January 14, 2013, 12:43:43 am »
I've always found it best to just try new things. I've never really enjoyed megaprojects, but altering your playstyle to something fresh makes the game more fun. It's easy for me to fall into a rut of optimizing everything, and then things get really boring.

Also, basic modding is very easy, so I'd definitely consider giving it a shot. Adding nifty new weapons and armor, new creatures, or just tinkering can be very rewarding. The game is designed explicitly for the player to create the game they want to see, and all you need to know about the raws and the various tokens is on the wiki. There are also many great mods others have put together, though I personally haven't tried any.

2279
DF Gameplay Questions / Re: Training peasants
« on: January 14, 2013, 12:37:33 am »
It's been said that dwarves only spar if they're around equal skill level, so pairing experienced dwarves with inexperienced may be a bad choice. I haven't observed anything to this effect at all, though.

Pump operator is a really easy skill to train quickly. All pumps require are blocks, pipe sections, and corkscrews, and there's no problem in having them pump at nothing. If you ever do want to train mining though, a good trick is to dig out upward stairs first, and then remove those stairs, for twice the experience.

2280
General Discussion / Re: Philosophy
« on: January 14, 2013, 12:03:52 am »
Everyone is crap, and has their unique flavor of crap that defines them. The greatest affliction mankind has is that we're all unable to be completely aware of what our crappiness is, and are driven by an innate bias for our flavor over others. This is mostly due to humans being ill fit for their own intelligence, and still controlled thoroughly by evolutionary mechanisms that have no relevance.

That said, human life is a beautiful and sacred thing, and compassion for each other and our world is the best possible trait.

...oh wow, this seems like the polar opposite of idealism.

Edit:
Hmm, this came off as a bit... angry. I guess prolonged exposure to the internet does this to people.
What I mostly mean is that everyone has inherent flaws that ultimately define their character, but the most important thing for us to do is show compassion, since we're all equal in that way.

Pages: 1 ... 150 151 [152] 153 154 ... 194