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Messages - Zanzetkuken The Great

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256
If we add in the alternative usages Quake desires, we wouldn't just be beating their proxy fuses, we'd be damaging their Radar and Radios as well.  Think about it, they use their Radar to target our ships at sea, so if we can install a method to screw that up across multiple ships, they can't know where the ships are to be able to target them.  They would need to close in, and since our Radar has the potential to not be affected with the right frequencies...

Edit: Then there's the regular radio jamming allowing us to cut them off from being able to talk to each other and organize effectively.

257
Assuming this could turn it into a decently long range comms/radar jammer, that could actually be pretty useful.

And since we can mount them in aircraft, if we mount them in multiple Reckless Effects, then we could blind them as to where our forces are within the jammed area, if said area would be an obvious blob.  Sure, they'd know we would be coming, but not where we concentrated our forces at.  Sure, it would be nice to have a Reckless mounting a jammer and a radar it can flip between as an AWACs/EW hybrid, but a better fair fight would go a long way to making that able to have a better area of effect.

Quote from: Revision
Fix the Fair Fight (2): Kot, Zanzetkuken

258
Hey, would you check on a few of the things I mentioned in my last entry?  Could've sworn I saw one of the above-forge chimneys open and I think I saw the area I wanted mined in the second layer of the dining hall still there.  Latter's more of a aesthetic concern, but I know I saw at least those two things in the updates.  Admittedly, haven't checked out the fort save, myself, so this may be a moot concern.

259
I don't trust the dice not to completely fuck us over here.
Quote from: Votebox
(0) UFAF-SHB-42 "Hammer of Forenia":
(8) UF-RJ-42 "Fair Fight Module" : eS, Happerry, Jilladilla, Piratejoe, Zanzetkuken, Kot, McHuman, He Who Mines Powder
(3) with Research Credit : Kot, Powder Miner, Zanzetkuken
(1) TPD 'Shark 42 : Happerry
(1) UFN-SUB-42 'Killer Whale': VoidSlayer

Indeed.

260
Quote from: Votebox
(0) UFAF-SHB-42 "Hammer of Forenia":
(5) UF-RJ-42 "Fair Fight Module" : eS, Happerry, Jilladilla, Piratejoe, Zanzetkuken
(1) TPD 'Shark 42 : Happerry
(1) UFN-SUB-42 'Killer Whale': VoidSlayer

Their current fuses don't adjust for the Doppler Effect, and the Jammer prematurely acts to counter that potential innovation to reliability.  Plus, while the thing is a reactive measure to the current situation, it is a proactive measure to counter any future innovations they may try to squeeze out of the missiles, as the scalable nature of the Fair Fight allows us to mount it in any of our equipment without too much difficulty once it is completed.

261
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 19, 2018, 11:02:07 pm »
As I had said before, why don't we possibly set up a multiplayer game tomorrow to do a live test of various strategies?  Maybe pick up this one mod for it so we can have a slightly larger galaxy (1400) with only players/fallen empires?  The lack of AI is for the sake of putting a limit of not being able to take the three 'core' planets Stellaris spawns you with, all other war demand options being fair game.  After all, it should be a bit easier for players to be able to get out of that mess if they work with other players rather than having to deal with the AI.

262
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 19, 2018, 05:36:10 pm »
How about we try to settle this in a mass multiplayer game?  I know there would be an element of random generation that would affect things, but we could get a fairly decent look of things.

263
General Discussion / Re: The future of the Bay12 forums
« on: January 15, 2018, 09:04:50 pm »
Still going through the thread, but I spotted a couple things to reply to.

FG&RP is still its own beast, but I do want to mention that freeforms seem to be more or less dead. Metric h*ckton of "Arms Race" games, whatever those are, and an active FEF community, but ye olde flood of Magic Girls games and whatever is a thing of the past. Mafia is a ghost town and the traditional forum games (of the player-above-you variety) are pretty quiet.

I can actually answer about the abundance of Arms Race games.  They're basically team-based weapon design games.  There aren't too many games in all honesty, they just have a disproportionate representation as you need one thread for each team in the game and typically have a third for the sake of having a place where players on opposing teams can chat with each other, frequently being a spot where the turns are placed as well.  As a result of this need, having even 5 games running concurrently can explode into ~15 threads with a good chunk remaining fairly active.

Might be a good idea to shunt them off into a subforum to not strangle everything as a sideeffect, though there is a more optimum route in the form of a general subboard for 'team threads' for all competitive games using two (or more) teams of players to store their stuff rather than just one type of game.  The neutral threads could remain in the main FG&RP, as the main problem is the subthreads used by the teams since they are greater in quantity and more active.

More than anything else I want threadmarks. It's hard to have a structured thread run long without it, and I don't even play forum games which I'm sure would benefit from it. Once you've spent some time with them the idea of not having them just comes off as senseless, and frankly I don't know what's going on with SMF that they're repeatedly breaking their search function instead of adding threadmarks.

As for the rest - you'd have to ask, I guess. But let's not pretend like SMF is elegant and minimalist, I mean look at this shit
help
I am a walrus
plox




Code: [Select]
What the duck did you just ducking say about me you little quack
What is this even for

Also you can email threads to people, which is either useless or harassment depending on what the end product looks like.

I think I remember having contacted Toady awhile back about implimenting these.  He did seem to have some interest in implimenting them if their code was modified from Xenforo to work with SMF (they are an open source extension, so that is possible), but at the time I contacted him I seem to recall he was wanting to wait for SMF to become a bit more stable.

264
There are two levers in the dining hall that control the two bridges at the trade depot level.  If I recall correctly, they are marked by notes.

265
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 13, 2018, 01:59:42 pm »
Dev's released a first look video a couple days ago here.  Planetary shield generator has been buffed quite a bit, to reduce orbital bombardment by 75% and is completely immune to orbital bombardment itself.

Edit: Also, armageddon bombardment turns the planets into a tomb world.  Don't know if that was known or not.

266
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 13, 2018, 03:25:28 am »
This game needs more space traffic in general, it's all too orderly and concentrated right now.

I can think of three mods (last to a limited degree) off the top of my head:

Civilian Trade:             https://steamcommunity.com/sharedfiles/filedetails/?id=693402022
ISBS - Living Systems: https://steamcommunity.com/sharedfiles/filedetails/?id=741194923
SGM Supply Lines:       https://steamcommunity.com/sharedfiles/filedetails/?id=929400957

267
Your computer one of those that requires a function key to be pressed for it to actually be F9?

268
(Yo, my screenshots come out all black, what am i doing wrong here.  )

Were you trying to screenshot the game in fullscreen?

269
General Discussion / Re: Star Wars [Warning: Spoilers inside!]
« on: January 08, 2018, 03:39:32 pm »
But yeah it was believable, and if that was the only sin of the movie it would have been fine.  I mean, Poe just got a bunch of people killed so there is that.  That being said, that particular story trope just bothers me a lot. 
Except she didin't tell it to not only Poe. She told literally noone, so noone had any fucking idea she has a plan, and when noone knows if the commander can be trusted during an desperate situation, then people start a mutiny, which is exactly what happened. I could have accepted it, because you know, it is somewhat reasonable to have happened, but it utterly aggravates me that in the end she is portrayed as being right and Poe being wrong, when it's literally the other way around.
But hey, gotta have some strong female characters. Ackbar died for this.
The new bridge crew took her side.  Which would seem to imply that all surviving high ranking officers knew.

Poe fails information compartmentalization forever.  He found out about the transports IIRC because he's because he's friends with all the pilots, who did need to know the transports were going to launch.  And to them it probably made sense to tell Poe that.  Then he preceded to tell that information to two people who had no reason to know.  If he had been like Holdo, what he would have told them is "get the tracker down in the next 60 seconds or we're fucked."  Without telling them why.

The plotline is about Poe learning from Holdo and Leia.  Its part of the movie's larger theme about failure and what you do afterwards.  The thing about the Poe + Finn thread of the story that a lot of people seem to be grappling with is that everyone's actions made sense to them.  Out of Holdo, Leia, Poe, Finn and Rose, no one is villainous or particularly foolish.  Poe's a hotheaded idiot but he's a hotheaded idiot in a way that usually works out for the rebels and Leia recognizes that.  I've personally always thought that out of the original trio Poe most resembles Leia herself when she was younger.

One of the new bridge crew covered for his plan by hiding the ship Finn and Rose were on when Holdo asked what had just left, and Poe found out about the transports not from fellow pilots but when he saw a display of the transports being fueled up.

270
Other Games / Re: Stellaris: Paradox Interactive IN SPACE
« on: January 03, 2018, 05:00:29 pm »
Can't remember, is outnumbered based on ship count physical, fleet power, or fleet cap?

Pretty sure it was combined fleet power of all the fleets on both sides.

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