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Screenshot thread

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,562
Location
Hyperborea
ei3aZuF.png


NOOOOOoooooooooooooo a zombie horde decided to nom on my car while I slept

Are you playing with Dynamic Spawn on? I've never had even 2 zombies congregate outside my safehouse, let alone that many.
 

Hellraiser

Arcane
Joined
Apr 22, 2007
Messages
11,814
Location
Danzig, Potato-Hitman Commonwealth
Doing great, conquered two continents, leading in every area but wealth, have 70% of all secret projects, preparing to invade the believers. But Miriam launches one fusion planet buster at my shitty base destroying just it...

ITZ1.png~original


... and it triggers ITZ:

ITZ2.png~original


One fucking planet buster. Although I did pollute like hell because my tree farms got delayed due to lol random loss of research from a conquered base with no network node.

There were at least a 100 native units around, and they just kept popping more doomstacks and fungus every turn for at least twenty turns straight.

Oh and also it triggered massive globalwarmthinkery.

itz3.png~original


Nearly all landmass got submerged. Worms killed all my major bases, lost nearly all secret projects, the Hive was reduced to a handful of distant bases fed and powered by satellites, defended by empath/trance rovers, a few trance/police squads and some captured mindworms.

This must have been karma for no sea level rising in my previous game as the University.
 
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potatojohn

Arcane
Joined
Jan 2, 2012
Messages
2,646
Are you playing with Dynamic Spawn on? I've never had even 2 zombies congregate outside my safehouse, let alone that many.
Nope. Turn on wander spawns in world options and you'll get them.

They're basically city zombies but they wander around and can chase you all over the map
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,562
Location
Hyperborea
^:eek:

Anyway, time for some desert adventures.

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This monster is pretty fun to fight.
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This one is not.
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Likes to fuck around in the water where you can't hit it. That's what the Sonic Bombs are for.
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Has retarded hit box. Dark Souls B team must have been inspired by this. Ranged is recommended. But I'm stubborn.
ULUS10391_00125_zpshwkgtw8j.jpg
 
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Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
16,035
I know well the hatred of Plesioth. I fought him many, many times. In the first monster hunter, I killed him to make some armour that boosted hp regen rate. Incredibly useful. More recently, I fought him a bunch to get lobster shells, which can give you a skill that adds invincibility frames to your dodge rolls.

But these days? Fuck that thing. Would not go near no matter how good the prize. My recommendation? Go in with a pit trap, shock trap, 2 trap tools and 2 genprey fangs, tranq bombs, and cheese the ever loving hell out of that fucker. Though I'm guessing you've already killed him by now.
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,229
Location
Djibouti
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Alas, random clone trooper, I knew ye well

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:mhd:

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Point blank executions in muh Star Wars?

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REMOVE LIZARD

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sup, clone bros

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untermensch vanilla edition clone detected :butthurt:

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#rekt :smug:

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that's right, rush me through them turrets, shitheads

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kekeke

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how very orky
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,706
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Alien vs Predator if I remember right, those things had many random versions tbh. It was p.good actually and a bit popular back then had some good sections. And if I remember right again we also can control a Predator.
 
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Unkillable Cat

LEST WE FORGET
Patron
Joined
May 13, 2009
Messages
28,839
Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
Two Predators, actually. It's Aliens vs Predator by Capcom (1994). It supports out to 4 players, one playing that cyborg powerhouse, a highly agile female commando, and two Predators with minor differences in stats and gear.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,562
Location
Hyperborea
I know well the hatred of Plesioth. I fought him many, many times. In the first monster hunter, I killed him to make some armour that boosted hp regen rate. Incredibly useful. More recently, I fought him a bunch to get lobster shells, which can give you a skill that adds invincibility frames to your dodge rolls.

But these days? Fuck that thing. Would not go near no matter how good the prize. My recommendation? Go in with a pit trap, shock trap, 2 trap tools and 2 genprey fangs, tranq bombs, and cheese the ever loving hell out of that fucker. Though I'm guessing you've already killed him by now.
Yeah, I didn't feel like grinding for mats to upgrade my LS or make a good bowgun, so I just kept at it. Was able to figure out my own safe strategy that worked pretty consistently. The drain on resources was the most painful things.

I read that they made him easier after MHFU, or fixed his hitbox.
 

Ashery

Prophet
Joined
May 24, 2008
Messages
1,337
A little bit of SEIV combat:

But before I can get to the actual combat, some explaining of ship types is in order:

BXpUrAy.png


My main ship type. One big take away is that I'm using the 150kT and 200kT ships as the backbone of my fleet, which correspond to the two smallest ship types you have access to. This, despite the fact that I'm facing mostly 400kT ships with a couple 300kT ones mixed in. The smaller ships have a slight defensive bonus, but with the way ship design works in SEIV, engine requirements are a fixed amount on all ship sizes. That is to say, you'll be devoting 80kT of space to movement related components regardless of the fact that that's over half of the 150kT's available space or just a tenth of the 800kT's. So size is huge. The largest ships are, however, restricted in movement speed, but only because they can fit fewer max engines.

With that all said, however, this design isn't based around blowing ships up: It's a boarding ship. The combination of rushing rank three solar sails that give +3 movement (Second row, second icon from the left; the boarding party component is to the right of that) and taking the +1 movement racial perk (It's not listed in the design; I actually have 11 movement outside combat and 6 in as opposed to the listed 10:5) make for obscene maneuverability. This ship has the same amount of movement in combat as the absolute best designs from a race without the +1 movement perk. And I'm only now transitioning to the midgame.

The only actual armament on the ship are two point defense weapons for defense against missiles and fighters and a single depleted uranium cannon, which gives me absolutely laughable raw damage output and makes breaking through shields a pain in the ass. My 150kT ships drop one of the PD as well as the cannon.

b6UwlAm.png


But shields are the least of my concerns at this point. While I've got enough PD to largely handle the large missile load, that left-most icon in the third row represents what is probably the main counter to a boarding strategy: A self-destruct device. If I successfully board a ship with that component in working condition, the ship will self-destruct, killing both itself and my boarding vessel in the process. This can be used to your advantage in the late game where you can sacrifice a 150kT ship to take out a shieldless 1200kT one, but it's not worth it in this fight.

Other notable elements are the significant amount of PD rendering my small force of fighters useless in an upfront battle and a fairly hefty amount of shields to penetrate through: Two rank three shields on each ship when I've only got five rank three depleted uranium cannons across my entire fleet. Well, fortunately some models are a bit older than others and only have rank two or even rank one shields, but it's still going to be a pain in the ass.

But enough introductions.
YrVHs73.png


The opening engagement. Main fleet is nestled together to take advantage of PD coverage while my fighters, who can't be targeted by missiles, try to help shepherd them to the corner I want while staying far enough away to avoid getting mowed down by PD. (Spoiler: I fuck that up several times due to a miscalculation and lose a decent number of fighters, heh.)

Fortunately, they lack any direct fire weapons, so my only concern is not having my barely adequate PD overwhelmed by missile fire. So, while I'm not able to just charge'em, I can advance, take potshots, and then pull back every turn thanks to my high speed.

UuvNIAg.png


A slow slog; half way through the combat (After thirty turns it ends regardless of the current situation) and I've barely managed to score two kills. Both kills stubbornly held onto their self-destruct components, but I was able to safely clean up with some fighters once their last PD fell.

A note on how combat works:

The standard weapons have to break through multiple layers before being able to deal damage to a ship's core components: Shields, then armor, then actual components. But they don't all behave the same. When you finish breaking through shields, the shield *component* still exists, so if combat were to end and then start again, the shields would be back at full strength. This is not true, however, for armor. Armor exists only as a component, but what it does is it absorbs all damage a ship takes until the armor is destroyed. Once both shields and armor are down, damage is applied randomly to the remaining components on a ship.

So I'm basically just hoping the dice roll in my favor when it comes to being able to actually capture something. Which sucks for me as one of my primary motivations behind the boarding strategy is to capture mostly in tact ships that use components beyond my own tech levels, since I can bring those ships back to a shipyard and analyze them to immediately go up a level in research for the field that the analyzed component(s) belong to. This is how I've acquired almost all of my military tech. Hell, I haven't researched a single hull size upgrade, and those become expensive pretty damn quickly.

Wn4IZ6H.png


Progress! The two ships behind my main fleet have been declawed so to speak and aren't worth focusing my main fleet on anymore.

This also, however, is when I first make my range-check mistake with respect to my fighters.

ExKgEC0.png


And here we have the final image of the fight, with only two turns to go.

The three ships nearest to my fighters have all been captured, and now it's my fighters' time to shine. With only three ships left in their main force and with no where near enough firepower on my actual fleet to break through their shields in two turns, now I can just eat the loss of a handful of fighters on the initial approach (Your opponent's PD will fire on your turn unless it has already reacted to something that turn. This is one reason missiles compliment fighters so well: The missiles eat the initial PD and your fighters can safely move in and mop up) and quickly take down one, maybe two of their remaining ships, with the remainder falling on the next and final turn.

There is, however, not much I can end up doing against their final ship in the upper right of the combat. It's one of their heaviest shielded, and outside of creating the screen to protect my isolated fighters, there's not a chance in hell of me breaking its defenses.

Final count is around ten of their 400kT and three 300kT ships to roughly twenty-five of my fighters, all of which only cost only slightly more than one of their higher end 400kT ships. Fighters don't have upkeep, either.
 

sser

Arcane
Developer
Joined
Mar 10, 2011
Messages
1,866,925
I really enjoyed Hotel Dusk. What's cool is that on the DS you can play while actually holding the handheld like a book. Too bad not many other games took advantage of that idea.
 
Joined
Dec 19, 2012
Messages
1,810
Yeah, I like Hotel Dusk a lot. The art style, soundtrack and ambiance of it add a whole lot to the game.

I mean, it certainly has its flaws. The game can be very vague at times about where to go or what to do. There's some pixel hunting at times that ends up being a drag because of most of the flavor text for examining your surroundings is very drab. The game also re-iterates information way too much (Main character learns fact > calls up Rachel and explains fact to her > discusses fact with partner at the Hotel > reviews fact during the end-of-chapter quiz > finally confronts concerning character about fact).

The sequel so far is actually doing a pretty good job of fixing a few of those issues, but it's difficult to play on an emulator. A lot of the puzzles involve holding two points down at once on the touchscreen... which is tricky with a mouse. You have to click one point, pause the emulator, and then advance 1 frame at a time while holding the other point down. It's a lot harder to do than it sounds.
 

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