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Messages - Death Dragon

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1
SE is currently 20% off on the publisher store:
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam.
Are we sure this is true?

doubt it, matrix takes high percentage of sales price compared to steam, IIRC 40% or some crazyness, steam is far less.
If you buy it on Steam, then both Valve and Matrix get a cut.

2
I wanna try air forces beta but I actually really hate the early game and I don't think you can convert existing ones
You can start with higher tech level, additional zones, and starting military, if you don't know. You can pretty much skip the whole early game.

3
The airforce update has moved out of beta by the way. You can update with the "check for updates" button in the launcher now.

I'm sure there still are a lot of bugs anyway though. :P
This game is just so hard to properly bugtest with how complex everything is.

There apparently just was a little devlog post thing about the new alien fauna from the airforce update:
https://www.matrixgames.com/forums/tm.asp?m=4918751

4
Well, you can't really avoid progressing down the tech tree if the dice choose so. I've now put research in economic tech to zero and all to discovery, but still keep getting discoveries in just other stuff than power.
You definitely can avoid progressing down the tech tree. New tech tree sections get unlocked when you research 3  (I think that's the number) techs in the previous section, not when you discover them. So an early focus on discovery will make sure you get the power plants in a timely fashion.

If you want to start with the ability to build power plants, you can actually do that, too. Just increase the starting tech level when you start a new game.

5
I've probably spent 100 hours wasting time on rerolls as I watch shows on my other monitor. Nothing else to do since waiting for cyberpunk and was doing other stuff so time went by fast. And not all in one day. But I can't get a dune planet with life, that isnt filled with moss or whatever that plant life is. Its supposedly possible, but someone else earlier in the thread didn't have much luck either and they tried longer than me.
I think if you want a Dune-like planet in SE, you have to make some compromises.
A true Arrakis would:
- Be a dry desert planet, but with water in the atmosphere (no windtraps without atmospheric water)
- Have a human breathable atmosphere, without plant life
- Have alien animals, without plant life
I'm not sure if any of these three things are actually possible. If they're possible, then it might be a ridiculously low chance.
You're probably gonna have to settle with a planet that has some surface water and/or one that has some minimal alien shrubs like this one: https://cdn.discordapp.com/attachments/382518915630366721/781862233642762261/alien_shrubs.jpg.

someone doing vids early on in shadow empire got a arrakis type planet with sandworms after rerolling alot. I remember the playthrough pretty well, pure luck though.
If you mean Tortuga's Arrakis LP, I'm pretty sure he just did a planet without alien life and without water. That was from before the history classes were added, too, else he might have tried a bit more.

6
Hell yes, Shadow Empire thread.

SE is currently 20% off on the publisher store:
https://www.matrixgames.com/game/shadow-empire
Buy it there, just so Vic gets a bit of a bigger cut than on steam. You still get a steam key anyway.

The airforce stuff is apparently getting pushed out of beta very soon. Probably still some bugs in there though.

7
DF General Discussion / Re: Future of the Fortress
« on: December 20, 2019, 08:45:29 am »
It seems to me that the "worldgen -> post-worldgen -> adventure mode -> fort mode" development process causes most of the new features to just be applied to the game's history generation, because by the time the actual gameplay parts of the development cycle are reached, there isn't much development time left.
Do you still prefer this development structure or would it be better for the game to go through it backwards and start development of new features in adv/fort mode?

8
DF General Discussion / Re: Future of the Fortress
« on: December 03, 2019, 03:21:53 pm »
I am currently making my own tileset for the game. With the upcoming graphical release, are we going to be able to finally have gendered tiles? If so, will we be able to have male and female tiles for each profession? Secondly, if this is happening, will you be adding trans gendered to dwarfs to the game that use tiles from the opposing gender (or even allow a third androgynous gender)?
Nothing has been set in stone yet, but it's looking like there is a possibility that civilised creature sprites will be dynamically created based on their physical appearance (hair style, colours, etc) and the stuff that they are actually wearing.

9
DF General Discussion / Re: Future of the Fortress
« on: November 08, 2019, 07:16:27 am »
Thanks for the answers, Toady.
Actions like flattery can increase trust but decrease respect, for example, depending on the personality of the NPC.
Does that mean we can flatter and flirt with any random person in adventure mode?

Quote from: Toady One devlog 7th of november
You can fill these jobs yourself with any worshipper you like - we thought it would be too cruel to randomly take one of your best dwarves away.
I think this is too bad. 1: Because I was hoping for entities like religious organisations and craftguilds to be factions inside your fort that you don't have direct control over. 2: The question of if the ruler gets to assign a religious head or not is a classic conflict in history. 3: Because I think it gives your dwarves additional personality when they themselves decide they want to apply for a position like this.

Does manually assigning someone to the priest position cause a negative thought in your religious population similar to how overruling the vote for mayor does when you just manually assign a new mayor, or does assigning a priest work similar to how assigning a barkeeper works with no strings attached?
I assume you're intending to put off the work on the power and influence of these uncontrollable factions inside your fortress to when you get into the status/laws/etc update after magic, right?

10
DF General Discussion / Re: Future of the Fortress
« on: November 01, 2019, 02:16:07 am »
Do villainous infiltrator agents show up as visitors or also as migrants?

11
DF General Discussion / Re: Future of the Fortress
« on: October 28, 2019, 10:45:04 am »
Can you explain what you meant with:
"The first part was to add some new per-character variables to every conversation - how much a person wants to stay, whether they are pleased with things, and how confident/dominant/composed they are feeling"
Does that maybe mean there will be less "it was inevitable/ it is terrifying" and more actual emotion in people's reactions while talking?

12
DF General Discussion / Re: Future of the Fortress
« on: October 05, 2019, 07:00:37 pm »
"Bribes, reputation, presented evidence and the new relationship variables 'loyalty', 'trust/distrust', 'fear', 'love/hate', and 'respect' are all in the mix."
1 Does the player have any way to change the 'loyalty', 'trust/distrust', 'fear', 'love/hate', 'respect' values an NPC has to them or are we stuck with the default values? I could see it be possible to increase the fear and maybe respect values, but what about the other stuff?
2 Would reciting a poem exceptionally well make an NPC respect us more and thus more likely to share secret information with us?
3 Will we be able to use coins to bribe people even though there is no economy?
4 If we are able to bribe people with money, will this money then be added to that hist fig's "account" or are the accounts still just world gen only for now?

13
DF General Discussion / Re: Future of the Fortress
« on: August 09, 2019, 11:11:07 am »
"beta testing"
Huh, with paid beta testers or volunteer testers from the community?

14
DF General Discussion / Re: Future of the Fortress
« on: August 03, 2019, 12:30:24 am »
With the villain update, if a goblin from a goblin civ obtains the title of king over a human or dwarven civ through a coup and intrigue, will that civ then start to act more similarly to a goblin one because of the goblin king's values, which originate from a goblin civ? For example, will a human/dwarven civ that is ruled by a goblin from a goblin civ be more likely to declare wars?
Do war declarations, etc depend on the values of the actual ruler or does diplomacy right now depend on the civ's average values instead?

15
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2019, 08:54:09 pm »
Are these summonable "larger, nightmarish beings" basically the typical, random hell dwelling demons, or are they special in some specific way?

With the adventurers as villains content, and the new actions necromancers and demons (with the death sphere I presume) can do in creating experimental creatures and undead types, could player necromancers do the same things when it comes time for adventure mode villainy?
I was just about to ask this, too. Would be pretty nice, but probably too difficult to implement right now, especially because it's still kinda a tangent. Not even sure if these Frankenstein experiments will happen outside of worldgen.
Did Toady ever confirm if player necromancers can summon intelligent undead by the way?

On a more serious note, is the time limit for summoned creatures a hardcoded part of the interaction or will that be definable?[/color]
In the reply, he said: "If the summon doesn't have a timer, they are just a person/animal/etc., though they don't have cultural links and so forth. "
So I guess it might be doable, but who knows.

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