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Topics - Rolan7

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This stream-of-consciousness dream account would really benefit from even a little editing, but I just wanted to get it out of my head first.
Might still be interesting, sorry it's a mess.  Technically a narrative but also full of random thoughts about a video game series and transhumanism.

I dreamed up a "new" Halo 4, which in retrospect had all the themes I groaned at in Halo 4- it just catered to me more.  Caused some introspection.

The dream had a framing device where I had woken up and attempted to explain it to my brother over a Chinese buffet.  He was very interested, though he was also demonstrating his ability to encase himself in a ball of packed snow about the size and shape of Samus's morph ball.  I eventually became concerned that he couldn't breathe, but I dug him out and he was fine.

there was... a lot of transhumanism like that.  That's basically how this Halo 4 catered to me.

I've long been obsessed with Marathon/Halo, particularly the central theme of a "hero" or heroes who transcend humanity.  Physiologically, emotionally, eventually chronally and metaphysically.  The line between hero and AI blurs, then continues into an odd reversal where the AIs have all the emotion and humanity.  They become the guiding will for a cyborg "human" with no identity, no memories, no soul... only function.  One whose ultimate purpose is to purge all remnants of individuality and embody the general metaphysical concept of a warrior (in Marathon).

It's rather chilling.  I understand why it spoke to me, and I'm glad it now worries me.

Of course in my dream it wasn't anything like that.
The game was 4-player coop.  No distinction between the players and the characters, because dream, but that meant that both the players *and* the "spartans" in-universe were a collection of unique wise-cracking individuals.  If I had to guess, it was something like:

Butch transfemme NB (me)
transmasc furry "Kell Hound" (lol Mechwarrior)
A cis guy who reads and understands theory
A high, trans high-femme

Instead of being abducted as children into an ubermensch super-soldier program, we were a found-family cluster of transhumanism enthusiasts who volunteered to have Forerunner artifacts implanted to "see what would happen".  There were no AIs, but... yeah, there were cybernetic intelligences which HAD been human, mostly handling spacecraft.  This was all very Star Trek:  military, but in a post-scarcity society where service was a means to explore one's personal goals.

I think we had won the war with the Covenant already, presumably by doing Halo-style AI antics to steal and incorporate their technology- like hacking ones self to fit in an Elite battlesuit, infiltrating a Covenant battlecruiser, and uploading into/becoming said battlecruiser.  Probably liberated their vassal species, breaking their sociological and literal bonds and offering them civil liberties.  I presume most of the aliens were fucking terrified of our wanton experimentation with our mortal bodies and were content to live in peace far, far away from us.

This was after any of that.  We were fucking around on some Forerunner artifact world, basically pressing buttons at random to try to start a fight.  A strange goal in retrospect, and that's where this got a bit creepy.  (yeah, not the body horror transhumanism, that part was rad).  We were still a band of four wise-cracking queer people, but we were also resuming an ancient and pointless conflict... for funsies, and/or because we'd incorporated artifacts that were compelling us to do so.

It was exhilarating.  Arcane components of our cobbled-together Mjolnir suits reactivated in the presence of ancient energies, making us more like Warframes than Spartans.  We danced with energy-blades and gun-kata.  Our foes were hulking constructs and swarms of mechanical scarabs.  It wasn't about winning, it was about fighting, pure and uncomplicated.

But it wasn't actually like that at all.  We soon emerged to the surface, victorious, to find a much less entertaining war in space and across the planet.  It's darkly reassuring that we still felt guilt and responsibility, and did our best to help mitigate the conflict we'd unleashed on humanity.  As heroes, but... guilty superheroes, not ubermensch.

2
General Discussion / By what authority was King Charles I charged?
« on: September 11, 2022, 12:59:29 am »
In 1649, King Charles I of England was charged after leading a bloody civil war against his people.  But on what authority was he charged?

Explanation: https://www.youtube.com/watch?v=OPDpj59kkgk

His question resounds into the present day- by what authority is he charged?

I, of course, think he was just another human, with no divine right to "the crown".  But even I see that this was a... bit of a mess.  And did we learn anything from this?

3
Other Games / Sid Meier's Alpha Centauri
« on: November 05, 2020, 06:58:17 pm »
Humanity is tearing itself apart.  Ecological collapse and mismanagement cause widespread famine and other resource shortages, causing the people to riot in protest.  Resource wars intensify worldwide and the threat of nuclear oblivion is ever on the horizon. 

Despite these hardships, a project is launched to find somewhere better.  A colony ship.  People are chosen from across the globe to be incased in iron and ice for a century.

A discontinuity- riding shakey pods into an alien world covered in unnatural magenta.  A shattering landing, coughing up the liquid substrate, only to look up to their savior-

Sid Meier's Alpha Centauri thread.

Initial hook:  None of the faction leaders are really wrong, which is a beautiful bit of narrative design.
But that includes Yang.

4
General Discussion / Veganism and Vegetarianism Thread
« on: April 20, 2020, 05:37:04 pm »
Veganism:  Surely we should not harm other beings.  For all we know, their pain is like our pain - many of them act the same way.

Vegetarianism: There is some point between beings whose feelings matter, and those who don't.

Me: I consume the meat of murdered beings, but I do so relatively rarely.  I appreciate those who died for me, every time I eat meat.

Discuss.

5
Play With Your Buddies / UFO: Aftershock: Let's play it
« on: June 04, 2015, 09:00:55 pm »
*Sign up sheet at the bottom.  No purchase or involvement necessary.  All applicants welcome.  Ohgod just pick up a gun please please*

UFO:Aftershock is the second game in Cinega's XCOM-like trilogy.  It's real-time with pausing, and unlike Apocalypse it has no turn-based mode.

I wonder how quickly I can summarize the plot:
You were born in space.  The elders said "We can never go to Earth."  But they were old and dumb and the station was failing for some reason, so you rebelled and left.  Now you've captured a better space station, which moves, and Earth looks enticing.  Why are there crazy feral aliens everywhere?

Now that your expectations are low, here's the actual intro video: https://www.youtube.com/watch?v=eozdMQn5ZiQ

I haven't played this in a long time, and forgot most of the later mechanics.  But considering the announcement of XCOM 2, I felt it might be fun to run a loose suggestion game with Bay12ers in the squad.

I've played a few days already, long enough to establish a basic base and make contact with the three "friendly" factions:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
As you can see, the baseline humans don't like me much.  See, in Aftershock, there are two ways to get a county to join your Commonwealth:
1) You can wait patiently for them to request help against the vicious mutants and feral reticulans, then they may join you afterward.  (The specific mission can involve helping the NPCs clear an area, or escorting unarmed civilians out of harms way).  The faction will appreciate this, making them more cooperative in the future.
2) You can kick their primitive dirt-dwelling butts.  The faction will globally resent you a bit for this, but only a bit.  The factions are really just independent tribes united by fear.  In fact, while the factions aren't officially at war with each other, the other two will like you *more* for conquering their rivals.

So despite that low opinion score, I can recruit from any of the three factions.  There's a recruitment cost, but it's so low it doesn't really matter at this point (it's dramatically higher for high-level recruits, but we don't need that).

Here's an explanation of the factions you can choose from.  I used mostly cyborgs, last time, but I'd rather have variety this time around:

Spoiler (click to show/hide)

Example pictures of the three factions, also showing off the list of trainings available and the stat system.  A nice thing is that the stats and training don't demand powergaming or advanced planning, so don't worry too much about what they mean.  I'll explain them as we go along.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
(This game has the silliest last names, they're great.  Not pictured: Teerth Goodenough.  I'm not even kidding.  Must be a new-world thing.)

So!  Since I just suffered a crushing loss trying to annex some humans, this seemed like a good time to share the game and receive suggestions.  Not to mention volunteers to replace my losses  :P
~Join the glorious heroes from space~ https://www.youtube.com/watch?v=fNdMC6_eUGk
Code: [Select]
Callsign:
FORMER Faction:
Gender (If human):
Preferred role:
Opinion of the glorious Laputan master race, come from the sky to save the dirtdwellers from themselves:
Do you feel uncomfortable killing your FORMER kin Y/N:
The Laputan Coalition respects dissenting opinions, but respects loyal honorary Laputans more.

6
Life Advice / Anxious about visiting home
« on: April 22, 2015, 08:56:37 pm »
Um hi
I live 2.5 hours away from my family and I haven't visited them in three months.  And it's my birthday tomorrow, and this weekend there's a family reunion which I'm pretty much dedicated to attending.
...
I don't even know why I'm so anxious.  Mostly.  Nothing I want to think about, much less write about.  I have text and recordings which I made specifically to remind me, but I don't want to.  I want everything to be okay.  And with distance, everything is okay... 

Okay it's nothing like *that*, let's get that out of the way.  Just long term psychological... I don't know.

Whenever I'm with either parent it's like I become such a different person.  Weak, silly and dumb.  My self esteem drops to zero and it's like I haven't accomplished anything.  Then when I'm back home, safe and secure again, I just lie in place.  Moving to eat and work.  For like, a week or two.

I probably shouldn't post so much here but, I've never really enjoyed birthdays anyway.
Oh shit my mom's calling.

7
Curses / Inventory and combat tweak ideas
« on: August 29, 2014, 06:46:01 pm »
I've enjoyed this game for a long time, but some things about the interface have always really gotten to me.  I redownloaded the code today and poked around a bit, and came up with this list of (I think) feasible goals I'd like to work on.

Some of them affect balance quite a bit, so I'm curious as to what people think.  Some of these are a lot more ambitious than others.  I'll probably focus on the earlier inventory stuff first.


Ability to equip a liberal on their details page under [R]eview
Also liberals playing music should equip a spare guitar if you have one, which would make this mostly unnecessary...
And a button to arm/disarm all liberals not in squads, having them (randomly and potentially unoptimally) picking up weapons based on their highest weapon stat.  Including guitars and unarmed, heh.

Liberals automatically reload weapons after site actions, combining bullets.  On site, reloading *swaps* the spent magazine for the fullest in the inventory.
Since all that partial clip management and wasteful reloading is silly.  Shotguns are a bit special, I think it'd be neat to have them load 2 shells per reload and add dual-barrel hunting shotguns.

Let squads carry inventory to sites.
Ammo is stored in this communal backpack too.  After a site action the game attempts to restore the squad to the pre-action state, removing loot and adding/removing ammo.
This lets you carry disguises/armor/stealth suits to people in prison, or even weapons to arm liberated sweatshop workers.  Also helps with ammo management in conjunction with the previous bullet point.


Martial artists try to disarm enemies with weapons
This would be an opposed strength check.  The weapon is knocked away and becomes loot after the fight.

Less lethal weapons, put conservative in wounded state but won't kill.
Light bashing weapons, tasers, martial arts.
I thought of this for pacifist runs, then realized the obvious utility for capturing hostages.  Intimidate them to make them crawl off, leaving their loot.

Not Taking Credit
If nobody sees the squad's faces, you get an option after the action to take credit or not.  Not taking credit means no heat or crime gain, but no political boost since it's just a bunch of criminals.  Kinda a low priority, and precursor to more ambitious ideas I'm thinking about.

Justice Subsection!

Bribery
Conservatives only honor money.  Bribe negotiation is thus an instaneous, risk-free action (the price just shows up next to the option under talk).  Choose the option and the conservative group will happily disappear.  Cheaper if the liberal is persuasive, and if the site isn't yet alarmed.

Bail Fines
Bail's too complicated but I could see the conservatives dropping nonviolent charges in exchange for money.  Maybe prompt when they're moved to the courthouse for trial.

Prison Escape
Your infiltration expert got caught?  No prison can hold them!  Select them on the R-4 (justice) screen and press a button to start the great escape.  Good luck sneaking or bluffing your way out in orange.  Suddenly all those shivs look a lot more useful...  Get a guard uniform and you might have a chance.

Thoughts?  I'm more familiar with scripting languages than C++, but I've at least edited and compiled the project.
(Oddly, this error is still around: http://www.bay12forums.com/smf/index.php?topic=118761.0
The solutions there worked for me before, but then it complained about _exit already being defined in libcmt.lib, so I went ahead and got code::blocks instead.)

8
Spoiler: What is Magic Carpet (click to show/hide)


You are a wizard.  THE wizard, now.  It was a long, difficult, and often tedious struggle, but you won.  You "restored the fractured worlds to equilibrium", your dead master said.  Apparently that's guru-speak for "immolated every thing, living or dead, that stood in your way".

It didn't take much to be in your way.  Anything containing mana, that golden essence of magical power, needed to die.  Rocs, trolls, vast crawling wyrms, even the mighty wyverns fell to your spells.  You harnessed their mana, stored it away in your keep, and channeled its power to continue your search.

Spoiler: Priceless (click to show/hide)

It wasn't greed.  You NEEDED the energy to fix everything.  To remake the world from the tiny splinters your master's arrogance had made of it.  The unlimited power and deaths of your rivals were... unavoidable bonuses.

Fortunately, most humans don't contain mana.  Most.  You had no choice.  Civilization is flourishing now, thanks to what you had to do.  Not that they ever thank you.  They don't talk World-Shattering-Wizard-Speak.

Spoiler: Stupid Plebes (click to show/hide)

But this brooding is only a momentary distraction from your main problem...

You are BORED.  No rivals, only a precious few captive monsters, and the land-dwellers are inane as ever!  You briefly wish that you understood their language just so you could properly snub them.

But this is intolerable.  It has been HOURS since you killed something.  You open your mind's eye and peruse your spells, which appear as somewhat vague icons.



How will you proceed?

9
Forum Games and Roleplaying / Determined Monster Defense
« on: November 04, 2010, 02:24:34 pm »
Cheddarrius's Monster Defense was a blast, and Wolfchild's Paranatural one had promise.  But both games are on hiatus, and have been for over a month.  I'm not sure what took me so long, but here I am, launching a new version.

Originally I was going to use Cheddarrius's clearly effective system which we all loved.  Then I decided not too, because I guess I'm crazy.  The main differences are:

No money, no experience system  The players are a professional squad with the full support of the remnants of civilization.  Just don't fail.

Almost No random chance  Didn't seem necessary really, and makes teamwork complicated.  Your emergency sidearms have a chance to miss.  Changed my mind, but the AP cost is up to indicate you shoot several times.

Incomplete intelligence You can only identify targets in LOS.  Hidden targets do show up due to "thermal imaging" (a bit of a handwave, but you would have some clue about the shape of the horde even if you couldn't see it clearly).  One or more special types will be cold-blooded.

No HP Well, maybe certain specials.  Commons are meant to fall in droves, and it feels off when a zombie nibbles your feet while you mow down his buddies.  Don't get bit, period.  What exactly happens when a player goes down will be determined case-by-case.

So, pretty different huh?  But it's still a squad of PCs on a tile grid mowing down swarms of nasty monsters.  I thought about simultaneous turns, but... eh.  Doesn't seem like it would work well.

As with any new game, the first round will be horribly broken while the kinks are worked out.  Please don't hold back with ideas or criticism.

Spoiler: Weapons! (click to show/hide)

Spoiler: Enemies! (click to show/hide)

Spoiler: The Map! (click to show/hide)

10
Roll To Dodge / Repeated Omnicide RTD (Turn 22: Angels and Demons)
« on: June 12, 2010, 01:53:18 am »
Destroying the world is fun, destroying the universe repeatedly is more fun.  What's more, you can do it for a good cause!

Four to Six players will visit various time periods, starting with grand galactic warfare and ending with primordial soup, and destroy the human race for it's own good.  Repeatedly.  In a nutshell, the players are taking a Really Evil Thing to an alternate timeline where there are no humans.  You will have really big guns to accomplish this with.

I'll update every night at midnight EST, which is 5AM GMT, unless several players have yet to post.

This will be my first time running a RTD, but I have experience with tabletop and some IRC RP (#scratchrp).

Mission Briefing:
Spoiler (click to show/hide)

Signup Sheet:
Character Name:
Humorous Callsign:
Cool Sci-Fi Equipment (go nuts):
Primary Skill:
Secondary Skill:
Unskill:
Why should the Galactic Senate choose you for this mission:

11
DF Dwarf Mode Discussion / The Attributed Dwarf (Test data is in!)
« on: January 21, 2010, 01:44:01 pm »

Update: The second experiment's results are in as an excel spreadsheet at
http://spreadsheets.google.com/ccc?key=0At7ivKix5v-TdGFnZkpQdVlDZjVrWU5YcjhJekxyOUE&hl=en


Hey everyone.  I've seen a lot of talk about social skills recently and how they're sooo great for levelling.  Coincidentally, I'd been running an experiment to determine the best way to level a dwarf.  The test is spoilered below, since I made some mistakes and I'm not fully satisfied with the results, and it's a weird mix of jotted notes and half-hearted RP.  I did learn some things though:
1) Wrestling is by far the fastest way to *start* a dwarf levelling, about 450 XP per day
2) Wrestling becomes *extremely* slow once the participants are high-level wrestlers, as they no longer hit each other often.
3) Record keeping seems fairly steady at around 250 XP day, as long as records need keeping.
4) Two dwarves locked in isolation will gain social XP at exactly the same rate, distributed randomly to different social skills.
5) High-level social dwarves gain about 82 XP per day, better than a legendary miner but much worse than record keepers and novice wrestlers.  Easier to grind though.

I'll be running a second, better, test soon.  I'll be taking notes more frequently, including attributes which may affect the gain rate, and I'll be putting the results in a spreadsheet.  Any XP-related theories you'd like me to include in the test, please post them here.  Right now my tests are:
1) A *massive* glass production operation to keep the record keeper busy
2) Training a single wrestler (bearing shield and armor) against a constant stream of fresh recruits

The original experiment, rough-hewn:

Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / Automated fortresses are possible
« on: January 17, 2010, 03:52:36 pm »
My fully-automated-fortress.  Thoughts?
http://mkv25.net/dfma/map-7811-scholarglazed

Mishthemfikod, Scholarglazed, is an icy hellhole.  In the heart of an evil glacier huddle the last free dwarves in a world, perhaps a universe, enslaved by Armok.  Their soulless brothers wander the ice overhead, seeking these heretics who will not submit.

Yet dwarves cannot run a fortress.  There have been other holdouts, and they have all died.  Most of hunger, some of thirst, some even to infighting.

The miner Atir Olinlolor prayed to his goddess Kun, she of twillight and dusk.  He prayed for her to keep the twilight of his race from passing into endless night.

Many dwarves had prayed to many gods in these dark times.  None were answered.  Armok had seen to that.  Yet Atir was not satisfied.  If Kun did not answer, he reasoned, she must not be able to hear him.  Sketching pictures of ice, ice, dolomite, and ice, he began making a machine.

When Atir came to his senses Kun was with them.  Kun was with them all.  Deep in the ice, beyond Armok's bloody gaze, dwarfkind is preserved in eternal twilight.



I've had an automated fort running off and on for several real-time months.  It's gone 66 years without any significant action on my part.  The only mod is that dwarves tend to have twins, which is completely unrelated to it's automated status.

The trick: macros.  This macro defeats all automatic pauses (at the cost of roughly halfing murdering framerate):
Spoiler (click to show/hide)

Not bad.  Set up some planters, seal up the fort, and define a 1x1 meeting room, and the fort will last about 100 years.  Then the planters will die of old age, and everyone will quickly starve.  So we need migrants, right?  Good idea, but nope, we can set the professions automatically.
Spoiler (click to show/hide)

This setup is meant for Scholarglazed, but can be adapted without too much trouble.  The trick was to get non-planter dwarves to visit a predictable point.  Could have been done with a meeting area, but I found it more fun and efficient to set up a group of stone stockpiles taking from each other.

"Default" dwarves, such as adults just graduated from childhood, have stone-hauling enabled.  They come move the stones around.  The macro catches a dwarf in that area, and toggles the farm-related skills and stonehauling.  So they run off to make dwarven syrup roasts, booze, and other tasty treats.

Despite their epic eating arrangements scholarglazed has suffered one, maybe two tantrum spirals.  I run it on an older desktop machine, so I'm not sure, but there are roughly 400 dwarf skulls.  I caught the end of the last tantrum spiral and it was glorious: I know there were over 250 dwarves alive at one point, and now there are 9.

I don't really know what caused the tantrum.  Plenty of dwarven wine, but I guess that's the only thing they have to drink... so some unhappiness there.  They also seem to have eaten through the dwarven syrup roasts due to their seasonal nature.  Ok, alright, maybe I'd tantrum too if I had to eat raw plump helmet and dwarven wine for months.  Thought the 1-square meeting room and 100+ legendary socialites would keep them happy, but maybe they were too busy crawling over each other in the meeting area to actually socialize!

Thanks for reading!

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