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Messages - Haven

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1
That exchange system could be pretty handy for succession games in general, come to think.

I think I may have an idea to handle the issues of caravans and migrants. One could allow them the surface, soil layers, and possibly a z-level of rock. Given that the hermit dwarves are almost guaranteed to be sealed off from the surface, they could be allocated the rest of the z-levels, with a few buffer levels in between off-limits to both sides, to ensure a lack of cave-in accidents. The dwarves above, lacking the usual embark package, will probably die in short order, but may be able to assemble crude dwellings and survive. Either way, their complete lack of association with the player-dwarves will render them harmless to the core game, and they could serve as an interesting diversion, as the works of the surface dwarves need not be under the same protection as a normal succession fort.

Of course, it's a one-off concept that I don't have any experience with. It could make an interesting sort of sub-game, seven dwarf-gods competing with the surfacers as their pawns, but mostly I put it forward to minimize the initial modding of the game files. I figure the more we mess with that, the more might go wrong, and in particular I've never gotten pop cap to work reliably with such specific numbers. This way, the overflow dwarves can be controlled by proxy, ignored, or outright slaughtered with no effect on the prime game.

As for the other settings in general, I'm not sure the status of the outside world will matter much to the hermits here. It lends itself to a low-risk playstyle, and I'd predict that without goals that explicitly involve them, outside civs and other externals will be dodged. Such goals will likely end up focal enough that they, and the rules they bring, will change from game to game. So for the initial game, I'm not sure the effort to start in a state of total war is necessary.

Of course, I'm not sure if that's what you had in mind with the game mode. If not, feel free to file it under 'largely useless'.

2
Well, they did say tomorrow.

I'd like to request a male dwarf.

3
Other Games / Re: Diablo 3
« on: April 21, 2012, 09:31:13 am »
Right, but the other side of that argument is that, say, in D2's system, you had to be clued up on everything and do everything right or your character was utterly worthless. Would you prefer having to look up tables every time you want to check if something's viable and find out it probably isn't anyway, or just be able to experiment?

I dunno about that. I managed to beat D2 without any sort of external guide, and I didn't have much of a clue of the mechanics. I'm thinking it was a result of decent skill balance. Character locking doesn't necessitate discarding every route but the best for any given situation. X being the best doesn't make Y insufficient, in the case of fighting against a static campaign. PvP, of course, is a different beast entirely.

4
Like they said, it'll be posted when it's ready. The setup for this might be a bit more work than the usual succession game.

5
DF Community Games & Stories / Re: Thadar Tamun
« on: April 14, 2012, 12:22:02 am »
Well, the crowd's been gathered, for good or ill. Shall we hear the tale, then?

6
Well, this looks like it'll be touching on a few aspects of the burrow system I've been wanting to test.

I'd keep the game modifications to a minimum to start out. Chances are the concept could use a few short runs for people to get a feel for how it works in practice, and most of the changes on the list seem fairly minor. Once the game is underway, it should be a lot easier to tell what needs to go and what's not worth the trouble, and occasionally if something turns out unexpectedly fun.

Speaking of fun, the current setup seems lacking in any serious threats to our Malfeasant Seven. Again, the first few runs will probably keep everyone's hands full on that front just making things work, but it might be worth considering potential rules or goals that let the game end, rather than grinding on until all seven manage to get careless or bored. There's plenty of potential for this area to change from game to game. One could end up being a race to create a certain object or structure, another could involve goals picked from a table each turn/year, failure of which means a penalty, or being knocked out of the game altogether.

On the topic of turns, 2 days may be a bit short a time span to measure consistently, and the frequent turn changes might make the early game rather slow where real time is concerned. With time zones and work hours being what they are, the first season could edge into 20+ days rather easily. I'd knock the early turns up to 7 days.

Hmmm... Here's an idea. Mark various big steps in creating a true one dwarf fortress, like 'first working waterfall' or 'first named kill'. The things that have some risk, and possible reward of their own. Then designate a certain reward for the first one to achieve the current goal, like 200 units of booze, and have each dwarf make 1/7th of the prize and throw it into neutral territory. Winner takes all. Of course, a dwarf who can't afford to make the contribution by the time it's won might get a penalty, or just have the rest decide on a fitting replacement contribution for next turn.

Any way you slice it, though, I'm interested.

7
Other Games / Re: Baldur's gate enhanced edition
« on: April 12, 2012, 04:45:38 pm »
Well, the game was planned before subtitles became the new sequel numbering, so I'd imagine the 3 would be dropped somewhere along the line. And in all honesty, even if the characters and most places are gone, it's the same setting, and largely the same mechanics, so it ends up going a bit further than a 'spiritual sequel'. Even BG2 threw out the old map locations, so it's not as much of a step as it would be for most games. It's a grey area as far as lineage goes, really.

Personally, I like lower-level D&D. The first few levels can be painful for anyone not loaded up on hit points, but 3-10 or so seems to hit the sweet spot, before higher levels leave you with more power than you know what to do with. Mages have enough power to turn the tide of a fight without dominating it, and fighters go toe-to-toe while being neither freight trains nor mobile damage sponges. Clerics get a bit of both worlds, if you don't make them combat medics. Rogues seem to get the shaft where combat's concerned in pre-3.0 rules, but after that pick up excellent damage potential as flankers and ranged support.

Then again, maybe it's too much speculation. Still another edition of D&D on the horizon, and we haven't even gotten to the re-releases of 1 & 2 yet.

8
Other Games / Re: Baldur's gate enhanced edition
« on: April 11, 2012, 04:15:07 pm »
You might recall there was already an outline for BG 3, and it wasn't a sequel. A fairly interesting sort of mechanical experiment in the making, really. It's been on the back burner for ages now, but hopefully these releases can drum up some interest.

9
Other Games / Re: Baldur's gate enhanced edition
« on: March 19, 2012, 10:40:46 pm »
I don't really think they're packing the marketing punch to contend in the raging river of blockbuster games pouring into Steam. And quite frankly, why should they? They can't afford to bend over backwards to get top billing on Steam, and Steam can't afford to bend over backwards to help them out when it's a moderately updated re-release of a game from nearly 15 years ago. There are plenty of old games on steam, and they tend to rot in the back room with occasional nostalgia purchases and one buck sales to keep them going. Handling the franchise themselves seems to hark back to the feel of development at the time. Seems like a good omen to me, given that half the gaming communities are perpetually mourning the end of that particular era. It may not help their odds of super stardom, but those are long odds to say the least. Insurance against a bust seems far more prudent.

I'll be looking to buy these as they come, barring catastrophic failure, if only because I lack a personal copy of either at the moment.

10
DF Suggestions / Re: "Semi-Realistic" Magic
« on: February 09, 2012, 11:15:36 pm »
I think it's less a matter of realism and more a matter of having a concrete origin and framework. Besides, it's not much different from standard magic as written, it just replaces 'wave hands' with 'make brainwaves'. What I'm curious about is why artifacts have their own section. Given they're created objects, shouldn't they be subsets of another category?

I do like the idea of primordial beings of magic. They could grant others use of their power, or they could inscribe various secrets of the craft for daring humans to find and learn. Most works don't go over the origin of magic, but in DF not only will it be covered by Legends mode, but ideally it'd be different every time. Seems cool to me, not to mention the exploration potential in playing early on in the world's history, and finding secrets for the first time.

Admitted, I think the dev has probably heard more than enough magic suggestions in the past years. But it's still fun to talk about.

11
Good stuff. The justice system in particular sounds fun.

Afraid I'm just getting back to things. Is that the regular updating patch notes page now, or is it just a compilation?

12
So I heard there's a new DF update coming out.

And I'm actually preparing to play this time.

Guess I should get reacquainted with the forums. What's the big content this time around?

13
Ah... Yes, dfusion should work nicely. Thanks for the information.

14
Pretty much, I'd like to make it so that my fort consists of dwarves, deep men, rock elves, and perhaps other underground-type races. Ideally, they'd all have their individual traits (Dwarves need alcohol and go into martial trances, humans and elves... Do whatever it is they're going to do), but I'd settle for just different names and body shapes.

I'm clueless about the current modding methods, but before I take the time off to learn them, I'd like to know if it's possible, and if so, what would need to be given up to make it happen. Or would I need to settle for picking up a utility to zap some migrants into the appropriate race?

15
Other Games / Re: Neverwinter Nights Revisited
« on: November 20, 2010, 03:46:42 am »
Yep. NWN is still awesome. EfU in particular. I'm going to spend tonight/this morning coding, possibly followed by sleep, but after that, I see a good bit of gaming in my future. This weekend seems a good time to gather some people up and take the world by storm.

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