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Messages - Frumple

Pages: 1 ... 1892 1893 [1894] 1895 1896 ... 1929
28396
Huh. Coulda' sworn they were jump, not acrobatics, but that does explain how the fellow survived. Maybe it was something patched up after I stopped playing.

28397
I was impressed by th'dude managing to survive the jump without landing in water. I'd never seen that before.

And yeah, that falling wizard wasn't dropping levitation scrolls, 'e was dropping jump scrolls. They just had a power of something like a thousand. They're awesome little things.

28398
Um, about twelve hours. Eleven hours and thirty-four minutes, according to my comp's clock. At least if we're doing this tomorrow, heh.

28399
It's an RTS, yeah. One of the more innovative in existence, lots of crap you can do. You can get by fairly decently without having or memorizing that whole thing, but it helps if you're going after specific weapon loadouts, i.e. ARTILLERY, AHAHAHAHAHAHA. No, heavy arty's not the best strategy -- I couldn't even remotely begin to say which is the best, as I'm not exactly good at the game -- but it's definitely my favorite :P.

I can't really put it in words at the mo'. WZ2100's just one of the best RTSes in existence, and the community effort to improve it once it went open source has been pretty impressive. If you're not on dial-up, the non-beta DL's pretty small (~50 megs), so all I can really say is pick it up and give it a whirl. It's actually pretty easy to pick up and run with, once you figure out what the menu does (Which takes like maybe 5 min at most).

From the wiki blurb: "Warzone 2100 is a real-time strategy game, originally developed by Pumpkin Studios and published by Eidos Interactive, now developed by the Warzone 2100 Project. Compared to other real-time strategy games, it has a greater focus on artillery, radar, and counter-battery technologies, more frequent in-game cinematic updates as game play progresses, a massive research tree, as well as a vehicle design system."

They don't mention the fully 3D game engine, an experience system, Air/Ground/Hover theaters of combat, and a fair number of other things. WZ2.1k's got a lot going on.

28400
I can manage 10 pam -7 GMT, so 5 GMT's good. Are we doing anything in the way of mods, etc? The latest beta, at least, has three with the default installer. 'bout to grab 2.3.5 and see how it goes about doing things 2.3.5 has the same ones.

How are we connecting to each other? IP, lobby?

EDIT: I think I'ma print this out early tomorrow. So terribly useful for getting to my precious artillery emplacements efficiently :P

28401
Other Games / Re: Bay12 Games Night!
« on: November 13, 2010, 05:06:39 pm »
I'd... probably be pretty willing to hop in for a few WZ2100 games, if the timing was right. I've never managed to play multiplayer vs humans, but I fire it up to kick around the computer in skirmishes every once in a bit.

Any game that has as many opportunities for artillery as WZ does has my support :P

28402
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: November 12, 2010, 10:48:42 pm »
Anything but trog or (maybe) chei. And Xom, of course, the useless bugger. TSO's usually a semi-bad idea to get early, since SpEns (sprigs in general) can benefit pretty heavily from some poison kiting. Okawaru, Sif, Vehumet, Makkie, Kiku, Yred... pretty much every one that doesn't outright gimp some portion of your gameplan can be used. SpEn doesn't really need a god, to be honest.

I won with Nemelex, 'cause Nemmy's hax and sprigs are the second best Nemelex worshippers after mummies. Oky, Sif, or Vehy all lend themselves pretty directly to what SpEns are going about doing. Makkie's not bad if you're not picking up summoning and conj from somewhere else, but there's better gods for you to worship. Zin and Elyvie don't really add anything direct, but you can invocation train with Ely for later TSO worship. Fedhas is doable, but probably not the best of ideas -- you want to keep your fruit for eating. The warp abyss and necromancer gods are only kinda' meh. They won't hurt, but the aid they can give isn't quite as direct as the first four mentioned. Slime god's good for speedruns, but that's about it, and the stash eating is especially an issue for twiggy-armed sprigs.

That's about it, heh.

28403
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: November 12, 2010, 07:47:45 pm »
It's the weapon limitation and trample thing more than anything. Limits the possibility of going for tougher runes, due to lesser damage dealing capability, from what I understand. Not an issue if stab's possible, though, and sprigs do fine with conjuration even with their low apt for it. Most of spriggans' downsides only look troubling on paper :-\

28404
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: November 12, 2010, 07:36:20 pm »
No, no, SpEn's definitely Crawl's easy mode. To your scenarios, blink/invis, basically no hunger, you're faster than yaks and probably capable of meleeing them to death at that point due to sheer EV anyway, assuming they ever manage to wake up. Sprigs can occasionally be one-shotted by higher tier uniques, but since you're meleeing weaker things to death to train fighting, keeping an eye on resists, and probably have a plethora of escape options, it's not something that actually happens by the time you hit lair.

It might not be easy mode compared to, yanno', non-roguelikes, but it's definitely easy mode as those go. There's only one RL I've managed a win in that didn't involve massive imbalance compared to the majority of the other options in the game, and Crawl isn't it. I seriously doubt there's a combo in Crawl's current version that's easier to get a low-rune win with than a SpEn. There might be some that's as easy (Other spriggan combos ::)), but none that surpass it.

Sprigs are just bloody ridiculous, or at least stealth is mildly broken once it gets off the ground and naturally outrunning better than 3/4ths of the game is a silly, silly thing. 'bout the only downside sprigs have is their size, and possibly their low apts for the higher-damage weapons. When they stab for >400 damage anyway, it's not exactly an issue.

28405
Other Games / Re: Jaycraft Minecraft Server: Buckets and Biomes and Boats!
« on: November 12, 2010, 01:15:42 pm »
S'up at the moment.

Out of curiosity, did something happen to the iconomy stuff? A reset or odd interaction with an update, I guess? Had ~9k db a few days ago, but now not a thing.

28406
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: November 11, 2010, 09:20:12 pm »
Vehumet's probably better for low-int/casting apt races, though. The conj/summoning success boost can be seriously helpful, even (perhaps especially) if the combo is going heavy into some other spell school. Bit of blasting (especially with spider-form kiting or swiftness, ferex) and damage-inflicting (i.e. beyond butterflies) distractions can be a lifesaver. Vehy lets you do that without as much investment. Sif just makes it less likely for screw-ups to kill you.

It'd probably be even better if Vehu's upper level stuff (mana save, conj range increase) actually work, but I've never seemed to notice them actually do anything despite getting the messages (probably just inattention on my part there.). S'a shame you can't get costless darts, heh.

Real trouble is deciding between the two for book access, I think. Temple's too early in the game and choosing a god early too important to know if you're going to have trouble there for your primary schools (In which case Sif would be the hands down choice). Sif's kinda' like the Okawaru of spellcasters, the one you go to if you think loot's going to be an issue.

If you're after on-kill regen, you go to Mekkie. Not really the point of Vehumet -- he's there for conj/summoning spell access and easier casting.

28407
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: November 11, 2010, 12:39:24 pm »
Only actual armor/weapons. It basically pulls from the weapon/armor acquirement choices, with some changes due to being a god gift, s'far as I know.

28408
Other Games / Re: Jaycraft Minecraft Server: Buckets and Biomes and Boats!
« on: November 09, 2010, 09:59:39 pm »
One in X, where X is the chance the map will die and we'll all need to start over. To discover the value of X within a couple months, wait a couple months. /cheek
Spoiler (click to show/hide)

Out of curiosity, what would cause the map to die and require a restart?

28409
Other Games / Re: Jaycraft Minecraft Server: Server Software Sucks!
« on: November 08, 2010, 01:49:39 pm »
Shoulda' left a waypoint and came back every once in a while, said hello, maybe moved stuff around or something :P

Can anything be done with mob spawners in SMP? Well, besides be used as blocks?

28410
Other Games / Re: Dungeon Crawl: Stone Soup. Or: THAT DAMN SIGMUND.
« on: November 07, 2010, 11:54:07 am »
Um, he's a DDNe, though, so the dwarven armor wouldn't reduce spellcasting success any more than non-dwarven armor. The dwarf bonus for wearing racial armor cancels out the dwarven armor penalty to casting.

But yeah, heavier armor than normal or int drain are the two primary reasons for success going down. Iirc, some status effects can cause spell failure to increase, but I couldn't say off the top of my head what they are.

Remember that both shields and body armor increase spell failure. Helmets, etc, don't. Any armor with -0 to EV won't effect your casting chances, same for shields. Bucklers are your friend, heh.

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