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Messages - Rainbows

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16
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 19, 2013, 05:43:32 am »

Does a missile require rotation?


Missile Carrier


A pretty fast ship

17
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 18, 2013, 12:43:57 pm »
Forgot to put the cockpit back in when I flipped it the right way around and added the gyro.

Mk 2
I made this before checking this thread but added a shield anyway. Tried to make wings on the basis that being further from the mass centre would give more leverage.

Can docking clamps work on shield blocks?

Also when making missiles can the new "ship" clip over its carrier ship or do the missiles have to be in front, to the side or have their own bay where they won't hit the ship they were just launched from?

18
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 18, 2013, 11:31:32 am »
Spoiler (click to show/hide)
Slightly slower forwardly, even slower on other axis, more turn and hopefully that armour I piled on the front would keep it alive.

Isn't keeping CnC at the front risky?


also how long do games last? Is 69 turns of power frivolous or can battles stretch that long?

19
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 18, 2013, 11:00:37 am »
Before I rotate it how do I get better CW? I thought the thrusters nearer the nose would be able to do it.

20
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 18, 2013, 10:51:31 am »

Drone time

Idea is the front little spire can be grabbed by a docking clamp. That charges up the capacitors and them the drone flies away. Haven't made a carrier yet.

21
Other Games / Re: THANCS - a Newtonian space TBT
« on: October 18, 2013, 09:45:37 am »
I keep messing around in the editor but all my ships end up being too big, slow and expensive.
Spoiler (click to show/hide)
Because I haven't actually got into a game yet could someone tell me how fast and cheap ships need to be in order to be practical?
Also has anyone pulled off a ship without reactors that is charged by another vessel?

22
Of all the options on how to render in 3D you would pick the game with the shittiest graphics and optimization?

23
DF Dwarf Mode Discussion / Re: Tips for terrifying biomes?
« on: August 30, 2013, 07:03:56 am »
Hermetically seal everything. Got fortifications?Put floodgates on the outside side so that mist  and other clouds can't come in a husk your archers.
Make a tunnel for the caravan and try and make the caravan spawn near it. That way they are less likely to be murdered or husked. Put a roof on any aboveground structure. Get some traps quick.

24
Is the game currently just shuffling blocks around? I went through 3-4 layers of a ziggurat before becoming bored.
Discovered an unknown locked structure which I assume you had to find the keys from inside the ziggurats.

25
Archery in general is pretty mad, bolts have a very small penetration, varying but usually high weight and a lot of speed which leaves adamantine armour being pincushioned by copper. Shields, blocking and dodging is where it's at, if it's hit armour it's too late.
I remember someone made a mod to nerf ranged weapons in general and make them more sane.

Best to soften up with some of your own bolts to kill, maim or knock unconscious enemy archers before sending in melee, having buildings or hills shortening the field of fire also increases survivability.

26
What are all the new weapons? I know how metal properties work (is voidsteel,blood steel and all the deep furnace metals the same?) but i don't know how to interpret weapon raws. All these billhooks and glaives and longswords and broadswords I know what are in real life but don't know how they translate into DF.

27
how common are iron titans? near immediately after the first annoying uber migrant wave one showed up and destroyed the entire fortress while being covered in fractures from ever so slightly inferior weapons.

28
I didn't notice any of the other animals being too overpowered. Though I think I saw a Tar Hog band that was 8 Hogs strong. That would have been a rather terrifying experience had they ventured closer to the fort.


Also Jade Cannon fire will either glance away or bruise the skin, voidspawns don't seem to catch fire either.

29
Can voidspawn wildlife be nerfed? I expected, when I went to a half haunted map, there to be freakish weather and maybe some more dangerous wildlife. What i did not expect was flying tentacle gods immune to all my weapons. A single one flew by after first immigration, slaughtered all but two of my dwarves who I had to then clockwork to prevent melancholy. I survived for another year. As the second dwarven caravan came four Voidspawn McWorldBurner came along. The bodyguards were slaughtered (one even had a moonsilver greataxe that would only tear the skin) and the merchants were hunted down and killed. That left 4 jade cannons free to set alight the entire map without doing any damage to the actual targets.

Also I had problems activating bought Utility Spiders. I ran the reaction but the cloud didn't reach it even though it was only one tile away (as close you can place one as far as i know), I couldn't even see the cloud it dispersed so fast..

30
Spoiler (click to show/hide)

Because I'm lazy I just copy and pasted from the other castes except for Scrolls and hearth. However according to Dwarf Therapist it isn't working. 

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