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Messages - newageofpower

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106
Suggestions / Re: key card/keycard
« on: September 28, 2018, 06:04:09 pm »
Unfortunately Styg's scrappy economy class webhost would probably explode if we enabled autocomplete/suggestions on the search. I tried to compensate by having a navbox linking all related things on pretty much all pages.
Thank you for your hard work! Though, some pages raise ???

I.e. half the firearm pistol feats don't work for chem/energy, shouldn't they be on seperate pages rathet than Chem/Energy/Firearm smushed into the same page?

107
General / Re: Brown stuff on guns + plant life
« on: September 26, 2018, 04:39:09 pm »
Yeah, brown gun furniture is most likely plastics. Bakelite or something more modern.

Photosynthesis wouldn't do much good without sunlight though. Could be that Biocorp's experiments have created some form of life that uses similar process with different energy source. Geothermal heat maybe.

But I've always assumed that atmosphere management is a critical part of Underrail's infrastructure. There could be oxygen generators working on simple water electrolysis combined with CO2 scrubbers, similar to real-life submarines. Or maybe Underrail has some fancy scifi tech approximating photosynthesis. Using electric power instead of sunlight to convert carbon dioxide and water into oxygen and useful byproducts. In any case, human-built ventilation systems must be critical. There is no wind underground. Air must be very stale in remote caves far from settlements.
It's possible they just have vast algae farms fed by grow lamps running from nuclear (fusion/fission both work) plants.

108
General / Re: Brown stuff on guns + plant life
« on: September 26, 2018, 04:00:50 am »
I was reminded of Soviet/Russian brown magazines, which I assumed the plastic furniture was made out of.

Photosynthetic life must exist in large quantities, otherwise an underground civilization would have ran out of oxygen rapidly.

109
With the new Expedition veteran feats, it might be possible to still have Lightning Punches while wearing Metal Armor, so consider getting bladed armor/boots to further increase bleeding procs.

110
Non-crafting builds get to dump INT and save the skill points invested into crafting. If you're not planning on dumping Crafting Skills, crafted items will generally be better.

IIRC, you can't get a crafted knife past 11% crit chance, but using q150 parts it will be much stronger in DPS than the Kukri overall, especially with electroshock considered.

On some old build threads, it was generally agreed Knife was one of the weaker builds, especially late game; fast melee attackers usually want to be psi monks using fist weapons. Cutthroat is situationally useful especially on some zones/quests, but overall the build doesn't scale as well.

That being said, a good player can clear Underrail with pretty much any build, and I think it's plausible to finish DOMINATING with a knife build.

111
General / Re: Expedition alpha testing
« on: September 25, 2018, 07:07:40 pm »
I guess since I've spent over 192 hours in Underrail, I should volunteer to help make it better.

Mildly hardcore Age of Decadence player here (so much more hardcore than mainstream =D). Have more than 90% of AoD achievements, played through six questlines, became a God twice. 100% achievements in Dungeon Rats, over 300 hours invested if we consider AoD & DR together.

I've also played a wide variety of other stuff ranging from Fallout 2, Arcanum, Vogel's stuff, to more mainstream stuff like Fallout 4, DOS and Harebrained's Shadowrun. Had a surprisingly good time in Kingdom Come: Deliverance.

Favorite crunchy turn based tactical RPG is probably JA2 1.13/AIMNAS, though Arcanum is pretty high up there as well.

I've written ten steam reviews, one of which has over 100 upvotes.

112
General / Re: Where to find Advanced Catalyzing Belt???
« on: September 21, 2018, 05:44:18 pm »
Heh. I found one while trying to fish for Ghostface/Phantom Jelly.

113
Suggestions / Re: Precognition should increase Detection
« on: September 19, 2018, 06:17:48 pm »
My non-heavy armor builds are stealthed whenever not walking in known safe zones.

114
General / Nobody seems to believe you're Invictus
« on: September 19, 2018, 03:25:43 am »
I've tried bragging to Ohad Xander, Sophie Talloski, and a bunch of others... Yet everyone is like "haha funny"

Is my game bugged? I'm planning on importing the character when expedition comes out anyhow...

115
Suggestions / Re: Precognition should increase Detection
« on: September 17, 2018, 07:19:48 am »
That makes me think of that (wonderfully terrible) movie Next, with Nicolas Cage. Hadn't really considered Precognition giving that much lead time - sort of figured since it just improved your dodge and evasion a little it was more like a small fraction of a second.  The only real problem I see that would cause is it would be a way to partly make up for dumping Perception and not equipping special goggles. The more abilities you make that cover for deficits in skills, stats, or gear, the more you homogenize the effective mechanics and move toward a One True Build scenario.

Dunno. Psi is so powerful it's a tough sell to try to buff anything ;)  But on the other hand, anything to keep those frackin' Death Stalkers out of the player's face...
Running a 10 PER build with q150 Motion Detection NVGs and I still get ganked by Death Stalkers on Dominating. Its utterly enraging; I feel like I should have stuck to a super heavy metal armor build with 90%+ mechanical resist.

That being said, many things don't work the way the flavor text says it should, so I'm not expecting a buff to Precognition. Though its 25 Psi/Turn cost is not exactly trivial to keep it on either...

Now that I think about it, it should buff initiative too, if you're willing to pay the 25 psi upkeep.

116
Suggestions / Precognition should increase Detection
« on: September 17, 2018, 05:43:06 am »
If you think about it, if you received a vision of being stung by a Death Crawler four seconds before it happens you'd be pretty damn sure there was a Death Crawler around ;p

117
Suggestions / Re: drum magazine
« on: September 15, 2018, 05:58:59 am »
I expect to see a smart module redesign along with the shield emitter redesign.
Hmm, what does Styg think is wrong with shields?

(In my personal experience, shield emitters are very all-or nothing, and a potential liability for low-hp builds that don't stack electric resistance on Hard/DOMINATING)

118
General / Re: Escape Artist feat
« on: September 15, 2018, 05:29:03 am »
With the nerf to Infused Siphoner Leather boots, Escape artist feels like a must-take skill now. So many times my character refuses to shoot without moving that 1/10th of a square, but I can't move... Ugh.

It wouldbe even more maddening for a sniper build, I imagine.

119
Regarding high Crafting Skills; rather than just adding the occasional higher quality component, you could also feature more Mod Slots unlocked at high veterancy crafting levels.

120
General / Re: Modding Support - When?
« on: February 12, 2016, 09:56:08 pm »
I've used MichaelBurge's unpacker to take a look at a few of the loose game files out of curiosity and they're hard to make sense of. Do NPCs even have levels?

Edit: nevermind, I got it. Incidentally, Carnifex is level 20 and has 16 strength and constitution, 12 dexterity and agility, 10 perception and intelligence, and 14 will. ???

In fact almost all of the NPCs in this game have crazy high stats, geez!

Tanner....

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