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zwanzig_zwoelf

Guest
Meanwhile in prosperland...
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Nim

Augur
Joined
Oct 22, 2006
Messages
463
Nice to see that you are eviromentally conscious.
Yes, planet loves all those boreholes :D

Heh, I actually did the same thing the last time I played Gaians. Well, not quite on the level you used'em, but averaging just over one per city. Until late game eco-damage forced me to remove'em, that is.

Bit surprised to see you go with forests right off the bat, though. I generally wait until most cities have built the tree farm before going all out with'em. And don't boreholes require <1km height? Surprised to see them on the Sunny Mesa.
I generally beeline for gene splicing -> eco engineering -> tree farms, removing all the resource restrictions and allowing me to start countering ecodamage (once i've forced a fungal bloom). And yeah, using forests from the start stalls growth somewhat, at least for inland bases, coastal can just use kelp farms. But then you don't want big cities too fast anyway, at least on transcendent due to drones.
Boreholes require all adjacent land to be at least in the same height region (0-1km, 1-2 etc.). So the Sunny Mesa boreholes are around 1500-1600m high while all surrounding land is at least 1000m. Makes sense ?


Yang had only one base and voluntarily submitted, beat up Miri and then it was everyone against Sparta till I won in 2305.
wBrIBrh.jpg


I really don't get how people can complain about ACs graphic, looks mighty fine imo.
 

skacky

3D Realms
Developer
Joined
Mar 5, 2013
Messages
2,506
Location
The City
Misery 2.1 is a lot better than 2.0. I still think that wildlife making next to no noise is really irritating. Just died to a huge pack of dogs I didn't hear coming.

Did they sort out the gated content and economy issues ?.

Economy is fine and I'm already filthy rich. The mod still has issues but overall it is a lot better. You can actually kill stuff this time, even with bad weapons.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
Nice to see that you are eviromentally conscious.
Yes, planet loves all those boreholes :D

Heh, I actually did the same thing the last time I played Gaians. Well, not quite on the level you used'em, but averaging just over one per city. Until late game eco-damage forced me to remove'em, that is.

Bit surprised to see you go with forests right off the bat, though. I generally wait until most cities have built the tree farm before going all out with'em. And don't boreholes require <1km height? Surprised to see them on the Sunny Mesa.
I generally beeline for gene splicing -> eco engineering -> tree farms, removing all the resource restrictions and allowing me to start countering ecodamage (once i've forced a fungal bloom). And yeah, using forests from the start stalls growth somewhat, at least for inland bases, coastal can just use kelp farms. But then you don't want big cities too fast anyway, at least on transcendent due to drones.
Boreholes require all adjacent land to be at least in the same height region (0-1km, 1-2 etc.). So the Sunny Mesa boreholes are around 1500-1600m high while all surrounding land is at least 1000m. Makes sense ?


Yang had only one base and voluntarily submitted, beat up Miri and then it was everyone against Sparta till I won in 2305.

I really don't get how people can complain about ACs graphic, looks mighty fine imo.

Ah, you don't use blind research.

Forests don't just stall growth early on, they completely eliminate it. You'd have a max pop of three after you build recycling tanks with forests prior to building tree farms, and that growth wouldn't exactly be quick.

Could've sworn boreholes required <1km height, but I guess I misremembered.

Interesting to see maglev spam. I always tried to keep single routes to prevent any enemy troops from having free motion through my territory.
 

Nim

Augur
Joined
Oct 22, 2006
Messages
463
Ah, you don't use blind research.
Blind research isn't truly blind, it still follows the same rules as normal research. Can still be manipulated enough so I don't see the point.
Forests don't just stall growth early on, they completely eliminate it. You'd have a max pop of three after you build recycling tanks with forests prior to building tree farms, and that growth wouldn't exactly be quick.
All true but coastal bases grow quickly enough and inland bases pre tree farms simply need a nutrient special or a condenser+farm or even fungus though it is slow growth.
Could've sworn boreholes required <1km height, but I guess I misremembered.

Interesting to see maglev spam. I always tried to keep single routes to prevent any enemy troops from having free motion through my territory.
I wouldn't do all this versus a human enemy but the AI is just beyond incompetent.
 

someone else

Arcane
Patron
Joined
Feb 2, 2008
Messages
6,888
Location
In the window
Steve gets a Kidney but I don't even get a tag.
UFO:ET Gold, terror mission. Lost all civies.
Found a rare alien detector in a UFO crash, life is now much easier.
that looks absolutely hideous. is it any good?
Gold version is just an official modded version:

+Destructible terrain.
+ Money management is better/tougher than Xcom.
+Dogfights in Geoscope.
+Lots of research, equipment.
+Lots of options to tweak the game to your liking.
+ You can choose which attributes to level up, more options to specialize your troops.

-Only 20 soldiers at one time limit!!!
-No random generated maps (but a lot of maps unlike UFO series).
-Most kills in tactical maps are in the open, so less blowing up buildings to kill aliens. Though I sometimes blow holes in walls.
-No HE-AC.

=Not on earth, feels different.
=Only 1 main base, other bases can only radar and launch interceptors(not really an issue).

Playing an ironman game.
Kinda like Xcom with less horror, weaker tacticalscape but better geoscape.
Originally in the game soldiers don't die nor are you allowed to recruit any. Gold version changes that but you are still limited to 20 soldiers at one time. Which is the thing I hate most about this as they take awhile to heal(you can sack the wounded but you lose the XP). Sometimes you just don't have enough manpower to assault ufos.
 
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ZagorTeNej

Arcane
Joined
Dec 10, 2012
Messages
1,980
AoD, raiders fight with a dagger wielder.

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Stats and inventory before the fight.

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I stab the leader in the face twice to open the fight.


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When they surround me I use whirlwind to spread the poison around.


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Finishing the rest of the melee attackers is easy after that as they're all poisoned and dying, not to mention that you get counter-attacks galore with a jambia (dagger type which gives +25% to counterrattack) + high dodge char combination.



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Dodging arrows time, they can nail you once or twice but usually (almost never in my experience) not enough to kill you if you have 20 or so health remaining after the first part (killing the leader and surrounding melee mooks), have high enough dodge skill and are wearing an armor with decent DR.



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Once they run out of arrows they'll rush you in melee...


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...which means they're fucked.
 

Indranys

Savant
Joined
Nov 24, 2012
Messages
486
Location
Illepsum
Damn, that game is beautiful.
Indeed.
Can we hire new generic recruits like in FFT and TO games??
Man I hate to fight as the heroes and much prefer to build my own customized party.
This feature will be my main consideration to buy the game or not...
So please tell me bros.
 

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