@izzion it makes sense if we keep the party together and rotate observation point occasionally. we should be able to maintain a balance of distance that is non threatening but close enough to watch what needs watching. it's not as good as splitting the party on the observation point but is much safer on the "have you seen the name of the thread?!" potential TPK front
@ben_lubar The really important stat honestly is KMDD (Kill Most Damage Dealt). It's not Call of Duty, where two or three shots will take down every character-- mechs are heavily armored, so the mech that caused the most damage to it should be credited with "the kill".
Solo kill means you have both the KMDD and the Killing Blow on a mech. (It's not really a "solo kill", usually another mech will land some hits too, although it could be in theory.)
Kill Assist just means you did some damage to a mech that later died. Not a useful stat. If you have LRMs, you almost always have a kill assist on every single enemy mech just because of how the weapon works.
The reason that King Crab has more Killing Blows than KMDDs is because I was "running" (at 60.9 kph) around mopping up, and with the two Heavy PPCs I think I had the strongest weapons left functional.
Anyway the real point is: King Crabs really suck, so even doing reasonably well in one is notable.
@vault_dweller said in WTDWTF gets murdered by aliens and it's all Ben Lubar's fault!:
@anonymous234 Can't you read the title? I want to be murdered by aliens, not nerds. Unless you just let something slip you shouldn't have.
I'm sure there'd be plenty of shoulder aliens about with that many TDWTFers in one place.
Company of Heroes 2 is free for 1 day and 6 hours:
Buy Company of Heroes 2 from the Humble Store
Experience the ultimate RTS WWII platform with the original COH2 and its standalone expansions: The Western Front Armies (multiplayer), Ardennes Assault (single-player) and The British Forces (multi-player). Multiplayer standalones (sold separately) allow you to play on any map against anyone...
@kian said in Gilled Horse Chew:
@ben_lubar said in Gilled Horse Chew:
If you need exotic gear, it'll be a lot cheaper to buy it from the trading post than to level up your crafting all the way. Crafting is only needed for ascended and legendary stuff, pretty much.
"Leveling crafting is crazy expensive but it doesn't matter because it's useless outside of a narrowly defined use case" is not a great defense of the system. Arena net used the money I payed them to hire people to design and implement a boring, frustrating system of limited use, and I'm going to complain about it.
Leveling crafting is NOT crazy expensive. Let me put it this way: according to GW2Crafts.net, you can level from 1 to 400 weaponsmithing and then the rest of the way to the level cap for a little over 56½ gold. Crafting Zojja's Blade costs a little over 46 gold, and Zojja's Blade is a best-in-slot sword.
If you wanted to craft an exotic sword with the same stat weights instead, you'd only spend 22⅓ gold on training and then you could craft the sword for 3¾ gold instead of buying it from another player for 4¾ gold.
Plus, if you have multiple characters, you only need each crafting skill on one character. So that's 56½ gold to train your weaponsmith character to grandmaster, and then you can craft as many best-in-slot physical weapons as you want for all of your characters.
@zecc said in Ever play Bullfrog's Theme Hospital?:
It's got a few glitches. Sometimes one of the doctors gets stuck, sometimes the whole game freezes.
IIRC, you had to design your hospital carefully to avoid staff or patients getting stuck. There was an art to getting it right. In later levels, you're looking to get multiple instances of all rooms (including the entrance desks) and you're looking to deck those rooms out fully. Each was almost always about managing a rush of patients with a new disease and getting your cashflow positive; once you'd got the money sorted and the diseases understood, you'd probably beat the level.
Also, strategically sending patients home to die was often a good option. REALISM!!!
@dkf And the last two are:
12 across: BASKETBALL = (shopping) BASKET + BALL (dance) — hey, it made me chuckle
14 down: ASPERSE = AS (since) + PER SE (intrinsic)
My least favourite clues are 11D and 14D.
Four huge releases today:
Dwarf Fortress 0.44.02
Hopefully this'll stop the problems we've been having in world generation!
Linux Update: I should be able to test the Linux drive on Saturday once I get the hard drive enclosure, and we'll go from there. Apologies for the continuing delay.
Major bug fixes
Fixed world gen crash associated to agents checking on site government after it collapses
Other bug fixes/tweaks
Stopped returning pet dogs from petitioning for sanctuary like rescued prisoners
Stopped uncontested raids reports from starting at year 0
This is a final release for 0.43.05 (not 0.44.x!) with some fixes since 0.43.05-r2.
Fixed an uncommon crash that could occur when printing text to the console
Added lots of previously-missing DF classes
More names for fields: https://github.com/DFHack/df-structures/compare/0.43.05-r2...0.43.05
Linux: fixed argument to setarch in the dfhack launcher script
Ruby: fixed an error that occurred when the DF path contained an apostrophe
diggingInvaders now compiles again and is included
stopped waiting for on-duty military dwarves with minor injuries to obtain care
stopped waiting for meetings when participant(s) are dead
fixed a crash for dwarves with no cultural identity
luasocket: fixed receive() with a byte count
orders: fixed an error when importing orders with material categories
siren: fixed an error
stockpiles: fixed serialization of barrel and bin counts
view-item-info: fixed a CHEESE_MAT-related error
devel/export-dt-ini: added more offsets for new DT versions
digfort: added support for changing z-levels
exportlegends: suppressed ABSTRACT_BUILDING warning
gui/dfstatus: excluded logs in constructions
stopped assigning woodcutting jobs to elves
"recover wounded" jobs now weighted based on altruism
remotefortressreader: added support for buildings, grass, riders, and hair/beard styles
Download and extract Dwarf Fortress 0.43.05.
Windows (32-bit) - Linux (32-bit) - Mac OS X (32-bit)
Install DFHack 0.43.05-r3.
Place the df-ai.plug.* file in hack/plugins.
Extract the df-ai-blueprints folder from df-ai-assets.zip into the Dwarf Fortress root (the same folder as hack and dfhack-config).
Enter enable df-ai into the DFHack console.
Changes since the previous version
The AI can now build a fort using a system based on the TileGen map generator in Alien Swarm: Reactive Drop.
If generating a fortress layout from a blueprint fails too many times in a row, the AI will use the old layout generation system. You can disable this in dfhack-config/df-ai.json.
The blueprint plan included in this version attempts to replicate the layout from previous versions.
Known issue: The legacy plan does not yet include a cistern.
Some new rooms have been added in conjunction with new features:
There are now jails near the infirmary.
The underground farms are now irrigated without cheating.
A work-in progress visual editor is now available for editing plans and rooms.
Wondering what the AI is doing, but don't want to stop it to check? View the current status of the AI in a web browser!
Simply install weblegends 0.43.05-r3 in addition to df-ai to enable this functionality.
Available views include a summary of the AI's status, an extended version of the ai report command, a live floor plan of the fortress, and the version of the df-ai plugin.
Additionally, new information has been added to ai report, such as a list of jobs, the available metals, any curses a citizen or visitor might have, and the reason a task has not yet completed.
lockstep has received a few bugfixes, so it should be more stable now. If you still experience problems, try running df-ai with an empty dfhack.init file and adding the commands you want back one by one.
The AI now reports on criminal justice, assigns law enforcement administrators, and convicts criminals.
manage_labors can now be set to "autolabor" or "labormanager" for additional automated setup of those plugins.
Soldiers are not assigned to train until their barracks has been excavated.
Squads are now dismissed from attacking caged enemies that are not about to be thrown into a hole.
The first squad is now a squad of marksdwarves to avoid being incapable of fighting birds until the third squad is created.
The military is no longer sent to attack foreigners that fight citizens in self defense, such as when a citizen is a werebeast or has gone insane.
The military will more consistently attack wild animals that are threatening the lives of citizens.
The AI is now capable of building some additional furniture, like floor hatches, restraints, and cages.
Trees containing stuck dwarves will be cut down.
Metal items are now made in a more consistent way.
Download and extract Dwarf Fortress 0.43.05.
Windows (32-bit) - Linux (32-bit) - Mac OS X (32-bit)
Install DFHack 0.43.05-r3.
Place the weblegends.plug.* file in hack/plugins.
Visit the page listed in the DFHack console in your web browser.
Introducing weblegends! It's an enhanced version of legends mode that you can use while playing Dwarf Fortress or watching DF-AI play for you!
References to historical figures, civilizations, sites, governments, regions, and artifacts automatically link to their respective pages.
No export needed - weblegends will automatically load data from the game as it is requested.
Long lists are automatically split across multiple pages to reduce load times.
Plugins for a plugin? That's right, you can write weblegends plugins, which are plugins for a DFHack plugin, which is a plugin for Dwarf Fortress.
Include weblegends-plugin.h in your plugin. The version of weblegends-plugin.h in this release of weblegends is guaranteed to work in all future releases, but new features may be added in future versions of weblegends-plugin.h.
For this initial version of weblegends, three functions are available in the plugin API:
add_weblegends_handler takes a prefix (ex. "df-ai"), a handler (described below), and an optional label (ex. "Artificial Intelligence"). It returns true if the handler was added, or false if the handler was not added, either because another handler already existed with the same prefix, or because the prefix was invalid (prefixes must not be empty or contain /).
remove_weblegends_handler takes a prefix (ex. "df-ai") and removes the handler associated with it. You should call remove_weblegends_handler if your plugin is unloading to avoid crashes from attempting to access your (no longer available) handler function.
weblegends_describe_event takes an output stream and a Dwarf Fortress history_event and writes a description of the event to the output stream. If weblegends is loaded, the description will automatically link to related pages in weblegends.
Handlers are functions that take an output stream and a suffix of the address (ex. "/report"). They return true if the page was found, and return false if the page was not found. Handlers should write a full HTML page encoded in CP437 and include a <base href=".."/> pointing to the root directory of weblegends.
CP437 is important, because \n will appear as a black filled square with a white circle in it to users.
For pages with no slashes in the suffix, omit the <base/> element. For pages with one slash, use <base href=".."/>, for two slashes use <base href="../.."/>, and so on.
See df-ai's weblegends handler for an example.
Some time ago I made a mod for Red Alert that was quite ridiculous. For those unfamiliar with it, the game is an RTS, and its configuration files are hidden in a proprietary archive format, but if a file with the same name exists in the game's directory, the game uses that file instead of the archived one. The config files are regular ol' plain-text .ini files, so they're easy to edit (rules.ini, art.ini, etc.). There were several changes that I made, but the main one was an update to Tanya. Specifically, her dual pistols. I turned the fire rate up to something like 1000 rounds per minute, set the projectile speed to something really slow like 5 or 10 (0 is immobile, 100 is insta-hit), set the projectile turn rate to something small like 5 or 10 (0 is dumb-fire, >0 is homing, 100 is the maximum rate), changed the projectile artwork to the mid-leap "flying" attack dog animation, and changed the warhead damage application percentages to 100% for every armor type (0% prevents targeting; the number can be above 100%), and set the special "nuclear" flag to true.
This meant that Tanya would run up to her maximum range away from any target, begin shooting, quickly hit the maximum number of projectiles on the map (255), which would prevent anyone or anything else anywhere on the map from attacking, and then wait while the deadly dogs levitate creepily towards their target. If the target moves, then the dogs would start to circle around it like a flock of vultures, getting closer with every revolution. Once they finally started impacting the target, the game would see that the nuclear flag was set and run the special atomic explosion animation. That would stop all other game execution, dissolve the whole screen (including the sidebar) to white, and fade back in to color, apply damage, display a mushroom cloud explosion and play death animations and audio for anything that died or was destroyed, and then resume normal game execution. Since the next frame was the next dog's impact, the whole sequence would repeat. That made it tedious, but quite comical, to play.
After enough damage had been applied to the target to destroy it, the chain of dogs would stop tracking and just fly from their current position to the maximum range of the weapon in a straight line before just disappearing. If the chain had become a spiral, there would be an interesting flowering effect of dogs that seemed to be running flying away from the epicenter. Unfortunately (?), because the range of Tanya's pistols is close the radius of the nuclear blast, she would often as not be caught in it and die. Increasing her range a little bit helped with that, though. Maybe sometime I'll recreate it and post some screenshots.
Jon Burton, founder of Traveller's Tales (developer of Sonic 3D Blast, PS2 Crash Bandicoot, and shitload of LEGO games), recently started making videos about pre-release content from their old games, and about cool coding tricks they had to do back in the day.
Also available on YouTube https://www.youtube.com/channel/UCfVFSjHQ57zyxajhhRc7i0g/videos
My favorite video so far is the one about 256-color images on SEGA Genesis. I'll have to replay it several more times to fully understand what is happening.
@pleegwat said in Let's revive Google Seppuku [Probably extremely NSFW]:
@the_quiet_one I've found that at least in English, you need actual NSFW keywords in addition to safe search off before you get NSFW results.
used to not be the case when this game was big.
@xaade Hm, combining the two makes things even more complex. And having better odds with your secondary stat than with your main seems counter-intuitive.
@twelvebaud said in The Absurd Things Found On Steam thread:
BONUS at 1:52:
You HAVE to understand the fucking HELL I am in with these games dear fucking God I don't know why I'm still doing it to myself and for what? Diminishing fucking returns I know that much because this series sure as shit isn't all that good for business I'm just hurting myself for no good reason god damn fucking games.
Oh thank you so much I was having the most difficult time...
@magus no such games, I think. if I like an idea or a mechanic in a bad game, it makes me dislike the game even more, because it makes me sad/angry they wasted a good/interesting thing/mechanic in a bad game.
but probably closest to what you're saying would be Wiggles / The Diggles in america and for the first time I realized the dick connection that made them rename it
Nice idea, cute ...everything, I love most of the design and all, except...
...the pacing is broken, so slow, so much loves to waste your time. and on top of that, the pathfinding, and unit job resolving is kinda broken as well so when your clan and base grows beyond a certain point suddenly nobody is capable of doing anything, getting to the buildings where there's jobs pending, and such, so it results in even more time-wasting.
Always irritated me so much that in all other aspects it's such an unusual and interesting game, rpg/rts/dwarf colony management thing, but these two things make it basically unplayable/unenjoyable.
Oh, and Stonehearth (not hearthstone). So much potential, I love the voxel building system, but unfinished and broken in almost every other aspect, and as far as I know it will never get better because the devs just stopped caring and working on it, for whatever reason. Again, once in a while I try to play it because the building system has a good idea, and then all the unfinishedness and buggyness starts slapping me in the face and I just get sad and irritated and angry.
@Onyx said in Searching For Game:
"Citizens are urged to stay in their homes"
proceeds to throw the enemy robot at civilian houses
That old kaiju canard was dissected in Gamera 3: Revenge of Iris, which is a pretty amazingly good movie in a lot of ways.
@wharrgarbl I tried that. I even built a PC and hooked it up to my TV. But it kept needing me to break out the mouse and keyboard to deal with installs or driver updates or fixing games, which was annoying.
Eventually, once a Windows update hosed it to the point where it wouldn't boot and it needed an OS reinstall, I gave up on it as a gaming machine and made it my desktop.
@Arantor said in The Great Yodel Parcel Hunt...:
Mind you, Yodel is only really the worst of a bad bunch - we have Royal Fail, ParcelFarce, DH(Hel)l, OOPS... the only one I've never had trouble with was DPD. Oh and don't get me started about Amazon Logistics.
You forgot My Herpes, they are at least tied with Yodel for being fundamentally unsuitable for purpose.
@Tsaukpaetra They released a patch along with the free version to bring better compatibility with modern computers and add a few new features. I would guess that's why the executable changed and firewall prompts are coming. A small bonus is that to patch an old install you need to run SC as an admin. But that should only be a one-time thing.
Note: When patching StarCraft, please use the ‘Run as Admin’ option; it is required during your first client run to migrate saves and avoid issues from Windows system admin changes.
@falsify said in Creating our first indie game:
What is your philosophy?
Don’t let outside forces disturb your inner peace.
Does that have anything to do with your game, or just your philosophy for life in general?
@kt_ said in Is my bits enough to do gamez?:
@Tsaukpaetra said in Is my bits enough to do gamez?:
@kt_ said in Is my bits enough to do gamez?:
@aliceif said in Is my bits enough to do gamez?:
Hehe, one better than you.
I look at those screenshots and I can't stop wondering: why have everybody suddenly switched to KDE?
What evidence to support this?
The icon style of the device manager.
Oh, wait. @Lorne-Kates, @Tsaukpaetra, I get it now. It's id10t, not KDE!
@ChaosTheEternal said in 🎮 Game gifting area:
@RaceProUK It's also currently free on the Humble Store:
The Humble Store: Great games. Fantastic prices. Support charity.
Expires in roughly 1 day and 18 hours from now.
Less than 1 day and 10 hours now.
@Zecc said in Game Ideas:
I remember reading this game's description once, but I can't recall its name so I'm unable to find it again.
It was the story of three siblings.
The sister was an NPC, only there for story purposes. She was cursed, monsters would come up at night to get her. You played like each of her two brothers alternately.
One brother was awake during the day, setting up traps and doing general maintenance of their settlement. I may be mis-remembering, but I think the game was played in bird eye's view.
The other brother would stay up at night fighting the monsters. The game played like a FPS then.
i don't know what game that could be but i want to play the crap out of it!
@DoctorJones said in How about a game for REAL programmers? (1):
@error said in How about a game for REAL programmers? (1):
In IRC earlier today we also shared these:
There's a TDWTF IRC channel? Could I please have the details?
Haven't you seen seen the IRC quotes topic? It's a pretty good thread.
@Maciejasjmj said in Learn how to play MTG:
@cheong said in Learn how to play MTG:
If you don't know Japanese either, I can't help thee.
An American computer forum is a great place to post a Japanese video about a card game translated to Chinese.
Well, I think some of us like to watch anime, and quite some of us know what MTG is, so you people might feel interested.
@Yamikuronue said in Mr. Robot - The Game:
these long load times are killing me, but I think it's to do with my device being almost out of space
No, I have plenty of space and it still takes ages for the app to open
@Yamikuronue said in Mr. Robot - The Game:
Darlene: "I think you know what I'm going to ask you". No replies available.
Got that three times in a row with no answers
@mott555 said in Testing candidate's mettle S02E01:
I forgot to mention, this was all device driver stuff, not typical software.
Speaking of, can you help design a software-based video card that uses the RDP protocol to emulate extra physical displays? Asking because I've been wanting this for ages and all the paid solutions are so proprietary (and glitchy) it's unusable...