Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - maheusz

Pages: 1 ... 11 12 [13] 14 15
181
Other Games / Re: Dwarf Fortress
« on: November 04, 2012, 11:42:16 am »
I'm not really a big fan of mods, but if you want we could try some. About the rules... One year = one turn? Does that seems okay? Also starting on some savage tile. Maybe mountains or badlands, to add to the challenge? With a world where is little to no metal? Any other ideas? :)

182
Other Games / Re: Dwarf Fortress
« on: November 03, 2012, 11:41:02 am »
Well I'm using newest 34.11 version - with tiles, mind you. Of course it's not like I figured out the minecarts yet, but I get by. And some of the bugs were fixed, so it's pretty neat, certainly better than earlier ones.

It would be neat to try something like succesion game, waiting for new version to come out ;). With trees and stuff.

183
Development Log / Re: Dev Log #5: Improving Crossbow Play
« on: October 13, 2012, 10:20:00 am »
Fair enough I guess - my suggestions were just to further differentiate crossbow players from ones using guns ;). Little passion of mine, as I used them in demo and got my ass kicked.

184
Development Log / Re: Dev Log #5: Improving Crossbow Play
« on: October 11, 2012, 05:20:56 am »
Yeah! That is some change that I like!

Exploding bolts would be cool too. And like I wrote (like before) about potential for special damage should be fully utilized. I'm mainly talking about special shots targetting limbs (I know there are already such skills, but weapon differentiation would be great - like greater chance for such skill to apply or even a tiny chance to condition appear on it's own, which could give crossbow different flavor from guns).

These are of course only suggestions, but I'm glad that work is still being done as I'm afraid that the forum is slowly dying.

185
General / Re: First Impressions
« on: October 03, 2012, 05:14:31 am »
About map:

http://underrail.com/forums/index.php?topic=51.0

just thought that I'll leave it right here ;).

186
Development Log / Re: Dev Log #4: New Skill: Traps
« on: September 28, 2012, 10:15:00 am »
Nice! Traps are always good. They add a flavor to fights. And EMP ones will be probably most useful against patrolling robots - like on Omega station.

Will stealing also considered a crime in controlled sections? And hiding? How it will be tackled?

187
Discussions / Re: [Exchange of ideas] If you think about UnderRail, you ...
« on: September 24, 2012, 12:52:33 pm »
Well I only tried to shoot these rocks and it obviously didn't do anything. If I remember correctly there is thread somewhere here, about them not leading anywhere, but for now I can't find the correct post.

It's just a demo - part of bigger game, so some things will probably be doable in full version, but aren't now. It's the same with shafts and cameras (also there will be fuse boxes we can use to disable lights in area).

188
Discussions / Re: [Exchange of ideas] If you think about UnderRail, you ...
« on: September 23, 2012, 09:29:45 am »
toudi_sk: I don't really think that you CAN blow up rocks now. There may be a secret area or two (I haven't really tried all the rocks), but for now it seems mostly useless.

SgtFopper: ...I think about Fallouts, Arcanum (yeah I know, different worlds, but similar isometric look) and... Metro 2033 (style).

189
General / Re: how do you re gen PSI
« on: September 20, 2012, 05:14:16 am »
Maybe add psi regen when sleeping in bed? (considering it could be added as one more way of healing)

190
General / Re: how do you re gen PSI
« on: September 17, 2012, 01:06:32 pm »
As much as I know PSI booster is the only option. Free healing doesn't cover psychic energy.

191
Other Games / Dwarf Fortress
« on: September 11, 2012, 05:23:18 am »
So... does anybody here play this awesome game? I was thinking of doing some succesion game - and maybe somebody would be interested?

My level is... average. I'm most certainly not a newbie - I can build a fort in most biomes, including moutains. Sadly aquafiers or undead are beyond my level of skill (getting butchered on start... or flooding the fort in the former case).

Any volunteers?

192
Suggestions / Re: Character Creation, or Backstory Choosing?
« on: September 07, 2012, 05:18:04 am »
Oooh, that would be nice! Like things in Arcanum, where chosing a profesion/background gives you a certain advantages and disadvantages.

It could also add to the flavor (personal quests, anyone?)

193
General / Re: catching hoppers
« on: September 06, 2012, 04:08:39 pm »
I don't remember if you need to move them to the shortcut list (on the bottom of the screen, use the yellow button between shortcuts and quick use slots) or you need to use them on quick slot bar (open inventory on the left side of it are two or three free round slots - move item there).

And then use the cages ;).

194
General / Re: catching hoppers
« on: September 06, 2012, 03:42:20 pm »
If I remember correctly after trapping one in a net you just need to use dog crates (cages?) on them. It's an item you can find or buy in your home base. So either buy them from the guy who handed you a quest or search for them on the floor he's in (there are five somewhere there). Also... isn't this explained by quest giver?

195
General / Re: just generally stuck: where are the ventilation shafts?
« on: September 06, 2012, 12:48:02 pm »
Yeah, it's kinda badly worded, but it's still a demo so WIP ;). I read that it's getting changed. Also like Kaerius said - remember to END the session on console. Otherwise it won't actualize the quest. btw it doesn't matter on what distance you're shooting, so... closest distance=least ammo lost=easiest.

Pages: 1 ... 11 12 [13] 14 15