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Messages - AJBuwalda

Pages: 1 ... 5 6 [7] 8
91
AliensRL / Re: YASD - My first Technician...
« on: September 24, 2012, 00:39 »
Excuse my ignorance, but what is the ChaosForge?

92
AliensRL / Re: AlienRL Wiki: How do we start one?
« on: September 20, 2012, 10:25 »
I need your job, man. And your motivation.
Than the Import/Export might be your thing. Booking transport and calculating costs most of the day. Fun and pays well.

93
AliensRL / Re: AlienRL Wiki: How do we start one?
« on: September 20, 2012, 06:28 »
I am very much willing to update the Wiki, even for the current version. I used to do this back in the day. Crunching numbers is what I do. If you are willing to supply me with the stats and discription of the mechanics than I will make it a coherent Wiki. Once you re-write the code for something just hit me up and I'll work it into the Wiki.

Math = Love!

94
AliensRL / Re: AlienRL Wiki: How do we start one?
« on: September 20, 2012, 05:31 »
First off, thanks for the help-offer, much appriciated. I actually did really well with my Tech the last time. You are also to thank for that. Secondly, It would be very helpfull if there is a way to distil the all the stats from the code with all their nuances. This would allow me to do what I do most of my days; look at the data and make comparisons.

95
AliensRL / Re: YASD - My first Technician...
« on: September 20, 2012, 03:05 »
Well, whatever works :-P

96
AliensRL / Re: YASD - My first Technician...
« on: September 20, 2012, 00:22 »
From the release announcement: Oh, and everything can be now destroyed (with the right firepower).
Grenades, RPGs and such... :-D That's pretty cool!

97
AliensRL / AlienRL Wiki: How do we start one?
« on: September 20, 2012, 00:14 »
I think it is weird how DoomRL has a wiki but the obviously superior and more intense AlienRL has not. This is a travesty, ladies and gentlemen! *slams his desk* I say nay, we will not be denied!

But really, I would like to make a wiki for this game. But I need three questions answered before I commence with this project:

1. Where do I start such a wiki?
2. Where can I get stats to weapons, enemies and general items?
3. Whom can I ask questions and/or wants to write more the general strategy since I am quite new and might not be the best to ask about finishing the game (though I'm getting evermore close)

I would really like to do this, to give back to the community. It also helps that I work with numbers for a living. I am decently tech savvy, so that most likely will not produce many problems. Help me, help us!

98
AliensRL / Re: YASD - My first Technician...
« on: September 19, 2012, 23:55 »
Keys / keycards are not the only means of opening the locked areas ...experiment!
You mean with multi-tools I presume. That was clear to me ;-)

99
AliensRL / Re: YASD - My first Technician...
« on: September 19, 2012, 08:24 »
Wait, why would you not need keys any more? *Oblivious*

100
AliensRL / Re: YASD - My first Technician...
« on: September 19, 2012, 03:57 »
I think my main problem is that I just fill those bugger with holes every chance I get. This is all dandy when you're in the storage tower (with Med-kits en ammo to spare), but once I need to find another elevator because the one in the storage tower is broken, than I run into problems ;-)

101
AliensRL / Re: YASD - My first Technician...
« on: September 18, 2012, 03:03 »
Must say that my Technician skills haven't really improved over the last days. Even though the mechanics are very cool, I might just stick with HW specialist because I actually survive way longer before getting shredded. If people have any play tips I am all ears!

102
AliensRL / YASD - My first Technician...
« on: September 14, 2012, 10:37 »
Well, after four action hero-y types I though lets try something else. The Tech is a cool cat, that's for sure, but damn the beginning is tough. I will have to adept my style of play. I do like the interaction with terminals and the options to unlock security doors. That combined with the cheapness of the tech-skill and this might get interesting!


103
AliensRL / Re: How does one fix elevators?
« on: September 14, 2012, 02:28 »
Thanks! Technician it will be next time.

104
AliensRL / Re: How does one fix elevators?
« on: September 13, 2012, 08:41 »
Hmm, wasn't 10 multitools the maximum you can carry?

And share your YASD! We need some spam on this forum :P .
I will next time I die, I promise ;-) I'm getting better at this game.

105
AliensRL / Re: Which Tower To Go In First
« on: September 13, 2012, 08:15 »
I think it would be nice to have some rough map available in the game. I'm assuming the marine had access to the colony layout in briefing, and anyway a colony of this size should have some directions and plans available at places.

It would me more or less just a convenience for new players, though the map could record which levels of which towers were already visited and maybe even working elevators? In any case, I'd like to see it to be able to visualize the colony better. Even though I now know how it ought to look, I still think the elevators go down to the basement and not up. (Which is caused by me not ever reaching further than lvl 2, but still).
Starting as a HW Specialist really helped me. Book it to the storage units and grab all the ammo you can, than go up a level. Also shoot stuff point blank to spare out some ammo (increases damage). Once you are on storage level 2; rince and repeat. Get a butt-load of security keys and go into either security tower of militairy level to grab some nicer gear. Once you get Master HW drop the gyros and slap on a Plasteel Armour. Works well for me and I've only played this game for three games.

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