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Messages - Aquillion

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1
Other Games / Re: Amazing Cultivation Simulator
« on: December 23, 2020, 06:44:42 am »
So maybe when Purple Lotus sect sends their old useless Qi Cultivators against me, they're just trying to lower their rep?  ;D
Have you looked at the procedurally-generated Laws some of those people follow?  If I was locked into a Law like that, I'd want to die, too.

2
Other Games / Re: Amazing Cultivation Simulator
« on: December 21, 2020, 02:19:59 pm »
Pretty sure someone else mentioned this earlier in the thread, but just to re-state it:

If you come across evil cultivators doing evil shit in a town, the option of "pretend to help them" is - if you can believe it - actually MORE evil than just helping them. Instead of just causing regular evil mayhem, your cultivator follows that up by backstabbing the evil sect and stealing their shit.

Evil points galore and hatred from the sect you just screwed over.

In related news, my evil reputation just got high enough to trigger the next achievement: 'Notorious'.
Also, it bears repeating that the entire event is worded like "you see some evil cultivators slaughtering innocent people for power" and one of the options is "help them."

This option means you will help the evil cultivators with their slaughtering.

3
Other Games / Re: Amazing Cultivation Simulator
« on: November 28, 2020, 07:08:49 pm »
I was just getting back to Rimworld, dammit.

Started as a lone tanky girl with a cool sword, basic sun something law.
Built a nice house with most of all available workshops and a wheat field.
Some dude wandered in, chatted with him for a bit, forgot to help and invite.
Rushed "foundation building", promoted her to inner disciple.
Girl lacks intelligence and charisma and therefore haves five minuses in attributes to law correlation, whatever that entails.
Without warning, inner disciple won't work for life.  >:( Guess i'll load a save and wait for another potential manservant.

You can recruit someone else by camping at a nearby location, entering it, finding some mortals and inviting them back to your sect.  Then, when they arrive at your sect, your cultivator can invite them to join (mortals will always accept.)

4
Other Games / Re: Amazing Cultivation Simulator
« on: November 25, 2020, 03:46:28 pm »
Thank you for the reply and multiple options!

Really enjoying the game so far, but often feel like I'm wandering around in the dark :D

Next just got to figure out why my first inner disciple is so slow at getting... foundation? (Is it still called foundation once you reach Inner Disciple?)
I'm assuming it's because his stats and the starter law don't mess well at all (-5)

Spoiler (click to show/hide)

Yeah, ----- for Law match is completely brutal.  You can make up for it a little bit by having him learn techniques that boost his stats - if you build a manual pavilion you can have people transcribe your laws into it and he can even learn techniques from other laws.  Look at his stats, figure out which are too low, and focus on boosting them.

That said, he's never going to be an amazing cultivator, so what you should also do is send him out to adventure and advance the plot so you can learn more laws to teach others.

More importantly, have him camp and enter areas with people, talk to them and learn / share information to raise their opinion of you to 60, then invite those people back to your sect so you can recruit them.  Target people with good stats, obviously, and Qi Sense is by far the most important skill for a cultivator (even more important than stats in the long term, though you want both), but beggars can't be choosers, and there's no real disadvantage to filling your sect out to the initial cap of 12.  That will give you more people to choose from and let you create a better second inner disciple once one of them builds their foundation.  Of course, you also want to recruit some people who will make good outer disciples.

In general your first few inner disciples are going to be throwaways meant to lay the foundation for making better people later on (your first Gold Core is probably going to suck too; same deal.  You use their power to pave the way for a better one later on.)

Eventually, if you want to cultivate fast, the thing to do is to build a Cultivation Room, which should look a bit like this.

Spoiler (click to show/hide)

The outer ring of items should be Spirit Wood; there isn't really any replacement for it.  You can get spirit wood by cutting down the glowing trees.  The inner items should ideally be stuff that both feeds the element of your cultivator and has qi gathering, but if you don't have anything like that you can just put stuff that feeds their element there instead.  At the exact center you should place a cushion, and assign it to the cultivator who you want to use that room.  The lanterns and door position aren't important from a feng shui perspective, but it's good to keep the room lit to avoid bad thoughts.

Eventually, building a room like that is absolutely essential to getting a high-quality (or even decent-quality) gold core.  You don't strictly need it before then, but it helps, and it's good to have it ready in advance because when someone forms their gold core you will want to seize the perfect window of time when the season feeds their cultivation, which (for everyone but metal cultivators) only lasts a few days out of the year.

You can find other examples of cultivation rooms by visiting the big sects later on.

Quote
welp, shortly after sheng finally managed to bury starter guy, map special effects kicked in and starter guy's corpse dug its way back out
Unlike Dwarf Fortress this isn't a result of the map as a whole, but a result of choosing an inauspicious burial place.  Unless you want them to come back as a zombie, always bury people auspiciously.

22 days in and my starter guy just died from a haunted house induced heart attack after I accidentally blocked off the one other critter I pressganged convinced to join into a building
This is similar.  Never create inauspicious bedrooms (unless you're trying to kill someone for some reason); they cause heart attacks.  The key to an auspicious bedroom is to have only one door, facing southwards, and to have the material of the bed (and any other feng shui items you put in the room) be fed by the element of the surrounding room.  Most of the time your rooms will be made of stone or earth and, therefore, most of the time your beds should be made of metal, which is fed by earth.

Don't worry about bedrooms feeding a cultivator's element (it's a pain in the ass because the only materials that work for this for some elements will create uncomfortable temperatures for sleeping.)  Just give cultivators a cultivation room instead and they won't cultivate in their bedroom.

5
Other Games / Re: Amazing Cultivation Simulator
« on: November 23, 2020, 03:46:14 am »
Grass and trees do regrow over time (although I wouldn't be expecting to see another divine relic gingko tree, since lorewise they take more than the game's timeframe to grow.)

Smaller trees appear as tiny one-pixel sprouts and then grow to full-sized trees over time, though.  There's also miracles you can use to make them grow faster later on.

6
Other Games / Re: Amazing Cultivation Simulator
« on: November 22, 2020, 05:58:52 pm »
... speaking of cursed wells, is there anything special you can do if you go about just absolutely ruining the general area's feng shui? Actually make like a cursed sect or somethin'?
There are some specific actions that benefit from bad feng shui (soulsearching enemies to rip out their secret techniques, in particular.)

7
Other Games / Amazing Cultivation Simulator
« on: November 16, 2020, 02:27:19 pm »
For those who haven't heard about it, Amazing Cultivation Simulator is a Dwarf Fortress-like / Rimworld-like based on Chinese Cultivation novels (that is to say, Xianxia novels) - a genre where people try to cultivate their inner power using martial arts bullshit, pills and medicine, and daoist enlightenment in order to become immortal demigods.  For those unfamiliar with the genre, imagine a DF-alike where you run a Naruto village or something along those lines.

You run a sect that starts as just a few outer disciplines; ultimately your goal is to raise a bunch of immortal demigods.  The game has a huge amount of depth to it - you can send your cultivators off on adventures, or your sect can be attacked by massive multi-part screen-sized megabeasts that require a bunch of cultivators in formation to deal with.  (Formations are magical arrangements with various effects and powers, which you can customize to suit your needs.)  You can turn any object into a magical treasure, and your disciplines can learn a ton of magical techniques as part of the various paths they follow or by reading secret manuals.  The game also has a complete Feng Shui system, so in addition to a room's quality you have to consider the elemental auras of any objects you place in it and the requirements of whatever purpose you intend to put it to.  Basically if you want DF with a deep magic system, this game is worth looking at.

The official English release comes out shortly, but the translation is already available for people who own the game on Steam and want to test it by following the instructions here; it seems basically complete.

8
Other Games / Re: Caves of Qud: Now in Open Beta
« on: November 18, 2019, 11:44:23 am »
Has anyone found any useful effects? I know that sun-dried bananas give temporary psychometry; so bullet-based-builds are no longer stuck behind a luck-wall.
There's a lot on the wiki (see here for detailed effects.)  Several things of note:

Banana chips can be used to get Psychometry, which lets you learn tinker recipes permanently.

If you want to play a cooking-focused character, Spinnerets is extremely useful, since it lets you get unlimited Phase Silk.  There's two ways to take advantage of it:

1.  Don't take Phasing.  Instead, use a Shade Oil Injector or something similar to phase for the first time and produce some phase silk.  Then, use Carbide Chef to turn this into a recipe that reliably grants you the phasing mutation, which you can now get for free via cooking - just use it and harvest the phase webs you produce for more phase silk, so you have an unlimited supply.

2.  Do take phasing.  Produce phase silk and use it to produce cooking effects that trigger when you phase, or which make your phasing last longer, or which phase you automatically.  In this case, max out your Willpower - you can stay phased permanently, or can trigger free effects very frequently, eg. rapid healing when combined with Starapple Preserves.

Always carry a lot of:

Jerky, for HP-based effects.  The 30%-40% HP increase in particular is valuable with anything that can trigger it, as is the one that triggers when you drop below 20% HP and the trigger-on-damage effect.

Starapple Preserves are good for the healing effect (eg. with the phasing trick above, you can heal 15-20 HP every time you phase.)

Salt is easy to get and is good to add when you want to get a solo effect from the other ingredient, as is Cider.

If you have a way to carry it, Lava can be used to get fire-related effects (eg. flaming hands.)

Convalessence can be used for cold-based effects and can be gathered in huge amounts at Bethesda Susa.

Slime Glands can be gotten basically for free by cooking slime (naturally, using it produces more slime, so you can get it again whenever you want.)

9
Perhaps Troubleshooter, too, although that's more anime superpowers than it is magic.

Also, while it's still sci-fi, X-Piratez reflavors psi powers as voodoo and has invading demons (from DOOM) as one of the factions.

10
Open XCOM and Wizard of Legend.

So...basically XCOM, but with Wizards and Magic instead of Soldiers & Guns, and fighting against some invading Chaos force instead of Aliens.

Would be a pretty awesome Total Conversion mod, actually.
Tactical Breach Wizards.

11
DF Suggestions / Re: Starving dwarves should eat leather
« on: February 16, 2019, 08:30:52 pm »
Starving dwarves should also ignore forbidden status of food items.  Starving miners should dig their own paths into the food supplies should we brick them away.
I think this is going too far (also, I'm not sure the AI can even path that effectively.)

Although perhaps dwarves who are near starving to death could sometimes enter a temporary madness where they smash constructions, allowing them to escape enclosed areas without the complexity or problematic effects of mining.

12
Yeah, perhaps a new mission type, akin to "exploration" but for occupied sites, which determines what they have to trade (or steal) and other general information.

13
Now that we can send dwarves out to raid other sites, and now that trade routes are a world-gen thing, it makes sense to be able to send traders to other people.  I feel that this would be a good place to add player-made trade routes, outgoing caravans, and wagons.  Some thoughts on how it would work:

1.  To create a caravan (and for larger raids or even military campaigns), you would need to build wagons at an appropriate workshop.

2.  Player-owned wagons could be loaded and unloaded like a depot.

3.  Players could also order a player-owned wagon to be moved to a specific point on the map, which would allow them to be used for transporting goods internally (although that's not their main purpose.)

4.  Wagons can be assigned to outgoing expeditions.  In that case, everything in the wagon is available to the expedition.  Larger or longer expeditions could require food and might need wagons to supply it; raiders could bring back more if they have wagons to carry it.

5.  You could send wagons on 'trade' expeditions, or set up recurring ones.  In this case, you set what types of goods you want the wagon to buy (like a trade agreement), load it up, and send it off with some dwarves.  The dwarves sent with it would handle the trading (and the highest trading-relevant skills among them would obviously be important.)  Dwarves with particular likes or dislikes may end up buying stuff you didn't request, though SELF_CONTROL and DUTIFULNESS can reduce the risk of this.  Dwarves who are easily SWAYED_BY_EMOTIONS and with high WASTEFULNESS or IMMODERATION may end up buying more unnecessary stuff, too.

6.  Dwarves could be sent to trade without wagons, but wouldn't be able to carry as much.

7.  In addition to trading, this could also be used to offer tribute.

8.  Most importantly, the player should be able to establish long-term trade-routes.  First, you'd send a diplomat to whoever you want to trade with to agree to it; then, you'd assign a depot to that trade route, as well as some dwarves and wagons and a list of desired goods.  A depot assigned to a trade route will automatically send any items the player places in that depot outward along the trade route, and will automatically receive incoming caravans and trade with them according to its list of desired goods, without further player involvement.  This would allow players to set up ongoing trades that don't require constant attention or micromanagement, while letting the player create trade routes that could be meaningful to other game systems or if the fortress is retired.  Players could check in the depot to see items currently offered there by the other civilization if they want to manually force a specific trade, but otherwise it would all be handled by the trade route agreement.

14
DF Suggestions / Re: Adventure mode character customization
« on: September 15, 2018, 05:41:13 am »
if you've been keeping up on the devlogs, you'd know that having more options for followers and equipment choices is coming... next version.
No, that's mostly unrelated to what I'm saying.  Your combat options will still largely be bumping into things, wrestling, shooting, and throwing; most followers will be slight variations on that.  And a character, once generated, will mostly play exactly the same for their entire existence, with little room to develop or customize them mechanically.  The current adventure mode system mostly doesn't support mechanically-interesting play over an extended period of time because of this.

Quote
adding talents and secrets and techniques characters can learn on top of their skills

this is way more than just an adventure mode suggestion
It is something that is mostly important for Adventurer Mode, though.  While dwarves might learn, practice, and teach them in Dwarf mode, and while you might face sieges led by heroes wielding deadly techniques, none of that is core to Dwarf Mode.  The customization and mechanical depth of Dwarf Mode already exists due to the broader scope of what you control - different forts end up playing differently.

Whereas without that sort of individual customization, Adventurer Mode quickly gets repetitive because the basic actions available to each adventurer (especially in combat) are fundamentally identical, with no meaningful room to develop them through play beyond increasing their numbers a bit.

15
DF Suggestions / Adventure mode character customization
« on: September 14, 2018, 09:21:33 pm »
Dwarf Fortress' Adventure mode doesn't tend to have as much staying power as its Dwarf Mode right now.  There's a lot of reasons for the difference, but I feel the big one is that there's not enough room to define your character, mechanically, in a unique way.  At the end of the day most characters play very similarly, with just a few differences based on your skill selections (and even those are often slight.)

Personality attributes and things of that nature don't significantly change how characters play, and even with a hypothetical "complete" implementation I don't think they'd offer what I'm thinking of - ultimately every Adventure Mode character shares roughly the same capabilities, so they play very similarly even if they have different goals.  Right now this is pretty inherent in the structure of Adventure Mode, so I'm not sure it's going to change much.

The Magic and Artifact arcs might change it a bit, yeah.  But I feel that for adventure mode to be fun long-term, there needs to be more attention specifically payed to giving characters ways to develop mechanically-distinct capabilities and playstyles, whether it's by making your followers and position in the world matter more, making weapon / equipment choices more interesting (rather than just the best you can get your hands on, which it usually comes down to now), having more options for skill development, adding talents and secrets and techniques characters can learn on top of their skills, and so on.

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