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Messages - Run Comrades

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1
Other Games / Re: Prospector, a roguelike in development
« on: June 18, 2010, 06:38:16 am »
Hello! Haven't been here in a while so there are a ton of pages that I have no time to catch up with! :P

Anyhow a quick search didn't bring it up, though I thought I reported a bug (at least I think it's a bug) about this before.

I've got a really great pirate game going again (always playing pirate, just can't get enough of it!) and I ran into the problem that one of my last good pirate games had.

I'm not sure what's causing it, but all of a sudden there are no merchant lines anywhere to be found. My old hotspots are dead, and I can't seem to find any traffic anywhere.
Well besides maybe
Spoiler (click to show/hide)
.

Has anyone else playing pirates run into this problem?

It's such a bad time too because I finally have my ship upgraded, staffed up, and armed with
Spoiler (click to show/hide)
that I want to give a try with!

One of my hunches is that it has something to do with docking with
Spoiler (click to show/hide)
.

Anyhow I'll send the savefile too, if you want to take a look at it. :)


2
Other Games / Re: Prospector, a roguelike in development
« on: January 28, 2010, 04:00:01 pm »
haha, ghost in the machine, eh?  :D

For weapons and armours on the crew they will equip the best available automatically. The awayteam status stats are combined, I believe. It makes more sense when you look at your items more closely and see that each gun or knife or whatever has a damage of 0.7 or something like that. And then on your status screen you'll see (Firearms : 3.5) or something, which would be the total.

To use melee weapons you just walk into the enemy. To use firearms you type 'f' then you can either hit the direction you want to fire, or use '5' to select the target to fire on.


3
Other Games / Re: Prospector, a roguelike in development
« on: January 28, 2010, 03:44:44 pm »
Noticed something else about pirate crew member glitches :P

This time when my pilot and gunner decided to stay at the bar, it shows in my stat window both at the bar and in space (Pi:0  Gu:0) indicating that they have left. (edit: and on the ship status '@' they appear gone)

But when I go into my away team menu, they both still appear on the list, and when walking around planets they are still on my away team status area.  It's still showing ( CPGSD ) even though I have not hired anyone new yet.

:)

edit: oh and in space combat it is definitely acting like my gunner is still with me

4
Other Games / Re: Prospector, a roguelike in development
« on: January 28, 2010, 02:38:34 am »
On my pirate game still.

I am pretty sure this happened before on a previous game for this version.

I ran into a Cruiser Class ship that was stranded (which is the same class as the pirate cruiser)
Spoiler (click to show/hide)
.

After running into that ship it seems like I can't find or run into any more merchant convoys. I have been flying around an area that has been filled with them for a while and I don't run into anything.

5
Other Games / Re: Prospector, a roguelike in development
« on: January 27, 2010, 11:45:26 pm »
Now that's strange.

The thing happening with my officers "leaving" and then their level going up definitely did happen. But it doesn't seem to be happening in this particular play now.

I just had a gunner actually leave, and had to hire another one. Still playing pirate.

edit: okay so the bug happened again where, this time my science officer, decided to stay at the bar on the pirate base. Like before he didn't leave, and when I got to my ship his level was level 5.

6
Other Games / Re: Prospector, a roguelike in development
« on: January 27, 2010, 04:09:36 pm »
Well I just booted up 1.10 for the first time just now.
My game as a pirate captain ended in the old version about ten minutes ago (after around 4.5k turns)...to accidentally not actually refueling on that gas giant like I thought I did.

Oh well, new toys to try out!

I have so far noticed something buggy while playing as a pirate again on 1.10.

This time it looks like when my crew members decide to leave when I go into the bar (which they never actually leave) their level jumps up to five.

It must have been a very good drink they were serving at the bar. :P

7
Other Games / Re: Prospector, a roguelike in development
« on: January 26, 2010, 03:08:12 pm »
I've been playing version 0.1.9 for a few days now (btw is this the most current version?) and have been loving this game.

I've only been playing as a pirate so far, just for kicks. It was a bit hard starting out, but I finally (after a dozen or so failed attempts) have a promising game going (around 3k turns, so still young).

I have noticed a bug playing as a pirate though. I've been trying to search this thread but so far every way I think to search comes up with no results.

The bug is this: I've taken over a merchant vessel I found drifting around that gives me room for redshirts. I noticed thought that in space battles, whenever I shoot a merchant vessel and I kill its crew, my redshirts die instead.

Example, the last battle I fought, I was fully staffed. 5 regular staff, 5 redshirts. I encounter a merchant ship and hit it with my railgun array. Four of their members get killed. I get shot a few times but shields hold. Eventually I destroyed the ship, but when I landed to refuel and whatnot four of my redshirts were dead instead.

edit: I can't be sure, but I think it happens regardless of the type of ship I attack, as long as I kill their crewmen in battle, mine die instead.

8
If fire imps can breathe their fire through fortifications, I would make a room divided in the middle by a fortification, with the imp safely on one side, where no one can get to him.

On the other side, release some captured prisoners or perhaps some complaining dwarf!

Dunno if they can actually get fire through those though, could try grates or something instead? I've been wanting to do this for a while but the last time I caught a dragon my save got corrupted before I could get to it.


9
Yeah, thanks for the consideration!

I'm mixed up in some other things at the moment. But I might return in the future. In the mean time, I'll stick to lurking and watching behind the scenes. :P

Sally forth!

10
Seeing as how I keep several "back issues" of DF, it certainly won't be hard for me to open a slightly dusty folder once in a while to play this fort :D

11
sweet! :D

12
Yeah skip me for this round! When I signed up for this I was only involved in one other succession, now I'm on 2 (plus personal fort) and don't have too much time to devote to DF only :P

13
For what it's worth, I agree!

14
would playing older versions of DF work?

15
DF Community Games & Stories / Re: Skyseal! Dreams of a madman.
« on: September 02, 2008, 12:04:56 pm »
The viewer is a bit buggy with this version sometimes...so just disregard all the little holes in the ceiling and the random floating blocks! :D

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