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Messages - Frumple

Pages: 1 ... 1853 1854 [1855] 1856 1857 ... 1929
27811
Other Games / Re: Elona
« on: July 11, 2011, 10:25:15 pm »
Go Zerome go! Whip it! Whip it good!

27812
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 11, 2011, 10:23:53 pm »
Not nearly as satisfying! Unless it's zombie hulks or something, I guess.

Anyway, any suggestions on biotics to keep an eye out for? My latest (2nd) cheatmonkey found a whole host of dead scientists not far from his starting point and now has a nice set of passives (integrated toolset and solar panels probably the most interesting of them) and a couple so-so actives (water maker and alarm system), so I feel like jonesing for more. They're neat.

27813
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 11, 2011, 10:06:42 pm »
AHAHAHAHA

Human corpses feed your internal furnace! OMNOMNOMNOMNOM

Quick E: It would be hilarious to abuse the persistent world thing and kamikaze characters to near where'er your android main is, for free power.

27814
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 11, 2011, 08:09:36 pm »
That was one of th'things that was happening to me in th'1.3.7 windows port/build/thing. Haven't had that problem in 1.3.5 yet, which is nice. Just wish there was a 'smite NPC' button, heh. Is there a smite npc button? Ruddy debug commands all up in my bee-slaying face.

27815
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 11, 2011, 06:44:39 pm »
Molotovs are awesome. That's all I've got so far.

Made it through my first day. Haven't reached the second yet :P Night time...

The food clock's kinda' annoying, as it usually is to me. Any simple way to turn it off?

27816
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: July 11, 2011, 04:07:44 pm »
poisoned flaming arrows, ohgodwhy

27817
Not muchof the mixed material stuff looks terribly good, really. Hopefully they'll eventually have smoother mixing effects than they have now...

That little gap is so disconcerting :-\

27818
Other Games / Re: Lemmingball Z
« on: July 11, 2011, 01:59:40 am »
Nah, th'miss and kaboom was from later in the series, iirc. Might have been that whatever-it-was that I've forgotten the name of that sequel'd DBZ, I'unno, or one of the movies or something. It's been quite a while since I've seen any of th'DB related stuff, heh.

27819
Other Games / Re: Lemmingball Z
« on: July 11, 2011, 01:46:55 am »
Been ruddy years since I even paid attention to ol'DBZ, but wasn't there somewhere in there that a missed attack ended up flying off into space and blowing up a planet or something? They were at planet-busting power at like, around the Frieza stuff. It got worse. You can't really say the series was constrained by anything except plot-fu after a while. LBZ's always struck me as pretty true to what DBZ would have been like with the writer gloves taken off :P

27820
Been stated repeatedly by th'devs CTF mode's a relatively immediate goal. Probably with randomized forts on each side of the map, though, from what they've said.

27821
Play With Your Buddies / Re: Let's Play... Dungeon Crawl Stone Soup!
« on: July 09, 2011, 04:02:07 pm »
Quote from: snake's learndb entry
Speed: 13

Pillar dancing probably wouldn't have helped much.

Though looking at it again, I guess you meant dancing th'gnoll and keeping the snake behind it. That... might have worked. If th'bugger hadn't been confused, heh. Well, and that line of rock had only been 1 tile wide on both sides, so the snake couldn't move around th'gnoll(s).

Going up against gnolls at lvl 4 with basically no armor and a +0 handaxe probably was just a bad idea all around :P

27822
Y'know what'd be cool?

Cannons. I wish to wage war with the world recreate Secret of Mana's travel system.

A way to stuff enemies into the cannon would be awesome, too. Multiple sized cannons for varying sized enemies. Launching a king slime at the other end of the map would be hilarious.

27823
Dutch Incognito :P

27824
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 09, 2011, 01:53:35 pm »
I'd probably pay to watch just about any movie with "Contradictions Boogaloo" in the title.

That said, been playing a lil'bit via the windows V head posted a page or two back. Not having much luck, though, due to th'crashes coming in every few minutes :P Is the putty-accessible one more stable/recent?

E:Crashes is spelled with an s.

27825
That low income's due to near shutdown unrest :P That'd be a bad place to hunt as-is, 'cause iirc, unrest reduces your chances of finding slaves. With a growth 3 dom, as mentioned, the closer to 5k pop you can get it, the better. I've found 6k provinces perpetuate at tax 0 -- pop gain matches (oft surpasses) loss from patrolling, with a single blood 3 equivalent hunter. Brings in probably an average of 10 or so slaves a month. Sometimes less, sometimes more, of course, but around that.

I'm not sure about the full-up gem bloodhunt thing, though. I think what happens is that you just stop finding slaves -- iirc (from the last time I had a blood nation going) the hunting critter'll stop finding slaves if they're already full up on 'em. Slaves are just a funky gem that can be stepped on by elephants, so I'd figure it wouldn't work out. That said, I wasn't exactly strenuously testing what was causing it -- they could have just had bad months.

I'm not sure as to the patrolling death thing. I'd figure it'd be pop loss equal (or proportionate) to unrest reduction, but I haven't really paid attention to that, either :P It'd be in the manual, I guess. Don't have it on me at th'mo. Quite certain it's a flat number, though, or at the very least a very small percentage. You're not going to patrol high pop province to death unless you've got a massive army doing the patrolling, high taxes, and probably something artificially increasing unrest on top of all that.

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