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Topics - RedKing

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1
General Discussion / Olympic Thread? Olympic Thread. (Pyeongchang 2018)
« on: February 09, 2018, 09:41:14 pm »
We didn't have a thread to discuss the Olympics. So now we do.

Rules: cheering on your country is encouraged, friendly shit-talking is allowed, rabid nationalism is not.

Opening ceremony was today, in a wonderful troll move, the sister of Kim Jong Un was seated directly behind US Vice President Mike Pence.

2
Just genned up a new world, starting browsing through the legends. Found a human civilization ruled by Ontha Groovedscribes, a seemingly 31-year old vampire ranger. Ontha inherited the title of law-giver of The Primitive Confederacy at the tender age of 17, and became cursed by The Peaceful Trust (a goddess of happiness) with vampirism at the age of 31.

22 years later, she aroused general suspicion after a murder and immediately enacted a series of harsh edicts (presumably things like "anyone accusing me of being a vampire is never heard from again").

When Ontha was 125, she began entering a pair of annual maul throwing contests, both held on the same day. Ontha has won 94 consecutive years running, in part because she's the only competitor.  :P

I'm trying to imagine life in this kingdom, ruled over by its immortal vampire tyrant queen (whom presumably everyone knows is a vampire, but nobody is willing to say out loud) who really has a thing for throwing big hammers. Oh, and she's killed about 3000 of her people over the years.


3
So, the first major hurricane of the Atlantic season is upon us. As there's a not insubstantial number of us B12'ers on the US East Coast, I figure we might as well have a thread to discuss the storm and post updates as needed.

Current conditions: http://www.nhc.noaa.gov/graphics_at1.shtml?5-daynl#contents

As of this time, Hurricane Joaquin is centered at 23.8N 73.1W, just to the NE of the Turks and Caicos. It's headed SW towards the islands but is expected to make a sharp turn to the north after brushing the islands. The storm is currently a Category 3, with sustained winds of 115mph.

Current 5-day track has the storm possibly strengthening to a Cat 4 over the next two days, but then weakening before making landfall. THe centerline of the strike cone currently has it making landfall near Elizabeth City, NC on Sunday evening.

However, the projected path has been trending westward the last 12 hours, so it could hit eastern NC straight on if that trend keeps up. We haven't had a direct strike in NC since 2000 (Floyd, which put a large swath of the eastern coastal plain underwater -- it was like Katrina but without any real cities). In fact, we've barely had any hurricanes in the last 15 years, usually just brushing along the Outer Banks.

The track then has it crossing the Chesapeake Bay during the day on Monday and making a second landfall almost directly on top of Washington DC on Monday evening. (Cue "God's wrath against Obama/Congress" chatter.)

The worrying bit is that it's going to collide with a low pressure front which has already been stalled over the East Coast dropping a fair amount of rain the last week. Predictions are for a total of 10 inches or more in some areas, sufficient to waterlog the soil and make trees and power lines come down even with just a stiff breeze.  :-\

4
Woohoo!!

So, who wants to come starve with me?? I mean, NOT starve. Definitely not starve. At least, one of us won't. Because of the other one's tasty meatsacks.

I'm going to eat you, is what I'm trying to say.

5
DF Dwarf Mode Discussion / Factional in-fighting in a civ?
« on: March 30, 2015, 09:07:05 am »
Just built my first world with 40.24 and fired up Legends Viewer to take a look.

Welp....1 dwarf civ with 800 dorfs. And 2 goblin civs with ~50000 goblins and 25000 trolls. And we're at war.

They're gonna need more goblins.  :P
Although to be honest, these dwarves need some help. One of their more recent wars, they went 0-96 in battles, and lost 26 sites to the gobbos.



More interestingly though, there's apparently an ongoing war between two groups within the same goblin civilization. Only 1 battle so far, with 28 dead on one side, and 6 on the other. Legends says the conflict was a dispute over rights-of-way. Is this a bug, or is this a thing now, that city-states or rival factions within the same civ can go to war?

6
Other Games / Super Sagan RPG
« on: November 11, 2014, 03:49:22 pm »
Stumbled across this item on RPS about Super Sagan RPG, an indie turn-based tactical where you play as famous scientists of history strapped into a mecha suit.

So far, the scientists are:

Isaac Newton
Marie Curie
Charles Darwin
Albert Einstein
Erwin Schrodinger
Nikola Tesla

Playing around with it now, will post some impressions shortly.


EDIT: Still very rough alpha. One of the biggest complaints I have is that if you select an attack and then cancel it, you still lose the energy cost to make the attack. THat's a big one to fix. Still, it has potential beyond the initial kitsch factor. Will keep an eye on this.

DOUBLE EDIT: And oddly enough (given the name), no Carl Sagan. Or Thomas Edison, even though their blurb on IndieDB mentions Edison. Also, the RPS comment section is great in the variety of alternate names people came up with. My personal favorite: deGrasse Tyson's Punch-Out  :P

(Although Gears of Bohr and The Hawking Dead are honorable mentions).

7
Other Games / Valiant Hearts: The Great War
« on: May 30, 2014, 09:38:04 pm »
http://store.steampowered.com/app/260230

Just saw this on the Steam Store. A 2D adventure game with multiple intersecting storylines, set in World War I. From Ubisoft Montpelier, which has a pretty decent track record of late.
The art style makes me think a bit of Don't Starve for some reason.

Definitely going in my watchlist.

8
Other Games / Wolfenstein: The New Order
« on: May 20, 2014, 02:31:48 pm »
Okay, I'm a little bit thunderstruck that there's not a thread for this (at least not that I could locate). Anybody purchased it yet? Reviews seem to be pretty damn positive so far.

Just from perusing the trailers, I love what they did musically with a "German Motown" soundtrack, even if it doesn't quite make historical sense (African-American derived pop music in a racist Third Reich?).

Not sure how I feel about the experimental energy weapons and power armor and stuff later on in the game, I think I would have preferred it stick closer to realism. But then, this *is* a reboot of a franchise that culminated in Mecha-Hitler (see current avatar).....

9
General Discussion / RedKing's East Asian Politics Megathread
« on: April 23, 2014, 09:21:55 am »
Since regional politics threads are what all the cool kids are into these days, and because I've had a couple of people ask me about creating a China thread before.....

All Hail the Imperial Golden Dragon Ninja Tiger Kung-Fu Samurai Panda Thread.

Rather than "just" a China thread, I'm envisioning this as a thread to discuss regional politics and balance-of-power issues for:

*People's Republic of China
*Republic of China/Taiwan
*South Korea
*North Korea (in so far as it affects the neighbors....MSH already has an excellent Best Korea thread for discussing the Glorious Leader's triumphant reign of Juche philosophy)
*Japan (more than just schoolgirls, otaku and robots)
*Thailand
*Burma/Myanmar
*Cambodia
*The Phillipines
*really, anything in Southeast Asia -- not including Australasia, which already has its own thread


For the record (and because it's been a source of confusion before): I'm not Chinese, nor do I live in China currently. I'm a white guy from North Carolina, USA who just happens to have spent most of his academic career specializing in East Asia and have some experience living and traveling in the PRC.

Standard ground rules apply:
1. Don't be a dick.
2. Don't insult, flame, harass, or otherwise antagonize another poster because of their nationality or allegiance.
3. If you make an argument citing statistics, be prepared to back those statistics up with a reputable link. WorldNetDaily, Infowars, etc are not reputable.
4. Try to stick to English. If you need to use non-English terms, that's fine but please provide an explanation of the importance of the term. (This is for me as much as anybody.)

 


10
Forum Games and Roleplaying / Aurora: Crusade -- On Standby
« on: November 25, 2013, 02:40:16 pm »
Okay, so I'm making a terrible decision and going to try GM'ing another Aurora game (my Battlestar Artemis game is probably on permanent hiatus -- just too much that needed a rule overhaul, although I may relaunch it some day if Steve ever gets to releasing the next major upgrade).

I don't want to give too much away about the setting (because yay storyline surprises), but I wanted to get a feel for who all might be interested.
Because it's a nightmare to try running double-blind games with people on the same forum, I'm going to use a different grouping of people I know to provide the adversaries. They won't be privvy to anything you guys discuss, and vice versa.

Couple of in-house rules will be in effect:

1. Standing Operating Procedures (SOP). Rather than attempt to micromanage battles, players will mostly be assuming the roles of administrators -- production ministers, naval designers, fleet admirals, colonial governors, etc. The Admiralty (players who are fleet admirals) will be responsible for developing a "Rules of Engagement" sort of document for each ship role. If you've played Space Empires IV or V, I'm thinking something like that, only a bit more detailed. Example:

Quote
Scout SOP
Movement: Engines are to be run at flank speed (100%) at all times while in motion, or 0% if docked or in orbit. If transiting a known hostile system, engines will run at 1/2 speed (50%) to reduce thermal profile and risk of detection, unless overridden by engagement orders.

Engagement:
A. Unknown Entity
1. If unknown contact is made, vessel will match speed and course to maintain distance between contact and the vessel while communication is attempted. If contact's speed is greater than the flank speed of the vessel, vessel will make flank speed for the nearest friendly system.

2. If contact is stationary (planet, moon, orbital station or vessel at rest), vessel will close to the edge of active radar range, "ping" target for one 5-second burst to acquire detailed EM data, then go passive sensor again. If no reaction is detected, vessel may continue to scout the system at Captain's prerogative. If any reaction is detected (hostile fire, counter-ping, movement of contacts), vessel is to make flank speed for the nearest friendly system.

B. Hostile Entity
1. If a contact is made with a known hostile entity, vessel will record the number, vector and disposition of enemy forces with passive sensors only, then make 1/2 speed for nearest friendly system. If enemy forces attempt to intercept or engage, vessel will increase to flank speed.
2. If enemy forces are able to close to engagement range, weapons are to be used for defensive fire only and vessel should continue to make best possible speed for friendly territory.

Surrender/boarding is not an option. Captain is authorized to initiate self-destruct if escape is impossible. Lifepods should be disabled to prevent crew capture.

This is just an example, and this is the *standard* OP. Individual ships can always be tasked with specific mission orders that override SOP. This will make my life MUCH easier, and is a more accurate way of modelling high-level command.


2. Limited communications. We're going to assume that FTL communication exists, BUT that it's so large and complicated that it's only on planets/colonies/orbital stations. So, for a ship to receive any kind of change in orders or report in with intelligence, it's going to have to reach a friendly-controlled system (which in this case means a system with at least one friendly colony or orbital station present).

Furthermore -- we're going to assume that ships have a 4 billion km "unencrypted" communication range. This means that any communications to/from a ship at that range can be intercepted by any enemy ships or listening posts (or even spy satellites) within range. Encrypted communications will require docking (moving to the same point), and cannot be intercepted.

Beyond 4 billion km, ship-to-planet or ship-to-ship communication is impossible. (And I may futz around with the idea that at extreme range of say, 3.5-4.0 billion km, the communications may be garbled some.)

Part of the idea here is to make listening posts and things like cloaking/thermal baffling MUCH more important, as well as increasing the need to establish relays and hidden bases. Also, to make it important to have regular patrols and/or very strong planetary sensors to find those enemy listening posts in your "safe" areas.

3. Personality Traits. They've always been pretty much window dressing, right? NO MORE. Now, personality traits will actually have an impact on how captains respond and how well they follow or deviate from the SOP that you create. I'm still working out the details, but for example an Aggressive captain in a scout vessel might actually attempt to engage a single hostile rather than retreat as the SOP states. A Risk-Taker might try to get in closer to a newly discovered enemy base in order to get better intelligence, despite the warships prowling around the system. A Dynamic captain might break SOP because it makes tactical sense or do something unpredictable, while an Inflexible or Methodical captain will ALWAYS follow SOP, even in situations where it doesn't make good sense.

Before we begin play, I'll provide a list of all the personality traits and the potential in-game effects. Now, you no longer just pick the best numerical stats for the job!  :D

4. Production Cycles. Colonial Governors (there will be one for each colony) will have to list out their intended production queue for the next 12 months, at least 3 months before the end of the current planned cycle. Changes to an already implemented production queue will instigate a halt in production based on the size of the change before the new production plan can be implemented. This is modelling the fact that governments and militaries are large, unwieldy beasts that don't turn on a dime. If you had planned to build 500 factories and suddenly you need to change up and start building Missile PDCs because OMG THEY'RE COMING, there's going to be some chaos and lost output while the factories lines retool their processes, etc. I'll detail the actual mechanics of this a bit later on. I don't want it to be an exact formula because there needs to be a level of uncertainty and risk involved. You're going to have to put some forethought into what you want to build and when, and how badly you really need to make those changes.

For now, we'll assume that a colonial governor will handle both planetary construction and shipyard construction (if any). If we get a ton of people wanting to play and not enough slots, we can split those out and make the shipyard queues be a seperate thing.

5. Design Cycles. Some players will be naval designers. Your only real job is to come up with designs for the navy to request and the production ministers to start building. But, ship design in Aurora is far too easy and instant a process. Real-world design processes are a NIGHTMARE of budget overruns and delayed timelines. And making changes to incorporate some new technology can set you back months or years. To model this, a design won't be buildable until it finishes the prototype and design phase (PAD). This will be a semi-random number of 5-day increments based on the ship size, its similarity to existing designs (as measured by the lowest upgrade cost), and the amount of "new" technology being used (i.e. components that have not been used in any other production design), plus a random fudge factor (some designs look simple on paper but turn out to be a nightmare to implement before being eventually scrapped altogether). Making changes to a design which is still in PAD phase will set the approval back a certain amount based on the component construction cost (swapping in a better sensor package, not a big deal; swapping in an entirely new engine type, big deal), plus it will reroll the fudge factor.

"We kept having all sorts of problems with the lasers scrambling the communications array for minutes after firing, until the brass had us use the new Q-36 instead. Turns out the Q-36 has much better shielding, and all those problems just went away!:P

I'll be up to the navy guys to provide requirements (8,000 ton scout; must be jump-capable; top speed of 6000 km/s) and then the designers have to figure out how to get those requirements into a working design. You may well have to miss a requirement or two, or lobby the tech guys to come up with some new components that would work.

When the design reaches the end of the PAD phase, it will be posted for the Navy players to make comments on and ultimately approve or reject. If approved, it'll be available for production ministers to retool a shipyard. If rejected, it may be rejected with a request for modifications (i.e. "we like the overall design but it's undergunned. See what you can do to fix that.") or the project can be scrapped altogether.

Each designer player can only be engaged in up to one military project and two civilian projects at a given time. This is why the Navy may decide to scrap a project altogether -- it's going nowhere and taking up a design slot that they need to use for something else.

6. Research Cycles. Already pretty well implemented. Each colony that has research labs will have a research administrator that decides what to research, how many labs to allocate, etc. The Administrator will also design and research components, either at their own behest or as requested by other players.

7. Personnel Administrator. Each side will have a Personnel Administrator that ultimately decides what NPCs get assigned where (i.e. which scientists go to which Research Administrator, which colonies get which administrator -- this is different from the PC "Colonial Governor", etc.) The Personnel Administrator will NOT control military personnel. That will fall to the Admiral of the Navy, or whomever he/she designates to handle personnel matters. NOTE: Personnel (civilian *and* military) will not be teleporting to their new assignments. There will be a number of civilian "courier" ships that will physically load them on and deliver them to their destination. These courier ships will be potentially vulnerable to attack and means that you may wind up requesting a less-brilliant researcher or less-skiller officer because he's already in-system and you don't have to wait two months for him/her to shuttle halfway across the empire to get there. You can also load them up on any ship that already happens to be around and happens to be going that way...

8. Roles. So obviously, everybody is going to have a relatively narrow role to play. This makes it easier for you guys in terms of what you have to keep track of personally, and it means LOTS of roleplay and arguing/haranguing/internal politics as you all jockey for limited resources and unlimited demands but ultimately have to cooperate to ensure victory.

On the civilian side, there will be a Head of State who has sort of the big "picture" job. He has authority over all the civilian players. He has no authority over naval players but has to work with the Admiral of the Navy and can apply pressure by directing Production Ministers/Researchers/etc away from making or researching what the navy wants.

The Head of State has only two real powers: he can remove any civilian player from their job and he can appoint a civilian player to any vacant job. This doesn't kick them out of the game, it means they just have to choose another available job. If there's not one available, they can always ask to join the military players.

On the military side, there will be an Admiral of the Navy with similar corresponding roles and powers. The AotN can assign any military officer to any vessel, remove an officer from a vessel, and change what Fleet Admiral is in charge of what branch.

Additionally, he decides where new ships get placed in the Order of Battle (yes, we're actually going to use the OOB feature in Aurora!)

Fleet Admirals will be in charge of specific branches of the OOB and issuing missions for vessels in their branch. I'm going to leave it to you guys to decide how that will be organized. You may do it functionally or geographically or a mix of the two -- whatever makes sense and fits however many players you have.

Ground forces will fall under the naval OOB (we're going to consider them an adjunct branch of the Navy, like the US Marine Corps). So there will be military players in charge of tending to those as well (and eventually that branch may include their troop transports, and even strike craft, fighters, etc!)

The civilian roles have already been discussed above:
Colonial Governor -- In charge of creating production queues for their colony and any associated shipyards.
Research Administrator -- In charge of assigning research queues and designing/researching components.
Naval Designers -- In charge of designing new ships and PDCs per requests from the Navy and/or colonial governors.
Personnel Administrator -- In charge of assigning civilian personnel based on requests from Governors and Research Administrators. Mostly this will be just giving people what they asked for, but you will also be the final arbitrator if there's a dispute (say, three different research administrators want Dr. Einstein assigned to their labs).

Obviously, the Head of State and Admiral of the Navy are the most demanding positions and require somebody who isn't going to disappear for six months without warning. The rest of the positions won't have nearly as much time requirement to them. I'll try to process one-month increments (will most likely be longer initially) between updates. Since you're not controlling individual space battles, the update schedule doesn't need to be as granular.




So....anybody interested or does this sound like a failtastic clusterfuck waiting to happen? :D







11
Other Games / Contrast (2D platformer / 3D adventure game)
« on: October 17, 2013, 12:52:55 pm »
New game available for pre-purchase on Steam:
CONTRAST

Spoiler (click to show/hide)

Mixture of 2D platformer and 3D adventure game -- you play a character who can shift back and forth between the "real" world (although it's implied that even the 3D world you're in is a dreamscape), and the 2D world of shadows. Leads to some great potential for puzzles.

Need to jump across a chasm in the shadow world, but it's too far? Move a light source in the 3D world and lengthen the shadow of that rooftop to close the distance!

But the thing that caught me instantly was the atmosphere -- it's set in a 1920's setting, with a mix of noir and vaudeville styling and great jazz music. Watch the first couple of trailers and tell me it doesn't get you interested.  :D


EDIT: One of the blurbs describes it as "if Limbo and Bioshock had a baby while watching Pan's Labyrinth" but my thought was more of a blend of Limbo and Grim Fandango. So much art deco and jazz.

DOUBLE EDIT: Took the plunge and pre-purchased the collector's edition. Dat soundtrack. <3
Plus, the devs seem like a swell bunch based on some of the Steam forum conversations. Looking forward to playing it come Nov 15.

12
General Discussion / Valentine's Day/Al Capone Massacre Day Thread
« on: February 14, 2013, 03:43:09 pm »
So....it's that completely commercialized modern Western invention of a holiday, St. Valentine's Day. When people with significant others get all googly-eyed, and people without them contemplate murder of the googly-eyed ones. I've been on both sides of that equation, and this year I happen to be pro-googly.

But in deference to those who aren't, I thought I'd start this thread so that people can commiserate about their Valentine's Day plans, etc. without bothering others. Besides, thread will wither and die in a day or two anyways, and be out of the way then.

So....let the B12 lovefest begin!  ;D

13
General Discussion / Quick physics/chemistry question
« on: January 28, 2013, 04:17:56 pm »
Tried to suss this out by looking at the Wiki entry on partial pressure, but the math is too much to wrap my head around without sitting down and really giving it a go.

So my question is this:

If I have a mixture of gases (say, N2, O2, and Ar) and I increase the pressure of that mixture, does the pressure increase proportionally or does it depend on the specific gas? And does the mechanism by which the pressure is increased matter (say, mechanical compression vs. heating)?

Example: Let's say I have 70% N2, 20% O2, 10% Ar, at a total pressure of 1 bar. If I increase that by 10% to 1.1 bar total, is the pressure increase distributed so that the N2 partial pressure increases 0.07 bar, O2 0.02 bar, and Ar 0.01 bar?

And if not, what's the math to figure it out?

14
General Discussion / American Politics Omnibus Megathread of DOOM
« on: January 14, 2013, 12:18:29 pm »
Okay, Aqizzar has put the venerable US Election megathread out to pasture. But the US continues to have politics. Lots and lots of politics.
And they continue to be worthy of rants/flames/screaming/sniping civil discussion. So I'm cowboy-ing up and starting the new thread.

As thread OP and de facto moderator of the thread, couple of ground rules:

1. No name calling. It's one thing to call an idea stupid. It's altogether a different thing to call a poster stupid. This will not be tolerated.
2. Sources, sources, sources. Veteran posters around here will mostly enforce this themselves, but it bears mentioning: If you come and make some random-ass claim, you better have something to support it, or you will get laughed out of town.
3. Everyone is welcome. This includes non-Americans, conservatives, liberals, radicals, Nazis, etc. as long as people behave themselves. Somebody's political ideas may be anathema to your very existence, but that's insufficient grounds for wanting them ostracized out of the thread.
4. Please limit meta-discussion. This is a thread for American politics, not the philosophy of politics itself. Likewise, while economics is part of politics, we really don't need to waste 20 pages trying to reinvent capitalism.

The management reserves the right to enact additional rules if the need arises.

Thread will continue until the 2016 primary season (and may continue even then, to keep regular politics from getting in the way of electoral politics) or until it dies under the weight of its own bloated, festering mass. Which will probably be sooner.

15
General Discussion / School shooting in Connecticut
« on: December 14, 2012, 02:38:23 pm »
Splitting this out into a seperate thread so it doesn't clog the sad/rage threads.

http://gma.yahoo.com/breaking-conn-school-district-locked-down-shooting-report-151955384--abc-news-topstories.html
http://news.blogs.cnn.com/2012/12/14/shooting-reported-at-connecticut-elementary-school/

Details at this time:
*School in question was Sandy Hook Elementary, in Newtown, CT.
*Death toll estimated at 27-30, with 18-20 of the dead being children. Shooter also among the dead, although unclear if suicide or killed by police.
*Over 100 rounds reported to have been fired.
*Shooter is named as Ryan Lanza, circa 24 years old. Reports indicate he was wearing body armor and carrying up to four weapons. At least one Glock and one SIG Sauer have been recovered. No motive indicated at this time.
*There are reports that police are searching for a possible second shooter as well.

Needless to say, I'm a mix of white-hot rage and sadness right now. Every time one of these events happens, I feel like the BATF (and by extension me, even if I'm just a technical contractor) has failed.

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