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Topics - Squeegy

Pages: [1] 2 3 ... 11
1
DF Gameplay Questions / Civilian alerts in Steam version?
« on: December 06, 2022, 08:58:21 pm »
Trying out the Steam version now. A siege just showed up. The squad menu doesn't have civilian alerts & burrows anymore. How do I order everyone who's not in the militia to get into my shelter burrow?

Please don't tell me that I have to manually select all 100+ dwarves and assign them to the burrow. I don't think I can play if that functionality was removed entirely, it would make attacks on your fort too tedious.

2
I've decided to start another Vanigo game, since just one cannot sate my lust for turn-based strategy and I had some ideas I thought might improve upon the game. This game will mostly be for people who have some experience with it already, but newcomers are welcome if they're willing to dive right in. A tutorial as to how to work with the interface is here, though it won't fully prepare you for the game.

Rules
Every players starts with 40 claimed tiles + 20 free pop on one half of the island, divided evenly among the players, plus 10 labor, 20 food, 50 money, 40 wood, and 20 stone.

Mercenaries:
The isle in the center is the seat of the Wintercliff Mercenaries, a NPC faction that sells its sword to the highest bidder. Every 5 turns an auction will open up for a Wintercliff contract. Whoever bids the most (and the Wintercliffs only accept cold, hard Money) will be able to tell the Wintercliff Mercenaries what to do until the contract expires at the next auction. The Wintercliff Mercenaries may cancel a contract and offer you a partial refund if they decide that they need to return to defend their homeland.

Trading:
Units, labor, and inspiration may not be traded. You must specify which route you wish to trade by, and a Merchant Caravan or Merchant Flotilla (both have 3M) will be spawned, which you must successfully navigate to its destination in order to complete the trade. If destroyed by another player, they will receive your side of the trade.

Razing:
Any pop 2 town can be razed by whomever owns it, destroying it, as long as they have units in the town.

Win Condition:
Each player starts with a Very Important Person unit, which is extremely durable but not good at dealing damage. This unit represents an important part of the player's government, be it a king, a prince, a noble, a senator, etc.; whatever the player decides their civilization uses.

Every time a city builds a Military Academy, include a note in your orders for that turn and a VIP will spawn in that city. Technically, a city only needs to be pop 6 to spawn a VIP, but since it's hard to keep track of what cities are reaching pop 6 for the first time and which are just shrinking and regrowing, a Military Academy is something you can only build once at pop 6 so it is ideal for keeping track of that.

If a player loses all their VIPs and has no pop 6 cities, they cannot build any new cities. If they lose all their cities and all their units, they are out of the game and all of their claimed tiles become unclaimed.

Once one player has eliminated all other players (Wintercliff Mercenaries not included), they win the game.

To join: Simply post in this thread with the name of your civilization and a hexadecimal color code.

3
Forum Games and Roleplaying / United Assembly Interest Check
« on: March 06, 2015, 03:29:21 am »
So, I've done some thinking about my United Assembly game, and I would like to restart it, in a slightly different format. You can view the old version in my signature. Here's the basic rundown of how it works:

At least twelve people assume the position of Representative for their fictional nation in the United Assembly, a newly-formed body of international government in the style of the UN, but with much more power. The UA was instituted following a long series of world wars mostly instigated by one of its member nations, and aims to bring peace and order to the world. At least, that's its mission statement. In reality, each representative has two goals to accomplish, one economic and one political. Every nation has a deficit of something, and it's up to the representative to figure out which nation has the resource they need and organize a trade deal. Additionally, they have a political goal that can only be accomplished through the bureaucracy of the UA, which is usually detrimental to most if not all of the other member nations. Once they've accomplished these two goals, they win the game. At the same time, the UA must address its mission statement and use its powers to influence the world based on events generated by me, the GM. They are given total freedom (within the charter) to write proposals doing anything and everything, just like real legislature. The more specific and word-heavy the better. Passing them will have effects on the world as determined by the GM, and they may even actually solve problems (or potentially make them worse). Either way, it's just a distraction; the real game is in the shady backroom deals and backstabbing.

The last time I ran it, players complained that it was too fast-paced, and that they couldn't keep up with the pace of generated events because the thread moved too slowly. I believe I've come up with a solution to that: Each meeting of a committee will run for one day, which is as many days in real life as it takes for the committee to meet and for it to be decided that the committee is over. If the committee takes 2 weeks to resolve, it's still only 1 day in the game's time. This should solve the problem of player lag.

The game needs, I feel, at least 12 people to have enough people in each committee that the internal politics remain interesting. However, it has room for an infinite number. If at least 12 people express interest, I'll run a fresh game.

4
General Discussion / Subforum Bans
« on: March 05, 2015, 06:55:09 pm »
So, here's something that might interest you folks:

It's entirely possible within the SMF software to "subforum ban" or "board ban" people, preventing them from posting within a specific board (like General Discussion) without outright banning them from the entire forum. Here's how it works: The forum has "membergroups," most notably Escaped Lunatic and Bay Watcher, through which permissions are handled. Toady One is in the membergroup "The Great," which gives him full administrative access over the entire forum. ThreeToe is "The Natural," which may be a renamed Global Moderator. Escaped Lunatic and Bay Watcher are post count-based membergroups, like these (click the images to expand them):



In order to ban people from a board, you would simply make a new membergroup, like so:



Note that the group is set to "Invisible." This means that normal users can't see that the person is in this membergroup. They would just appear as a Bay Watcher. This membergroup inherits all its permissions from the Normal Members default group, so right now it does nothing. The finishing touch is to go into the board of your choice and do this:



Now anyone in that membergroup can no longer access that board. To add people into that group, you go to their profiles, and change their Account Settings:



Boom. They can no longer cause problems on that board. You can issue a warning to the user to let them know, and nobody will be able to see that they're in that group and discriminate against them for it. I think that this could be used to eliminate troublesome posters from General Discussion or any other place where they exhibit poor self-control or are unable to play well with others, without permanently banning them from the entire forum. The setup is very minimal, and it has few downsides, if any. It's also more configurable than I demonstrated here; you can restrict certain functions, like posting, through permissions setups, rather than completely banning them from the board. I'd like to know what you all think of it.

5

PARALUN PARTY
Ronald Bones (Salsacookies)
Darek Daselum (Pencil_Art)
Nelly Casey (Cinder)
Svante (Urist Arrhenius)
Ricard (GUNINANRUNIN)


A thin layer of dust covers the room. It seems it has been fairly undisturbed for some time, though perhaps less than the dirty white pieces of a skeleton lying on the floor would suggest. An ominous start to the journey. On the left-hand side of the room, there is a table with a stool, and a lockbox next to it, which has been long ago emptied. Two doors on the right lead out of the room, as well as a doorway to the north that appears to have been kicked down, judging by the door lying on the ground. The other one is missing. You can see out into the hallway.

6

SOLGEID PARTY
Malcolm (heydude6)
Gilbert Tourneville (Raycaster)
Hordor Hordorson (Cheesecake)
Alphonse Amriel (Andres)
Helena Reich (birdy51)


This grand room welcomes you to the passage through Rakshama. Three pillars stand tall on either side, ornately carved from stone. Some footsteps through the dust lead to the doorway on the other side, but they too are covered in more dust, so it seems no one has attempted to enter in some time.

7
Some of you may remember this game. I tried it before, but it didn't pan out. However, I still very much like the original concept, and I still have the maps I put together, so now that I've rewritten the game's rules from the ground up to feature better organization and massively improved mechanics, I figure I'll give it another try.

The mountain range of Rakshama sunders one land into two, and on each side of that insurmountable barrier, a kingdom has risen and flourished. They exist independently, each completely unaware of the other, for Rakshama is completely impassable. Their names are Solgeid and Paralun.

There is only one way through the Rakshama Mountains, and from its entrance is its name derived. Above a single metal doorway built into a wall on either side of the mountains is a placard that reads 'RAKSHAMA'. What that doorway contains, no one knows. Many have been swallowed by it, never to return. First Solgeid, and then Paralun, put a bounty on its contents, promising great fame and riches to anyone who plumbed its depths and returned to tell the tale. Many attempted it, none were seen again. One fateful day, two parties were formed, separate but equal, of brave but unskilled peasants, who banded together to increase their chances of survival. As Fate would have it, these parties both entered the doorway into the only passage through Rakshama within the same hour, and though they knew it not, they had the greatest chance of any who had ever entered to decide which kingdom claimed the unimaginable power held deep within that link between the two, and rose to conquer the world.

OOC INFO:
This is a competitive dungeon crawl. Two groups of equal number will enter the same dungeon on opposite sides, and must work their way to the middle. If neither party is annihilated before they reach the center, they must fight to the death for the glory of their faction. If neither party makes it there at all, both lose. Along the way they will find items and people that will aid them in their quest, if they survive long enough to receive them. The game will use my own proprietary tabletop system, Foot Soldiers. You can download the PDF for free here. I recommend that you open it with Foxit PDF Reader. It's a real system; that PDF is 150 pages long. Since I wrote it, you don't have to read it thoroughly, because I can answer whatever questions you have as they come up. However, I recommend you at least read every part of the Combat section, because it contains information that will help you be as effective as possible in fights.

I'll accept as many characters as people submit sheets (and I recommend that you use my Google Spreadsheets character sheet), but it has to be an even number so neither side has an unfair advantage. I'd prefer a minimum of 4 on each side.


Solgeid, Land of Plenty
"Victorium Omnibus Modus," Victory by Any Means

Players
Malcolm (heydude6)
Gilbert Tourneville (Raycaster)
Hordor Hordorson (Cheesecake)
Alphonse Amriel (Andres)
Helena Reich (birdy51)


Paralun, United Republic
"Nos Invicta," We Are Invincible

Players
Ronald Bones (Salsacookies)
Darek Daselum (Pencil_Art)
Nelly Casey (Cinder)
Svante (Urist Arrhenius)
Ricard (GUNINANRUNIN)

8
Once upon a time, there was a peaceful realm. At one corner of this realm, there was a land untouched by civilization, where men and beast still roamed free, and resources lay untapped beneath the ground. It was inevitable that some would come to these fertile lands to stake their claim, and when they did, they brought war and strife along with them.

The Westerners came with colonists, in search of the vast wealth the land was said to contain.
The Islanders came because their own lands were full, and they could only expand across the sea.
The Natives had always been here, but now found themselves forced to rapidly advance to survive.
The Southerners came to flee the Golden Horde, which ravaged their desert homeland and destroyed their settlements.
The Easterners came out of contempt for their former government, seeking to establish a new country that suited them better.

These five factions would soon find themselves at each others' throats, seeking to determine the fate of the fertile lands they now called home.

If you're unfamiliar with the Vanigo system, check out the tutorial below.

Turn 0

Vanigo Tutorial
Player interface
Admin Interface

To sign up, choose a faction. You may move the faction's starting town 3 squares in any direction if you like. You may also rename it to whatever you want, and even change the color. The goal of the game is to destroy all the other factions, but after 40 turns the Golden Horde will begin to trickle in through the southern mountain pass. Gods help anyone who gets in their way.

Signups
Westerners - Pencil_Art
Islanders - hector13
Natives - scapheap
Southerners - SilverDragon
Easterners - Criptfiend

9
Forum Games and Roleplaying / The Dark Horse
« on: January 25, 2015, 05:42:04 am »
This is a dark game about darkness. You are Walter Darkly, unassuming janitor in the dark, seedy underbelly of Duskesha. You work for Erebus, a small manufacturer that sells industrial light bulbs. You clean their main offices.

Spoiler: Stats (click to show/hide)

A week ago the company was forced to downsize, and as part of it they moved offices to a smaller one in a shadier part of town. You aren't particularly happy about this, because you have to walk to work and it's further away than it used to be. Passing by the stim freaks and gangsters always sets your nerves on edge. Today when you arrived you were told to clean the server room downstairs. When you took the elevator down with your cart, you discovered that they are keeping the lights off down here. There's enough ambient light that you can see once your eyes adjust, but it's very dark. When you arrived at the server room, you discovered a man you didn't recognize slumped against one of the server racks. He had a mohawk, dyed green, several piercings, and a cord trailing from the back of his neck to the rack.

What should you do?

10
General Discussion / French Thread (Le sujet français)
« on: September 25, 2014, 07:23:17 pm »
Si les bâtards espagnols arriver à avez leur sujet propre, je dis nous francophones il fait que avons un aussi.

Les règles:
1. La France et les français sont meilleur.
2. Parler français seulement.
3. Les francophones réel (ou la tentative) sont préféré.

Parlez au sujet de la culture français, la France, ou tout ce que est dans votre esprit. Commence!

Spoiler: Translation (click to show/hide)

11
Main thread is here. This thread is to ask questions about the game out-of-character.

Make sure you carefully read the charter, because it is essentially the only rules governing you at this point. I'm not a GM in the traditional sense, I am not a final arbiter on "the rules." All I can do is try and offer a sense of the original intention of the text, how you interpret it is up to you and the power to govern yourselves is in your hands. My only involvement in the game is to post daily news headlines to give you a sense of the efficacy of your actions, the state of the world, and its opinion of you.

The Security Council has the power to discipline delegates. The Policy Committee has the power to change the charter and thereby the rules. I am at best a neutral party to offer advice.

12
Forum Games and Roleplaying / Predict the Post Below You
« on: September 15, 2014, 10:25:29 am »
The rules are simple: Make a post, doesn't matter what it's about. Then, in a spoiler, predict what the comment posted by the next person will say. Afterwards you may open the spoiler of the person who posted before you and see if they got it right.

Spoiler (click to show/hide)

13
Hello folks,

I set up a dedicated server for Trouble in Terrorist Town. It runs all day Thursday through Sunday, as well as when I decide to host it on Monday, Tuesday, and Wednesday. Trouble is that it's only ever active when I can get people on my friends list to populate it enough to attract random newcomers to fill up the slots. It supports up to 12 players with a maximum of 4 traitors and 2 detectives (in my experience 6-12 is the ideal amount of players for TTT), it has ULX and Fretta-like map voting, no extraneous add-ons like point shops, and I do my best to keep the RDM down. They say that if you build it, they will come, but in my experience they only come when you invite them in. So do me a solid and check it out.

Name: Terble in Terrerist Tern | FastDL
IP: 71.116.235.10

The FastDL part is a lie, I don't have a FastDL server, but I don't pack it with random bullshit so you'll probably download faster anyway.

e: Whoops, this isn't Other Games. Oh well.

14
Welcome, delegates, to the United Assembly! This is where the chosen representatives of all the participating countries of the world go to discuss and enact policy that will affect the entire world. Please, take your seats, and the forum can begin.

The following is a list of encyclopedia entries on the nations currently participating in the United Assembly.
Spoiler: Avalia (click to show/hide)
Spoiler: Teton (click to show/hide)
Spoiler: New Gavalon (click to show/hide)
Spoiler: Jegula (click to show/hide)
Spoiler: Rutinde (click to show/hide)
Spoiler: Tirina (click to show/hide)
Spoiler: Olmis (click to show/hide)
Spoiler: Ethivul (click to show/hide)
Spoiler: Ordia (click to show/hide)
Spoiler: Zimiateos (click to show/hide)
Spoiler: Brennar (click to show/hide)
Spoiler: Miria (click to show/hide)

This document outlines the rules governing the functioning of the United Assembly:

Current Assembly structure:
Assembly Leader: Avalia
Board of First Nations (3):
Avalia
Teton
Jegula
Security Council (5):
Avalia
New Gavalon
Jegula
Rutinde
Miria
Policy Committee (5):
Avalia
Teton
Tirina
Brennar
Miria
Economic Council (5):
Avalia
Teton
Rutinde
Tirina
Ordia
Humanitarian Committee (6):
Teton
New Gavalon
Rutinde
Olmis
Zimiateos
Brennar
Committee to Promote Justice (7):
New Gavalon
Jegula
Rutinde
Olmis
Ethivul
Ordia
Miria
General Assembly:
Avalia
Teton
New Gavalon
Jegula
Rutinde
Tirina
Olmis
Ethivul
Ordia
Zimiateos
Brennar
Miria

Delegates
Avalia:
Teton: Karth von Heimstaett (Ghazkull)
New Gavalon:
Jegula:
Rutinde:
Tirina:
Olmis:
Ethivul: Bin Hook (Playergamer)
Ordia:
Zimiateos: Corban van der Cord (hector13)
Brennar:
Miria: Muska Roko (notquitethere)

GAMEPLAY NOTES:
To become a delegate, post in the thread with your delegate’s name and claim a country!
Because Avalia is responsible for the entire tone of the game, at least at first, I will not be taking first-come first-serve on it. Instead, I would like everyone else to vote for the person they think is professional and straight-faced enough to hold the position of Assembly Leader.

The game will end when a country reaches its win condition while eliminating its penalty. The details of establishing this long-term goal are left entirely up to the delegate. All countries have a win condition, several resources, and one crisis, known only to the delegate unless disclosed.

In order to be counted as part of the game, any PMs sent between delegates must also be sent to me or nothing within will be considered in-character.

I recommend that delegates use PMs to make appeals to the Assembly Leader and members of the committee to take actions on their behalf. The Assembly Leader chooses which committees have forums when and for how long, and the committee members choose what actions are proposed. Both can do these things on your behalf even if you are not the AL or on that committee. If you want your committee to have a forum, petition the AL directly. They control that.

Also, the effectiveness of the actions passed by the United Assembly that affect the entire world and not just the Assembly’s bureaucracy will be more effective the more detailed you are about how you propose them to work. For instance, an agency is only as effective as its charter. I’m happy to help anyone who asks if this is difficult for them, but it’s basically roleplay. The goal is to have fun!

15
Forum Games and Roleplaying / Shallow Space Balance Discussion
« on: September 04, 2014, 02:02:19 am »
This thread will be used by me to float ideas for balance and additions to the card game created by shad0wdump, Shallow Space. The main game thread and rules are here. This is thread is purely to avoid cluttering that with discussion about future games and rule changes. This is also the ideal place to ask about hypothetical decisions and tactics that may or may not be relevant to you as a player of Shallow Space. Describe your situation here and I'll suggest courses of action you could take, or their consequences. My main goal in taking over work on Shallow Space is to refine the game to be more fluid and tactical for the players, allowing them to execute more complex and amusing plans.

Here are two proposed cards that I am considering for the next version:
(Crewman) Morphfiber: This card can be played to become any other card in the Crewman Cards deck.
(Captain) Requisition Order: You may choose a (non-Requisition Order) card from either the Captain Cards deck or the Crewman Cards deck. On your next turn, the chosen crew member on the same ship as you will draw that card from the deck instead of whatever is on top.

I would appreciate feedback on them, as well as your own suggestions for cards or balance changes.

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