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Messages - Frumple

Pages: 1 ... 1851 1852 [1853] 1854 1855 ... 1929
27781
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 17, 2011, 11:59:05 am »
Blue background is what happens when they're "crushed" by a melee attack, usually blunt or unarmed. Seems to slow 'em down considerably and possibly induce a kind of minor 'confusion' (random movement) type effect. Red background is on fire, for some DoT.

Also, re: swimming: There's a gills mutation :P

Also a CBM that's supposed to drastically increase your lung capacity, iirc. Diving under water shouldn't be an insta-kill even without those, though. Nice struggle between the water, your enc, and your swim skill should probably ensue after attempting it. Warning that you're about to go into potential drowning situation would be nice, too~

27782
PSIV? One of the best RPGs they bothered to make for the system? Gen/megadrive didn't have much going for it in RPG-related games.

Still grindy as all hell, like 99.9 repeating percent of all JRPGs ever made. Dragon Quest I was the grind-tainted touch of death for that genre in general. Was also the first of that genre, more or less. Lot of good things came out of it, and I love me some grind still, but it's pretty easy to realize that grind in general is tapping into some really unhealthy (if incredibly satisfying :P) parts of the human psyche. Addictive != good, unless you're looking at design from a strict monetary-based perspective.

Anyway, Terraria isn't even remotely approaching JRPG-level grind. Th'most I've ground anything in T, period, was cobalt armor, which took maybe three hours or so (though that was before the jungle damage spike). Hooks, vines, etc, etc, just come around eventually from spelunking about. Especially now that much junk drops hooks, ye' gods. It's not the quickest of events, but item acquisition in Terraria, in general, just falls in place if you chill and cave explore, maybe make another couple of (small) worlds on the side to get more cave systems.

27783
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 17, 2011, 05:31:32 am »
There's probably some chance of it just failing, somebody -- it's certainly not comp skill, unless there's a potential for rollover. One of my cheatmonkey fellows with a comp score of around 25 still caused nuke-gas to flood the room, if I'm remembering the situation correctly. At the very least it had a comp skill in the teens, alongside a 20 point int.

Would have to do some testing or code dive to isolate what's actually going on, really. Anyone got the code-moxy to do that without semi-significant time/effort investiture? If not, I'll hunt it up, after a nap.

27784
Other Games / Re: Dungeons of Dredmor - Lutefisk for the Lutefisk God
« on: July 16, 2011, 09:30:09 pm »
... is currently 4.50 USD, or thereabouts. Go talk walk, pick up change off sidewalk. Find someone with credit card, give them $4.50.

Seriously, though, asking for pirated material is expressly against B12's rules o'conduct. Don't do that :-\

27785
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 16, 2011, 01:41:34 pm »
And blow up a gas station or two. That tends to get some to show up :P

27786
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 16, 2011, 04:45:43 am »
Oozes are neat. You can get pet ones out of goo canisters, though I'm not sure what the chance is. I've been 1:1 for it, but I've only found one goo canister :P

It doesn't last terribly long, but it'll kill a few zombies for you, probably.

27787
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 16, 2011, 01:51:31 am »
Crafting in general is a lot more useful iffin' yeh've got an integrated toolset. It completely removes the non-component aspect of the recipes -- including stuff that would normally take a charge, like hotplates. It makes relying on some things, say, butchering for food, a lot more reliable and less inventory space intensive. Even better, it doesn't use power, at all, even for replacing stuff that'd normally take batteries. I've honestly start-scummed to get th'toolset before.

27788
Other Games / Re: Dig-N-Rig: Digging! Robots! Conveyor belts! ASCII!
« on: July 15, 2011, 12:19:37 am »
As near as I can tell, if even the little particles the vacuum puts out goes off screen, you've got a bloody good chance of crashing. Don't point the vac toward the edge and you'll probably be fine.

27789
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 14, 2011, 11:39:08 pm »
1.3.7 was/is crashing for me something like every five t'ten minutes, plus there was ways to guarantee a crash -- the opening of th'inventory immediately after closing th'@ screen, ferex. Inventory management in general was crash-prone. Just terribly unstable.

1.3.5's only crashed a few times, mostly when dealing with unloading batteries. Seems that if your inventory's full and you try to unload something with batts, it'll CTD nice and quicklike.

27790
Other Games / Re: Dig-N-Rig: Digging! Robots! Conveyor belts! ASCII!
« on: July 14, 2011, 11:35:51 pm »
You can get by pretty easily without using th'vac at all, though. Just set up conveyors before you start digging a particular chunk of land. Last time I played I tried to use the vac as little as humanly possible, to avoid th'crash bug involved with it. I didn't miss it terribly much.

27791
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 14, 2011, 11:33:17 pm »
Gaah, this game crashes too much. Should I be playing the latest version, or something else?

Try 1.3.5, it's been a lot more stable for me than *.7. Dunno if th'git thingy's got something newer than 1.3.7 yet.

Also, for th'fellow asking about suicide a bit back: Q. Capital q.

27792
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 14, 2011, 11:13:05 am »
&

Also: ? -> 1

27793
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 14, 2011, 11:03:27 am »
They seem pretty rare on actual zombie scientists and around the lab. I found (almost) all the ones my current guy's using on a pile of dead dudes laying around town. Looked to be a pack of scientists or something, all dead and deliciously lootable. Found like 8 CBMs on 'em. E: Lab had one (sensory, iirc.), I had forgotten about that.

Purifiers and mutagens are a lot better represented in the lab I'm exploring off and on. Robust genetics doesn't seem to help terribly much with getting good mutations, though :-\

27794
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 14, 2011, 10:35:51 am »
"Gamerlord, level 50 mutant,
killed by squirrel on dungeon level 1"

Animal empathy looks less and less like something tasty, heh.

27795
Other Games / Re: Dig-N-Rig: Digging! Robots! Conveyor belts! ASCII!
« on: July 14, 2011, 09:14:41 am »
Did a bit more, being careful to leave the right alone. There's now about two screens worth of empty space, barring a small bit on the right. Strip mining~

I'm curious as to what happens in the end, if there is any end. So far, things seem to be pretty horrific -- vicious, obviously unsustainable strip mining and resource exploitation mixed with violent reaction to native life. Plus your lab is sitting on this little bit of protruding land over a vast, robot-made abyss.

I could totally see this riffing on anti-extreme capitalism/manifest destiny after everything (i.e. the lab) comes crashing down.

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