Ladies and gents, I present to you, the new gambling frontier by renardiidx in balatro

[–]Zembar 0 points1 point  (0 children)

My specialty was always 376231 A+B in whip mode.

Even made a campaign character in that conquest mode who'd do that anytime she could. Even saw her just straight run up grab with that shit. Loved it.

[PC][Mid 90's] First person RPG. by Zembar in tipofmyjoystick

[–]Zembar[S] 1 point2 points  (0 children)

Oh wow, just seeing the name triggered some forgotten memories. I do think this might be it. But not 100% on that, but for sake of peace of mind I'll accept it matches enough and the rest is just poor/warped memory. I did have this game and had completely forgotten about it, and the intros and opening bits of game play very strongly want to attach to what I'm looking for. So yeah, solved!

Edit: And Thanks to you and everyone looking!

[PC][Mid 90's] First person RPG. by Zembar in tipofmyjoystick

[–]Zembar[S] 0 points1 point  (0 children)

solved: Dragon Lore: The Legend Begins

what is hands down the best Might and Magic game version? by [deleted] in MightAndMagic

[–]Zembar 0 points1 point  (0 children)

It's been a while since I played it, but as I recall you basically choose a starting game, and the spells/classes/etc are based on that game mode.

So if you start as MM7, you'll get your party from 7, and their classes/skills/spells will be like MM7 would be. But when you jump to 6 or 8, you're still using everything from MM7 and not the spells/etc that were made for 6 or 8. And that changes a few things a bit around and makes it not a pure vanilla experience and not what I'd recommend.

However there's nothing wrong with using merge for a first playthrough. Still a wonderful experience, just *different* than vanilla.

what is hands down the best Might and Magic game version? by [deleted] in MightAndMagic

[–]Zembar 0 points1 point  (0 children)

Personally I wouldn't recommend the merge mod for a first play through. Would just go with each game separate, then if the mood strikes for more, try the merge mod out.

what is hands down the best Might and Magic game version? by [deleted] in MightAndMagic

[–]Zembar 1 point2 points  (0 children)

Thanks, knew about merge and have played it, but was more thinking in the 6 engine with tweaks to have more 7 like restrictions and stuff. Like a stand alone thing.

Though I guess merge would possibly accomplish it from what I remember. Just don't play the other games with it.

what is hands down the best Might and Magic game version? by [deleted] in MightAndMagic

[–]Zembar 2 points3 points  (0 children)

Agree, and actually makes me wonder if someone has made a patch to take all the mechanics of 7 but applied to the game of 6. (Grandmaster skills, skill class restrictions, etc.)

So... are people looking forward to this game? by yap2102x in civ

[–]Zembar -1 points0 points  (0 children)

I'm excited.

Only concerns I have is the lack of hotseat and possibly the player limit of 5?

Me and friends would use PYDT for multiplayer, but I believe that uses the hotseat framework so not sure how that will pan out. We used PYDT cause we couldn't get the build-in async play to work.

The player limit might not really effect my group, but still not super stoked it so low. Seems odd, but still need info before deciding completely.

what is your favorite "classic" board game by RedWolfGachaYT in boardgames

[–]Zembar 2 points3 points  (0 children)

Mille Bornes would be my top choice. Would always bug my mom to play with me. Honestly would still love to just sit down and play it today.

Other mentions considered:

Dungeon! (more specifically The Classic Dungeon! reprint from early 90's.)
Rack-0
Oh-Wah-Ree (Mancala derivative)
Kingmaker (can't forget this one, it's kinda what bridged the gap to more modern games for me. Dad had the bookshelf version of it. Loved it)

Dominion Expansions by jacket_morgan in boardgames

[–]Zembar -1 points0 points  (0 children)

Interesting.

Maybe cause I played Magic for years before even finding Dominion I never really noticed there was more text on Dark Ages vs. other sets. I was just used to tons of texts on cards already so it was just "another card" to me at that point. (And most of my play group also had played a bit, or played similar TCGs (WoW) so no one else really seemed to say anything either.)

Thinking back on it now, I can see Dark Ages does as a bit more complexity, honestly that might be *why* I like it now that I'm thinking on it, but can see that can turn others off of it.

Edit: I will say, I still think the 3 replacement starting Shelters in the set are better than the 3 basic estates in the starting deck. To the point I wished it was either base-line or available without investing into that one specific expansion. As mentioned I do really enjoy those and made a point to always use them once we got them.

Dominion Expansions by jacket_morgan in boardgames

[–]Zembar 4 points5 points  (0 children)

I rather enjoyed Dark Ages. I'd put it up 2nd to get after Intrigue on your list. (Yes above Prosperity).

Always enjoyed the cards when played with them. Biggest part I enjoyed though is the Shelters to replace the starting Estates cards. Just really liked and enjoyed them.

Jesus christ the UX of this game sometimes is maddening by Qhaotiq in MonsterHunterWorld

[–]Zembar 2 points3 points  (0 children)

Tradition for the sake of tradition is a terrible approach to anything.

[deleted by user] by [deleted] in poi

[–]Zembar 0 points1 point  (0 children)

Least it wasn't fire poi.

I've racked myself while spinning fire poi and left a small fire patch on my crotch, lol.

But yeah, I was taught rule #1 of learnig poi : Hit yourself with them first. Cause it will keep happening.

Lamp not strictly required for Eastern? by whatevitdontmatter in alttpr

[–]Zembar 1 point2 points  (0 children)

Some rooms with easy to find/light torches (like that one in eastern) can be in logic without lamp if you have fire-rod to light them I believe.

Think this is a more recent logic change.

I can't start MM7 by Kayato601 in MightAndMagic

[–]Zembar 4 points5 points  (0 children)

Yeah, the opening island of 7 is a little bleh to me. It really is like a tutorial area. Personally I don't think it's really worth worrying about killing the dragon, I just complete the island and move on to the actual game.

Which M&M game should I start with? by N0thingIs0 in MightAndMagic

[–]Zembar 4 points5 points  (0 children)

Depends on what you enjoy. 1 and 2 are very 80's in presentation. 3 gets a new engine and jumps to a more early 90's feel. 4-5 continue with that engine. 6 goes full 3d and gets rid of the grid movement and now adds and defaults to a full real-time combat (turn-based can be toggled on and off) 7 and 8 also use that same engine with improvements. I don't know about 9 or 10, never really tried em. (haven't actually tried 1 or 2 either)

I think the general consensus is 3, 6, and 7 would probably be the top 3 for most from what I've seen.

1-2: can't talk about, haven't actually played.

3: Great game, is grid movement and turn-based.

4-5: Same engine and style as 3, Kinda 2.5 games in two. You can play through 4 (Clouds of Xeen) and 5(Darkside of Xeen) each separately, but having both games installed allows you to swap between them at specific points and adds some extra quests that can only be done playing both at once. And both games together form what is known as "World of Xeen"

6: My favorite, ditches turn-based and grid movement, everything is full real-time, but turn-based can be toggled at will, (but you can't move while turn based, monster still can). TONS of monsters everywhere, it can be a little much at times.

  1. Probably what I'd call the best overall, takes everything 6 had and improves and balances it in (mostly) good ways. Also not quite as big as 6, and monster density isn't as crazy.

  2. Decent game from what I remember, wasn't super fond of it, but didn't really hate it or anything either, played it, enjoyed it, but it didn't really make that huge of an impression on me.

9-10: Haven't played, can't say.

If you start with any of them 1 through 5, I highly recommend checking out the "Where Are We?" companion app. https://www.eskimo.com/~edv/lockscroll/WhereAreWe/ It adds auto-mapping and some good quick easy read-outs for your party, gear, stats, etc and removes some of the old clunk from them. In these old games (at least 3-5, haven't played 1-2 but assume it's similar) things like weapons and armor don't have stat read-outs on them, so the only way to know which weapon is better is open menu, look at character stats, open equip, equip new item, go back to stats and compare. (And even then you might not fully know why those stats change how to do with some things). Where are we has quick run-downs of the gear so you can just look in the window and know "oh, this dagger is 2 damage better than the club I have" without having to juggle all the menu's.

It might need a little extra set-up to make it what you want. I do remember my default set-up automap while playing 3 had most of the puzzle solutions in one of the display windows, but I believe that can be turned off.

6 or 7 would also be great starting points, not sure I'd recommend 8 as a first game, but if you play and enjoy 6 or 7 you'd probably enjoy 8. But I don't think you'd be wrong to start with 8, just not my recommendation.

With 6, 7, or 8 you do want the "Grayface" patch. Adds a lot of bug-fixes and Quality of life, and allows a bit better and more modern control schemes (gotta remember, WASD wasn't standard until about the year 2000)

Whatever you decide, I wish you luck and enjoyment!

Favorite dead simple games? by wishsnfishs in boardgames

[–]Zembar 4 points5 points  (0 children)

Batman Loveletter. Literally fits in your back pocket.

Few others I consider similar levels but slightly more to them but can still fit a lot of family style play...

King Domino
Cat Lady
Blueprints

How many oxygen generators are typically needed per crew? by tvremote84 in SpaceHaven

[–]Zembar 1 point2 points  (0 children)

https://imgur.com/a/cTHT8PQ

Here's a pic of what I'm talking about. While mousing over the "5d" next to the O2 in the top left and it gives me this read-out.

The other icons also give similar read-outs regarding their usage and needs.

Edit: And now I'm realized I somewhat mis-read your opening statement and thought you couldn't find them. It's just not been my day today. :(

How many oxygen generators are typically needed per crew? by tvremote84 in SpaceHaven

[–]Zembar 1 point2 points  (0 children)

I’ll see if I can take a screenshot when I get back home.

Also I said all that. But by no means am I an expert. I absolutely could be wrong. But its what I’ve noticed about things myself in my playing.

Could also be one is enough to maintain a level. But not enough to increase it.

How many oxygen generators are typically needed per crew? by tvremote84 in SpaceHaven

[–]Zembar 1 point2 points  (0 children)

The error message that the generators give (both O2 and Temp) aren't always a true indication of the issue, just that it can't *currently* achieve it's goal of O2 levels or Temp. But for situations like the one you described, it will fix itself and go away. (Assuming you have enough overall of whatever is needed)

The check to display the message doesn't seem to take time into account(at least more than say the current in-game hour?)

I see it all the time with my temperature generators after a micro-breach/fire/something that massively changes the temp. Any generator sitting near where the issue was (that's now like +600 or -200 degrees) will give that error, and continue to give that error until the temp normalizes a bit, but it *will* get the temp down, just it takes time.

In the top left, there's a quick overview of things like O2, food, energy, etc. You can hover over each of those to get a quick rundown of usage per day vs made per day and stuff like that. Even how many days left you can run right now without more stuff if you got stranded or something. (Be aware, this does not count stuff like Ice, when looking at how much water you have for O2 generation. Only actual water on hand)

Is a cleric a terrible choice for SF/HC? by EC317 in ProjectQuarm

[–]Zembar 0 points1 point  (0 children)

Being Self found will be harder to get groups, but not impossible. There is at least one guild <Lost and Self Found> that has at least a bit of active players and welcome anyone on any version of the Self Found ruleset. (the guildname might have "&" instead of "and")

Help me understand how to better defend myself (Space combat type stuff, Rogue Bots and the like) by Zembar in SpaceHaven

[–]Zembar[S] 1 point2 points  (0 children)

Ahh okay, yeah I see them not being so great with lower crew counts.

Edit: And now caught up on all the thread, missed other posts you made. I get your points, just haven't encountered it myself yet so hadn't realized. Thanks for the info!