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1  Products / Spycraft Third Edition / Re: [DEVELOPMENT] Let's talk a little about art... on: July 03, 2015, 03:36:42 AM
I love you guys.
If you could sneak one Koala pic in there somewhere (maybe even as "background" but holding something that looks suspiciously like a piece of tech...) that would be EPIC  Grin

Also, absolutely need a mastermind monologuing to some captives.

I am picturing Blofeld addressing his minions about a plot to control the minds of the worlds animals. In the scene behind him is a menagerie of caged animals and at the bottom corner is a koala in one of the cages. If you look close, you can just make out the recording device it is manipulating to transmit the villains plans back to the home office.

But don't worry, koala. The extraction plan is still a go once you are done there.
2  Community / Off-Topic / Re: We need to give Koala his own dedicated sightings thread on: June 29, 2015, 10:18:32 PM
Oh, that thing.

I remember when logistics called me asking in a frightened voice if anyone had seen the 500 feet of det cord that had gone missing from the warehouse.

My god, the shrapnel . . .
3  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 29, 2015, 10:07:47 PM
Ok, it'll take you a turn to ride Eastward and find a place narrow enough to leap or ford across the river (looking at that picture, it looks a good deal wider than 30') and next turn you'll spend riding back to the bridge.

You could try to ride over the bridge -- you'd probably be fine unless a minotaur gets in your way.

It's that last part that worries me. Tumble is not an action that can be done with Ride. If they are large (2x2) they have about a 20 foot cross-section of adjacency. With the bridge pictured, the odds do not look good for it to be wide enough to accommodate 4 of those AND a straight line across without intersecting.

Janek isn't really a fighter so I don't trust him going alone and toe-to-toe vs 4 minotaurs and some goblins. So I'll ride eastward looking to cross somewhere and once across angle back towards the road looking for the fleeing rear-guard.
4  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 27, 2015, 03:03:29 AM
And in case you aren't sick of it yet, E3 Playback - Dissecting the XCOM 2 Demo.

WANT!  Shocked
5  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 26, 2015, 02:56:32 PM
(click to show/hide)

Yea. Hence the "overpowered" part. Wink

(click to show/hide)
6  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 26, 2015, 01:12:34 AM
Since you guys are the closest thing I know to experts Smiley

Have been playing Enemy Within (with Elite Soldier and Slingshot). Got a few questions if y'all don't mind:

I've just finished researching Meld (it's early) and have to choose between augments and MECs. I know how FREAKIN COOL MEC's are, but from the description of the augments they're just better; what's the prevailing opinion here?
I am in agreement with the others. MECs are a fast way to bring some power to the field while Gene Mods have a lot more potential but can take considerable time to deploy.

I found Mimetic Skin in particular to be a game changer and probably overpowered once you understand how it works.

Again, it's early, but no one on my team has been promoted beyond Squaddie yet, even one guy who has been with me since the start (except for one mission where he was wounded) and has 7 kills. How frequently do people get promoted?
According to one of the wikis, Marathon doesn't increase the experience requirements for leveling, but it does double injury times.

Soldiers gain experience from missions and kills. For Enemy Within, Squaddies need 90XP and Corporals need 480 XP. Regular missions are worth 60 (80 with no KIAs) and kills are worth 30.

So 7 kills would be 210 meaning you'd need 270 more from 4-5 missions to hit corporal.

On the last mission one of my guys (the one mentioned in the point above actually) got wounded then healed in the same mission (Medpack), but is still spending time in the hospital after the mission, even though he was on full health at the end of the mission. I was hoping Medpacks would avoid hospital stays; are they worth using?
Medkits are definitely worth using since patching a wounded soldier up before the next engagement can mean the difference between bringing a wounded soldier home or a corpse, whose recovery time is significantly longer. Tongue

But from my understanding, so long as you keep their health above the soldier's base HP, they won't have a recovery time. In that way, the medkit is as much an armor patch as an actual health patch. But once you take any actual lost of health, your injury times have are up to the random number gods.

Unfortunately, I have only ever found the exact mechanics about injury times for the Long War mod and I don't know how much they were changed from vanilla.

I have all of the "Second Wave" options turned on, 'cos they all seem pretty fun. What settings do most people use/not use?
Thanks folks Smiley

It's been a while, but last time I played through the vanilla game, I used all of the options except three; Diminishing Returns, War Weariness and Alternate Sources.
7  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 24, 2015, 09:17:50 PM
Janek scanned the field as his companions charged forward. "Hold them here, I'll rally the others!" he shouted as he wheeled his horse around and headed north.

(click to show/hide)
8  Community / Off-Topic / Re: Reaperwatch 2015 on: June 23, 2015, 12:40:45 PM

Sorry. I hadn't realized it before today when someone linked that to me and I didn't notice the date.  Embarrassed
9  Community / Off-Topic / Re: Reaperwatch 2015 on: June 23, 2015, 11:07:14 AM
Famed James Bond villain Richard Kiel dies at 74: Report

Rest in peace, Jaws.
10  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 22, 2015, 09:21:54 PM
The first time I got that mission I was still running with 4 soldiers in the squad. My heavy was slower than the others, couldn't keep up and got cut off from the rest of the squad. He climbed up onto one of the buildings and ended up surrounded. His last act in that game was to fire off his rocket to clear away some enemies and buy the time needed for the rest of the squad to survive. May you rest in pieces, Sergeant.

The second time, I had a my full 6 soldier squad and everything went much more smoothly.

Also, I just restarted a Long War game and it took me about 2 hours to actually start it because I was blown away by the options. Having country specific start bonuses was f-ing brilliant. The very first decision you make can have lasting effects on your strategy down the line. I ended up taking Ghost in the Machine (randomly) which gives your SHIVS +10 Aim and you start with a pair of them in the barracks. Since many of the SHIV and MEC techs overlap, my defense of earth this time will lean more towards mechanical tech than bio-tech.
11  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 22, 2015, 02:23:39 PM
So, thanks to a particular mission in XCom . . .

(click to show/hide)

. . . when I saw this picture, the only thought that crossed my mind was "Run. Run! Don't touch it! RUUUUUUUUUUN!".

Actual story.

12  Community / Play-by-Post / Re: Agents of Moonvale [1-1] Racing the Sunrise. on: June 22, 2015, 02:49:48 AM
"By Amaluna, we're late!" shouted Janek spurring his horse onward towards the noise. "Stay close! "
13  Community / Off-Topic / Re: Video game news and reaction on: June 18, 2015, 12:10:21 PM
I've been looking forward to this one for a while, Stars Beyond Reach.

"A deep turn-based 4X/citybuilding/simulation game with a healthy dose of sarcasm. Enter a living world where your own cities are as interesting and complex as the civilizations you encounter."

A quick game overview and part 1 of 3 for Tales of Woe -
Part 2 of 3 for Tales of Woe -
Part 3 is pending.

It's slated for an August release and I am hoping it will hold me over until Fallout 4 / XCom 2.

14  Legacy Games / Classic Spycraft / Re: multiple vehicles in one chase on: June 18, 2015, 11:57:14 AM
For the sake of your sanity, I think the best bet is to use the rules for cooperation.

So have the vehicle with the lower check bonus make a DC 10 roll to add +2 to the final predator roll.
15  Community / Off-Topic / Re: XCOM (Reactions, stories, let's play setups, etc...) on: June 14, 2015, 12:06:58 PM
Yea, I agree with MilitiaJim. If I was facing the prospect of playing one character over several months and the only development in his future was a half dozen either-or decisions, I'd go find a new game to pay. The only reason it works for me in XCom is I have a whole team of characters to play with and even then I always play with Training Roulette to mix things up.
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