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Topics - Zorgn

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Play With Your Buddies / Let's Play Aurora Together
« on: June 13, 2011, 01:24:40 pm »
I've long wanted to do a multiplayer Let's Play in which the players are not only competing with each other, but trying to do their best to look like they are all the best of friends while backstabbing each other and stealing their toys. Most games just don't have the mechanics for it, and neither does the one I've chosen. So I'm adding them in, and will make them up on the fly when needed. Without further ado...

Let's Play Paranoia Aurora Together!

Aurora is interesting, to say the least. The level of detail is far more than your typical 4x space wargame. You can specify how much boom you want your missiles to have, how far your sensors see into the eternal night, and I'm pretty sure you ship commanders suffer leadership penalties if they forgot to use deodorant that morning. If you want a war IN SPACE, this is your game. Unfortunately, I find it boring as hell playing on my own, so that's where you come in.

For those of you who have played with Aurora before, this attempt at multiplayer will not be quite what you are used to. I can't very well let players react to every little thing and make changes on the fly as they can on their own, or we'd never get anywhere. To make sure we actually get off the ground without being bogged down in detail I'm adding in a few rules to automate some things and keep you guessing as to what the hell is really going on.



Spoiler: The Rules (click to show/hide)

Game Setup

It's a conventional start, except that Trans-Newtonian tech has been researched for all of you. I want four players, so blame can easily be shifted, and there is plenty of plotting. Each player will be set up with the exact same amount of buildings, population, etc. However, each will be given an advantage in a certain area. My ideas on this are construction rate, shipbuilding rate, research rate, and mining rate. I'll randomize who gets what so there's a bit of a surprise. If you please, pick a name for your nation when you sign up. Once we get sorted out who's playing, I'll exchange email addresses with you all, and we'll get on with it.



Questions and suggestions would be much appreciated, though signups moreso.



Players:
  • Sheb - The Culture
  • forsaken1111 - Space Incorporated
  • Knave - The New British Empire
  • Nirur Torir - The Greater Chinese Empire
  • Burnt Pies - The IntaStella Lawmakers[color]
  • breadbocks - The Star Federation
  • EuchreJack - The Space Illuminati
  • ggamer - The Scourge

2
Play With Your Buddies / Let's Play Uncharted Waters
« on: November 18, 2009, 10:17:56 am »
What is Uncharted Waters?
Uncharted Waters is an exploring/trading/pirating sim released in 1991. Other than that, I'm in the dark and will learn as the LP progresses.

-   -   -

Quote
Eighty years ago today, my great-grandfather was called up by Prince Henry the Navigator to sail in the name of Portugal. His mission was to find the legendary kindgom of Prestor John. With the fleet of King Juan I under his command, he set sail for the coast of West Africa.

However, his adventure was short-lived. The fleet was wrecked in a violent storm and only one ship made it back.

They say my great grandfather was a valiant captain to the end. But even he sank to the depths of the sea with his fleet, never to return again.

It is difficult to describe the hardship my family then endured. In that one disaster we lost the head of the family and all our servants. Neighbors seized our land and plotted to destroy our noble name.

Although we had once lived in luxury, we became the focus of other people's ridicule. Every door closed where we went for help. This was the downfall of my family.

- From the diary of Lord Alcobaca

That's the story so far. It's February of 1502, and I'm supposedly the heir of the Alcobaca family. It really doesn't matter. I have a tiny ship, some gold, some goods, and the burning desire to be filthy rich. You will help me.

As to how you can help, first off my ship needs a name before I set sail. Pick something good. Since we're part explorers, there is no world map. We can find our longitude and latitude with a sextant, but that's only worth something if you know where things are in relation to you. To that end, I'll be drawing a map of the world as I sail. I'm highly skilled in the art of cartographing and it should be quite beautiful. Unfortunately, everything we sail past besides towns need names and I am no good at thinking them up. Islands, beaches, continents, etc. It doesn't matter if someone else already named it, we're explorer/trader/pirates and we do what we want. Most important, I need to know where to sail, what to buy, when to sell, and anything else that involves money. The second post will be reserved for accounting and port statistics to aid decisions.

-   -   -

Any who'd like to have a crewman named after them, ask. I'll have no more than ten for a time, but when I can afford extra ships that number will rise dramatically. Expect to die in interesting ways.

I stole the intro bit from the SNES version. I am playing the PC version, which does not have an intro. I'm not sure it actually has a story, or whether the devs knew I was more interested in shooting things and acquiring currency.

3
DF Gameplay Questions / Of Water & Windows
« on: February 25, 2009, 10:05:47 pm »
I plan to build an underwater fortress, and with my cunning plan to drain the ocean, it should work well. Windows worry me, however. I read once something that mentioned water pressure and windows and now I need to know if any have had water pressure break windows. Or ocean waves. I can deal with ocean wildlife messing with my windows, but the ocean itself is a different matter.

So, anyone have experience here?

4
DF Gameplay Questions / Bridgy Death.
« on: December 13, 2008, 06:32:32 pm »
Earlier I had a most interesting idea. I decided that I would take advantage of the bridge's ability to fling things, and weaponize them. I wanted to fling magma death across the map, but after my pump tower was completed and everything set up, pulling the lever only raised the damn bridge, and left my precious red death in the firing chamber. This was an outside setup, no floors above the bridge or anything.

Why can I not make magma catapults? Also, since I'm already on the subject of weapon bridges, anyone have any deadly bridge setups besides the atom smasher and dump enemy/fling enemy kinds?

5
DF Community Games & Stories / Mistywhiskers
« on: November 08, 2008, 01:52:16 am »
Decided I'd finally get into making a story-driven fort. I have a basic idea for a few things I plan on doing, and have my starting dwarves planned for several things, but may on the immigrant waves assign interested members a dwarf. I plan to mostly go with what happened in-game, but have no problem bending truth for story reasons. Running this in 40D, with the Legendary Lands mod.


Characters:

(I'll add a personality when I figure out exactly who these people are...)

Atis Lancemassive - Miner
Zulban Violetbooks - Miner
Ezum Chambersensed - Miner
Iden Rackwayward - Woodcutter
Solon Wonderedclasp - Mason/Leader
Ingish Merchantfancied - Stone/Metalcrafter
Ustuth Ragroars - Farmer

Story time.



First Entries: Spring's Dawn

We'd been discussing it for a while, Ezum and I, before Zulban joined joined our nightly talks and things really began to take shape. The mountainhomes were good and all, we agreed, but there wasn't much opportunity for an enterprising dwarf to rise beyond the norm. We were a rich people, but the best things in life always went to the nobility.

We decided not to live that way forever.

I, Solon, was a mason by trade, and both Zulban and Ezum were miners. We quietly asked around for several weeks, until we found Ustuth the farmer, Iden the wood cutter, Ingish the craftsdwarf, and Atis, a third miner. They were a bit wary at first of our ideas, but in the end decided there was little to lose in trying. Come spring, we'd set out to find a place of our own, and get filthy rich.

☼   ☼   ☼

Looking back on that time, I realize what a bunch of fools we were. We never should have bought a map from a map from a human. Where there was supposed to be majestic mountains, with gems glittering from the heights, we found a very flat wasteland. Someone leveled our mountain, Atis grumbled, after we checked our calculations against the map a third time. From where we parked the wagon, everything east was a flat, conglomerate waste. Westward, the swamp we crossed to arrive at our new home steamed in the afternoon sun. One small hill was the only thing that rose taller than the trees. If I ever saw that human again...

There was little to do but get to work. We had stolen from the king (a wonderful golden flute) and would not be welcomed back home.

☼   ☼   ☼

The names were chosen without consulting me it seems. We are the Golden Flute of fortress Mistywhiskers. To whoever finds this journal, know I murdered them all because they were idiots.

6
DF Gameplay Questions / Death from above.
« on: November 05, 2008, 09:33:23 pm »
Been planning some new fortress defenses around the idea of not isolating the fort or going heavy on traps, siege weapons, or anything else to easily wipe out anything that dares step foot on my map. I want a fight, not a slaughter. So far my main idea is having nearly every wall carved into fortifications, and having crossbow dwarves pretty much live in the walls. What I'd like to know is, can dwarves shoot directly down? I'm thinking of putting grates in the ceilings above the walkways I'm planning on drawing invasions through, so I can have dwarves rain down fire from new places.

7
DF Gameplay Questions / Catapults
« on: September 22, 2008, 02:09:52 pm »
I just had an insane idea, and need to know if it would work before I try it.

Can you load other things besides stone into catapults? For example, cats?



I really don't like catapults for the most part, but if I can fling my excess cats at invading goblins then I might go for one. I want to use my catapult to paint the landscape a cheerful red. And if it helps deal with the catsplosion then it can't be wrong, can it?

If it can't be done, can it be modded in?

8
DF Dwarf Mode Discussion / Megaprojects
« on: September 09, 2008, 07:24:15 pm »
I'm looking for ideas for new and wastefull ways to spend my dwarves' time, and perhaps a story or two as well.



My current megaproject is a massive drain system consisting of a central walled shaft spanning the entire height of the fortress with floodgates on opposing sides of the shaft. I plan to have this first shaft empty out into a massive caven cleared way below my fortress. As I expand my fortress on each level, I will be adding in more shafts to insure than any flooding is less of a threat and more of an inconvience.

The possible military side to this is I could during a siege retreat my dwarves far underground and lock them there. With a lever, I could close the floodgates on the intakes for the drain shafts and flood any level I wished. Later, once the invaders drowned, I'd just need to open the drain again and wait for the water levels to fall to a surivable level before venturing up again.



Giant walls, towers, statues, deathtraps... What have you done? What would you like to do?

9
DF Gameplay Questions / Fire
« on: September 09, 2008, 06:52:55 am »
Well this is news to me at least. I had a map with a magma vent in the newest version, and while my excess dwarves worked on my project to cap the thing off to keep pesky magma men & fire imps from escaping and causing havoc, a fire imp decided it wanted to cause trouble. It hopped out and let loose several fireballs at my war dogs I had stationed nearby before being torn apart. Next thing I know, half the map is on fire and my remaining three dwarves are heading for the hills.

When did grass become so highly flamable? I remember in earlier versions a fireball would burn the hell out of anything near its impact, but setting my valley on fire? Which version did this start in and why are fire imps allowed to be so huge a threat now?

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