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Topics - Logical2u

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1
In continuing with my habit of starting threads I can't keep up with later, let's try a thread for compiling obscure pen-and-paper RPGs - think Dungeons and Dragons - that you own (i.e. that have physical books) or that you've found online. Obviously there's no definitive standard for 'obscure', but it's probably safe that the big systems (Dungeons and Dragons, Pathfinder, Eclipse Phase, Fate, etc) probably aren't obscure, at least any more.

This is in part inspired by the "Obscure and/or Mockable RPG books" thread from Something Awful, but I'm sure B12 either has their own RPGs to contribute or a unique take on this. I'll start with the two ones I'm currently most interested in...

A running list of discussed RPGs

Touhou: Tale of Phantasmal Land

I'm currently GMing this RPG! Touhou: Tale of Phantasmal Land is a tabletop RPG game written by a user by the name of Bahamut from Something Awful. However, the book has not been updated in some time due to the author being busy with a "to be sold in stores" tabletop RPG called Treasure Hunters. Even more unfortunate is that the last release of the book has major errors, omissions, or is just plain too dense. However it's clearly workable, although play-by-post is maybe not the best option.

If you can get through the rulebook, character creation is relatively quick, once you know what each stat means and what FP are and can do for you. Combat is also relatively fast, until spellcards go off, and then everything slows down. Out-of-combat things are either flushed out too much or not enough in the rulebook. If you want to run this, you should make sure you have a good GM (which I am not yet, maybe) so that things aren't just... well, a Touhou game, with only shooting.

Requires a penchant for producing engrish and some basic knowledge of Japanese culture. Touhou knowledge not required though recommended since your PCs might expect elements from the games to appear.

Uses only D6s, so you don't need to buy any fancy dice. No other equipment required though the Touhou Wiki is recommended. I personally think this game works best by having players having hidden character sheets, so that means playing in person is somewhat more difficult...

Magical Burst

Don't let the name fool you: this is basically "Puella Magi Madoka Magica" the tabletop RPG. Think a super-depressing, soul-crushing, world-changing version of Sailor Moon and you're on the right track. The rule-book is pretty light, thankfully... well, light on rules, heavy on depression-inducing random tables. I hope you like terrible curses!

I haven't played this yet (though I kind of want to...), so I'm afraid for this one I can't offer any experiences of my own. It seems light-enough on rules and heavy enough on random tables to allow new GMs and players to quickly start playing, although the episodic nature and the requirement for storycrafting by the entire group means that play-by-post isn't going to be as effective in this case: you'll probably want to meet in person, or use something like IRC or d20.net to run this one.

Requires the ability to survive trauma and inflict it on others, it seems. Might require the ability to survive thousands of half-assed references to Puella Magi Madoka Magica jokes, internet memes, image macros, and Texts from Walpurgis Nacht.

Again uses only d20s, has a few tokens but you can print them off from the web. Also has a random character generator.

Spoiler (click to show/hide)

2
Forum Games and Roleplaying / Touhou Play-by-post RPG: Indefinite hiatus
« on: November 12, 2012, 07:47:18 pm »
Current status: It's begun! See below.

Detailed status: We are now at 'full speed', whatever full speed for a play-by-post RPG actually is, that is. If you could, please make sure you're up-to-date with the thread if you're playing.

If you are interested in joining the other PCs, you should PM me. You might not get in right away though, or I may also use your character as an NPC (with your permission). However, if you want to be a PC, you may be waiting for a while at this point...


  • What’s this thread about?

    Have you ever wanted to decimate hordes of enemies with barrage upon barrage of deadly magical bullets, but found that 1. Magic isn’t real and/or 2. You can’t play shooter games? Then perhaps this thread is for you.
    Touhou RPG – Tale of Phantasmal Land, is an adaptation of the Touhou setting and gameplay into a tabletop RPG format, designed by a person known as Bahamut. Bahamut is currently working on a different project (a small TTRPG known as Treasure Hunters, apparently soon to be part of Fun Tyrant games), but someday intends to come back to this project. As such, the game is in a partially finished state, which I will attempt to rectify myself (much to the chagrin of game balance).

  • What do I need to do?

    To participate in the game, you must create a character. In the world of Gensokyo – Touhou’s setting – crazy things – incidents – happen on a regular basis. If you were to somehow get wrapped up in one… well, you might end up a hero! Thus, you should view your character as a ‘hero in training’, although you have significant leeway in that. However, to become the greatest hero… you must also get more of the glory than your partners – either by getting more points, or by convincing others (both in and out of the game) of your greatness…
    You cannot finalize your character without gamemaster input – that would be me. Unfortunately I haven’t gamemastered before so I could make many amateur mistakes. Hopefully that won’t happen. Please be patient with me… Note: if I really like your character but we have a full party or your character would severely clash with the rest of the party, I may ask your permission to put your character in as an NPC. Otherwise, we can talk about waiting lists.
    Moreover, your character will probably have some traits that are best kept secret from other players. Thus, do not post your character information in the thread or you will be disqualified.

    Posting in this thread is not enough to guarantee a spot, but it will help your chances. See the quick character creation guide below for more details.

  • What will happen?

    Expect to get involved in an incident and attempt to resolve it through any means necessary. You will likely encounter a group of individuals also inclined to resolve said incident, and work together. However, you will need to compete amongst yourselves (in a more-meta, less-in-game way) to make sure you walk away looking the best out of all your friends.
    As to what the first incident will be, I have something planned, but I shouldn’t give away too much. You will find out as part of your introduction to the game, if you get in.
    You should expect combat and some skill challenges throughout. You could hypothetically brute force your way through any incident, but there may be more efficient ways to advance your goals…

  • How do we play?

    Gameplay rules are described in the rulebook. We will be operating with a play-by-post system. I will be making all rolls myself using dice I have on hand. You just need to tell me what you want to do when it’s your round (i.e. what rolls I should be making for you) or turn to act during combat situations, and during noncombat situations you should describe what you're character's up to (e.g. "I go here", that sort of thing) - I'll post special rules if there are any, but in general if I leave you guys alone, just give me a short update what you want to do and I'll make it happen - either in a group if everyone agrees, or individually if not...
    You will be expected to follow the thread so that you keep your character’s orders up-to-date. If you have not posted within 72 hours of one of my updates during a combat situation (which will encompass one complete turn) I will make a decision for your character on my own. Otherwise, for non-combat situations, the time will vary, but never be longer than 72 hours.
    Some information will be shared publically with the thread – anything that any character could notice or hear will be shared in this way. If one character has specific information (e.g. telepathy or somesuch) that information will be shared via private messages to that player. They can then share that information either in the thread or with other players via PMs – basically, I can’t stop metagaming, but I can make sure that the initial information is given in a way that makes sense.

  • Are there any gimmicks?

    The main gimmick of this game is Fandom Points, or Faith Points, depending on what you prefer. Basically, in Gensokyo – the setting of Touhou – things that no one believes in end up there, and the power of belief and faith is a real power. Thus in this game, accumulating FP means getting more power. You can get FP by acting in character, being a badass, or pandering to the masses.
    Touhou has three main gimmicks that might transfer over here… 1. Most characters are females of various origins and ages. 2. The art is usually really bad. 3. The music is usually really good.
    There is a Touhou trait that has become a gimmick – your character should be readily identifiable from only a headshot. I am not expecting you to draw anything, but if your character has unique hair, hair style, and/or hat, that is good. Otherwise, I reserve the right to 1. Give you an (in?)appropriate hat somewhere along the way or 2. Give you one less life to start with at the beginning of an incident.
    Finally, the last combat gimmick draws from both: Half of combat is looking cool. Thus, giving me an awesome description for your attacks will get you a bonus.


THREAD RULES
Spoiler (click to show/hide)

Quick character creation guide
Spoiler (click to show/hide)

FAQS
Spoiler (click to show/hide)

FIXES AND KLUDGES – You have my permission to break the game with these if they're obviously broken. But also expect me to try and figure out to fix them for the future.
Spoiler (click to show/hide)

Useful posts

3
Current status:Post incident 1 and currently recruiting.
Welcome to an OOC thread for the Touhou Project RPG I'm starting up. This may be an ideal place for players to discuss relevant anything that may come up in the thread that maybe doesn't make sense for there - e.g. balance issues, loot division, inadvertent mythological references, character creation tips and special considerations that may not be clear from my main post, that sort of thing.

Right now, I'm mostly just making sure this is ready before anything really starts happening in the main thread.

If you don't want to PM me or use an alternate communication method, I can discuss character creation with you here.


THREAD RULES
Spoiler (click to show/hide)

Useful posts

4
    Current status: Recruiting! See below.


    I am currently recruiting 4-6 players for an attempt at running a Touhou Project (henceforth referred to as Touhou for convenience) RPG created by Bahamut – rulebook available here. If you are interested in playing this game, I ask you to send me a private message (via these forums, or if you're more comfortable, through twitter or tumblr) with your basic character details. I’ll review them and provide you a final FP score for finalizing your character creation process. I will be accepting applications on a first-completed, received and accepted basis, until I have 6 players or until a period of 1 week from this post has expired. (So, to be generous, next Sunday (the 14th) at Midnight, EST.)

    Update: Oct 8th: Currently, there is 1 reserved spot.



    • What’s this thread about?

      Have you ever wanted to decimate hordes of enemies with barrage upon barrage of deadly magical bullets, but found that 1. Magic isn’t real and/or 2. You can’t play shooter games? Then perhaps this thread is for you.
      Touhou RPG – Tale of Phantasmal Land, is an adaptation of the Touhou setting and gameplay into a tabletop RPG format, designed by a person known as Bahamut. Bahamut is currently working on a different project (a small TTRPG known as Treasure Hunters, apparently soon to be part of Goblinworks), but someday intends to come back to this project. As such, the game is in a partially finished state, which I will attempt to rectify myself (much to the chagrin of game balance).

    • What do I need to do?

      To participate in the game, you must create a character. In the world of Gensokyo – Touhou’s setting – crazy things – incidents – happen on a regular basis. If you were to somehow get wrapped up in one… well, you might end up a hero! Thus, you should view your character as a ‘hero in training’, although you have significant leeway in that. However, to become the greatest hero… you must also get more of the glory than your partners – either by getting more points, or by convincing others (both in and out of the game) of your greatness…
      You cannot finalize your character without gamemaster input – that would be me. Unfortunately I haven’t gamemastered before so I could make many amateur mistakes. Hopefully that won’t happen. Please be patient with me… Note: if I really like your character but we have a full party or your character would severely clash with the rest of the party, I may ask your permission to put your character in as an NPC. Otherwise, we can talk about waiting lists.
      Moreover, your character will probably have some traits that are best kept secret from other players. Thus, do not post your character information in the thread or you will be disqualified.

      Posting in this thread is not enough to guarantee a spot.

    • What will happen?

      Expect to get involved in an incident and attempt to resolve it through any means necessary. You will likely encounter a group of individuals also inclined to resolve said incident, and work together. However, you will need to compete amongst yourselves (for points, mainly) to make sure you walk away looking the best out of all your friends.
      As to what the first incident will be, I have something planned, but I shouldn’t give away too much. You will find out as part of your introduction to the game, if you get in.
      You should expect combat and some skill challenges throughout. You could hypothetically brute force your way through any incident, but there may be more efficient ways to advance your goals…

    • How do we play?

      Gameplay rules are described in the rulebook. We will be operating with a play-by-post system. I will be making all rolls myself using dice I have on hand. You just need to tell me what you want to do when it’s your round (i.e. what rolls I should be making for you) or turn to act.
      You will be expected to follow the thread so that you keep your character’s orders up-to-date. If you have not posted within 72 hours of one of my updates during a combat situation (which will encompass one complete turn) I will make a decision for your character on my own. Otherwise, for non-combat situations, the time will vary, but never be longer than 72 hours.
      Some information will be shared publically with the thread – anything that any character could notice or hear will be shared in this way. If one character has specific information (e.g. telepathy or somesuch) that information will be shared via private messages to that player. They can then share that information either in the thread or with other players via PMs – basically, I can’t stop metagaming, but I can make sure that the initial information is given in a way that makes sense.

    • Are there any gimmicks?

      The main gimmick of this game is Fandom Points, or Faith Points, depending on what you prefer. Basically, in Gensokyo – the setting of Touhou – things that no one believes in end up there, and the power of belief and faith is a real power. Thus in this game, accumulating FP means getting more power. You can get FP by acting in character, being a badass, or pandering to the masses.
      Touhou has three main gimmicks that might transfer over here… 1. Most characters are females of various origins and ages. 2. The art is usually really bad. 3. The music is usually really good.
      There is a Touhou trait that has become a gimmick – your character should be readily identifiable from only a headshot. I am not expecting you to draw anything, but if your character has unique hair, hair style, and/or hat, that is good. Otherwise, I reserve the right to 1. Give you an (in?)appropriate hat somewhere along the way or 2. Give you one less life to start with at the beginning of an incident.
      Finally, the last combat gimmick draws from both: Half of combat is looking cool. Thus, giving me an awesome description for your attacks will get you a bonus.


    THREAD RULES
    Spoiler (click to show/hide)

    Quick character creation guide
    Spoiler (click to show/hide)

    FAQS
    Spoiler (click to show/hide)

    FIXES AND KLUDGES – You have my permission to break the game with these if they're obviously broken. But also expect me to try and figure out to fix them for the future.
    Spoiler (click to show/hide)

    Useful posts

    5
    Other Games / Phantasy Star Online 2: Eng. release in 2013
    « on: July 04, 2012, 01:01:32 pm »
    What is this?
    Phantasy Star Online 2 (PSO2) is a free-to-play (with real-money perks and bonuses) massive-multiplayer squad-based sci-fi action-rpg diablo-like, the sequel to Phantasy Star Online on the Dreamcast, Gamecube, Xbox, and PC, and the spiritual successor to Phantasy Star Universe and Phantasy Star Portable (1 and 2).

    What makes it interesting?
    Free-to-play, maybe? The game can be a relatively straight-forward and relaxing action-rpg, or you can play it like I do and make it more like Lost Planet, circle strafing around everything, dodge-rolling, and shooting huge creatures in obvious glowing weakpoints.

    The game tries to stay true to its roots, with rpg-type levelling, stat-bonuses, tiered weapons, and mags (upgradable support 'items/companions') but adds a lot of the action elements from games like Phantasy Star Portable 2: you actually need to aim at enemies and you can dodge out of the way. PSO2 adds jumping - which allows you to easily get to higher ground, avoid attacks, or hit hard-to-reach weak points. Speaking of that, enemies now all have 'weak areas' which do more damage when attacked, forcing you to aim even more carefully. If you're not keen on aiming, there's an auto-lock-on feature too.

    All classes have various weapon-skills (photon-arts or technics) and class-skills. I'm playing a ranger, and they have abilities that can turn any hit-box into a 'weak-point', for example. My weapon skills include sniper-shots and shotgun blasts. Weapon-skills all draw from a common pool, class-skills are cool-down based.

    Also, all missions are now laid-out randomly and include random-events. So you could be doing a mission to hunt down a boss-enemy, and get ambushed by a different boss-enemy on the way and have to fight it off. Thankfully enemies are all scaled to the level of the mission you're doing.

    Finally you can change class at any time, between Hunter (melee weapons), Ranger (ranged weapons) and Force (magic weapons). There are three races but they are all very similar in terms of stats and identical in terms of play style.

    How do I play?
    The game has only been officially released in Japanese so far. Legally you can't play it, yet - because of various issues, Sega of Japan has modified the Terms of Service in a way that makes playing from outside of Japan a bannable offence. So far it doesn't seem like this is being heavily enforced, and may only be enforced if there are further problems.
    So far the game is only in Japanese, although it's free to play. Best to follow the guides here - http://bumped.org/psublog/pso2-guide-list/ - to get registered and started up. Basically you need to sign up for PSO2 in Japanese, much like any other MMO or F2P online game would be like. Thankfully you don't need to learn any Japanese to get anywhere in the game, and the guides are pretty good - I'm actually a good portion of the way through the plot with just those guides to help me.

    Note that characters are locked to whatever ship you choose during character creation.

    An English version will be released sometime in early 2013. No word yet on how the servers will work or how F2P will work in this release.

    Resources
    http://bumped.org/psublog/pso2-guide-list/ - bumped.org's massive set of pretty-good guides to playing PSO2. Although the guide may talk about the open-beta, the full-game just went live today so it's still updating.
    http://www.pso-world.com/forums/forumdisplay.php?f=44 - PSO-world's PSO2 forums. Not as well organized but it definitely could be helpful...
    http://blogs.sega.com/2012/07/09/phantasy-star-online-2-is-coming-west/ - Sega' announcement of the English version.

    Edit: D-Arker is a stupid name.

    6
    "Everything's disposable. Everything! What's the point of having all this stuff if we don't get to break it!?"

    Spoiler: Current games (click to show/hide)


    Advance Wars is a turn-based strategy game, originally released in English on the Game Boy Advance (hence the name), but a fan based version has been created for web browsers and allows play over the internet, available at http://awbw.amarriner.com/

    For people who haven't played before, a 'short' gameplay synopsis is contained below. The site also has a Wikia, which has a bunch of useful information in it.
    Spoiler (click to show/hide)

    The site is based on a hodgepodge of Dual Strike and earlier, pre-game-boy advance games, and allows a variety of options to be set for gameplay, including unit/CO bans and weather. It also appears to have some support for phones, and emails you when it is your turn.

    If you're interested in joining or creating games, have suggestions for settings/maps, can't figure out the password to a B12 game, or want to talk about one of the ongoing games, that's what this thread is for.

    Edit: I earlier mentioned Days of Ruin in this but I believe I was mistaken - I think I misread something on the Wiki.
    Edit 2: Header for current games that I will try to keep up to date.
    Edit: B12Community4 and B12communitygame8 are now both full. Let me know if you want me to add your games to the OP.

    Spoiler: Old stuff (click to show/hide)

    7
    Other Games / Spiral Knights - Phantasy Star Four Swords Online
    « on: April 05, 2011, 12:30:13 am »
    http://www.spiralknights.com/ is a new free-to-play MMO that was just launched today, April 4th.
    The game's a dungeon crawler set on an alien world. You play as a member of the spiral knights, some sort of space chivalric order that has crash landed on this bizarre place. Their ultimate goal now is to leave, and they intend to do so by stealing the planet's core to power their ship.

    The game plays like a mix of Phantasy Star Online (Episodes 1 and 2) and Zelda - Four Swords, both for the gamecube - with controls reminiscent of Magicka. As mentioned it's a dungeon crawler - you join with up to three buddies and crawl through dungeons looking for items, cash, crystals - items used to power the dungeon elevators. The game itself has no stats, instead each item you have equipped can gain levels, although not necessarily 'grow' - they gain stats but not new abilities, at least as far as I can tell (kind of like 'grind'ing weapons in PSO - and no, it does not mean killing a bunch of dudes for one). Instead there's an alchemy system of sorts to craft rare items with special effects, and you can buy a bunch of lower-level ones with statuses too. For example I have a pistol that, when charged, stuns enemies. However to perform alchemy you need to acquire recipes.

    Like PSO there are normal and 'heavy' attacks that require charging time. The heavy attacks seem to do more damage and inflict status effects very frequently. There are three weapon types and no classes - you can switch between weapons on the fly by tapping space. There are melee weapons (powerful, but you need to get up close and personal), guns (not as strong, and you move slower when reloading - you can fire a limited amount of times in rapid succession), and bombs (you charge them up and toss them).

    Like Zelda - Four Swords, there are somewhat convoluted puzzles (at least for an MMO) - you can hit switches with your weapon or with thrown pots and statues to activate doors, locate keys, and that manner of thing. I spent a long time trying to hit a switch from offscreen before realizing that you could throw pots over ledges, for example. The combat is also much quicker and there is no lock on like in PSO - so you'd better be aiming that gun appropriately! And you can manually block if necessary.

    As I mentioned before, there are crystals. The levels that are accessible at any given time are determined by the crystals people have 'fed' the elevators and I believe they reset every 24 hours. You have an unlimited inventory space, but you can only carry one crystal at a time.

    When dungeon delving you can go it alone, only allow friends, or let the game 'matchmake' you with another party. For example my first dungeon run I ended up being party leader with 3 other people. Party management is fairly easy and allowed me to weed out a deadbeat quickly, once I realized I was the party leader.

    The game is free-to-play, as mentioned, but the game attempts to make money through microtransactions, but thankfully it's not too game unbalancing (well, as far as I've noticed yet). To activate elevators you need to give them some 'power'. The dungeon I just ran solo required 10 power to descend each floor, for example. You have 100 power on you, it replenishes slowly over time and I believe whenever you log out and back in. However you can purchase power using in game cash or out of game cash. Power can be converted back to in-game cash if required.  You can also purchase 'perks' like additional hot-swappable weapon slots and 'trinket' slots, but you can, again, purchase them with in-game cash.

    I know at least one other person from B12 is playing this game right now - anyone else?

    8
    Other Games / Metal Gear Solid: Peace Walker: Additional flavour text
    « on: August 04, 2010, 06:56:41 pm »
    Haven't seen a topic on this yet so let's give it a go.

    The Informational Bit
    Why should I play this?
    There is/was a demo for the game out that you can download for your PSP, that gives you a sampling of missions, including two early story missions and a boss fight. It's a very solid third person shooter for the PSP, in the vein of Monster Hunter in a sense, with a lot of MGS in jokes, as well as some genuine humour.

    Plus the game has Kant quotes and a character named "Dr Strangelove" in it, you can't not play it now.

    oh, and there's co-op play! I haven't tried it myself, but I've heard xlink kai can handle the game just fine.

    Story
    The year is 1973. Big Boss Snake is loafing around in Central America with some fellow goons, including Master Kaz Miller, trying to figure out what to do with themselves, as the army without a country. They get recruited to investigate armed soldiers in Costa Rica - the country without a military. However, things don't go as planned when Snake discovers that they're American soldiers bringing nuclear weapons.
    Gameplay
    If I had to guess, I'd say the game is very similar to Metal Gear Solid: Portable Ops. However, I haven't played those games, so I can't be sure.
    The game is sort of like a bizarre hybrid of Monster Hunter for the PSP (it even includes a "Hunter" control scheme) and Metal Gear Solid 3, what with a variety of camouflage and stealthy weapons for getting the drop on people.

    You'll probably want to remain sneaky for most of the game, as guards can call for heavily armed and armoured reinforcements if you are detected. However, a variety of weapons and items, as well as a general purpose melee button for CQC - useful for silently knocking out enemies - make it somewhat easier.

    However a good portion of the game is also in the development of your army and its troops, as they are responsible for providing you with items and support during your missions, as well as various other odds and ends. 
    Sample videos
    The Tokyo Game Show trailer for MGS:PW
    A solo gameplay video
    A co-op gameplay video

    The Less-Informational Bit
    I'd recommend trying to keep spoilers to a minimum for people stuck in the game - like me!

    A good spoiler system?
    Chapter 3 spoilers
    Spoiler (click to show/hide)
    Chapter 1 spoilers
    Spoiler (click to show/hide)

    9
    DF Bug Reports / Never mind
    « on: May 17, 2009, 02:14:27 pm »
    There was a one tile sized hole in the roof of my fortress that the goblin was pushed into by a wardog. Guh.

    Got a goblin ambush on a new fort, sent my wrestlers/hammerdwarfs out to fight them off.

    One of the goblin wrestlers ends up inside my fort - right below where the battle took place. He's wounded - a hip and leg wound so it looks like he was fighting someone.

    I can only assume someone hit him through the floor (since the area on the floor above is covered with a stockpile and thus hole free - it's also an all natural floor).

    The rest of the squad spanned on the surface, died on the surface - and the part of my fortress closest to the edge of the map is either surrounded in magma or water - so he didn't spawn inside.

    He immediately started pathing back to where he was supposed to be and ended up getting caught in a cage trap.

    10
    DF Bug Reports / [40d11] - Ruler worships every dwarven god
    « on: April 20, 2009, 10:09:22 am »
    Playing my most recent fortress I decided to check out the relations of the Queen I recently acquired. After several pages of children and relations, I noticed that she had listed every single dwarven god as a deity.

    I thought dwarves were only supposed to worship one deity at a time?

    11
    Edit - let's see if the title gets more people here. I can't think of a descriptive name for this style. It's definitely a mixture of the ramblings from Succession games and Heavy Flak's style from Migrursut. It's goal-oriented but freely driven, and I have openings should other people want to be "dwarfed" as it were.

    -----------
    So this will my first (and probably last) attempt at an interesting fort. I was having trouble thinking of what sort of theme to centre on, and I decided on a dwarven suburb.
    I'll see how it turns out.

    As it stands, I embarked on a place with a magma pool, pipe, a chasm, an underwater lake, an underwater river, an above ground river, and some other stuff - no flux or sand. I'm planning on eventually building towers/tunnels filled with 3x3 living pods (and, gods willing, waterfalls :D --- magma falls for pesky nobles)

    I ditched the anvil for a bunch of food variety.

    Anyways, on to the story!

    ------

    Ch. 0: Why are we here, or I seriously am starting to not like you guys.

    "Are we there yet? Are we there yet? Are we th -"
    "WILL YOU SHUT UP ILRAL?! We have been TRAVELLING for WEEKS --- and I for one am TIRED OF THIS NONSENSE!"

    The wagon ground to a halt, bringing the argument to a close. Whether the stop of the journey was on purpose or not was not apparent.

    Ast clambered on top of the hulk and coughed loudly. The valley they had arrived in caused the echo to be tremendous - it felt good to him, like this was the recognition he deserved. After toiling in the mines, after getting this band of fools together, after buying all the food with his own money...

    "Tun! Think of what your Thetdel would say!"

    Tun grumbled and withdrew, pocketing his pick. "She would say... to dance. To rejoice..."

    "Damn right." Tun smiled, secure in his position as leader. This could be the start of a beautiful thing. The rest of the group was calm, unsure of what was to come next.

    "And yes, Ilral, we are here."

    Nil, the curious farmer, quickly piped up with a "Where is here?".

    Tun sighed, but Ast laughed nervously. "I... I'm not sure."

    Nil quirked her head. "Well, then what's the good of saying we're there... here... wherever this is."

    "Well, I think it looks pretty good. Fertile, fresh, clean --- not like the damn forges of the Mountainhomes, not like the grime of the earth or the rocks beneath our feet." Sakzal spoke proudly - she could see she was going to like it here. "The trees are fresh... I like the look of them."

    Cerol grumbled briefly, drawing a glance from Sakzal. She didn't bother mincing her words. "There is not a single benefit to this land. We are surrounding by nothing but wasted workshop space and here you are, talking like an elf! There's a reason that no one talks about them here!"

    Ast stepped in between the feuders.

    "If we are to survive here, I will need all of you. And for the sake of the Mountainhomes we cannot fail."

    ------

    Ast's log -

    1st of Granite, 31

    We have arrived in the forests... but all is not well. Not only has a grudge already developed between our carpenter and mechanic, but I foresee more in the future. Or maybe I'm just being a bit pessimistic.

    As well, our surroundings are not quite peaceful. A river cuts a steep valley to the south, and we are caught on a mountain range - between a pit of critters and a pit of lava. We shall have to dig into the soft earth to live for now - until the huddled yearning masses of dwarves come to find our utopia.

    I will help them. And I will not hesitate to hurt those who get in my way.

    -----

    Spoiler (click to show/hide)
    A picture of the first lobby -
    Spoiler (click to show/hide)
    -----
    Ast's log, 3rd of Slate

    The doors and beds are built (I can tell I have picked the right dwarves for this job: the beds are the most intricately carved I've seen yet), and the first floor of our first complex is complete. I have left a note embedded in the centre of the lobby.

    No terrible news, no terribly good news either - our depot has gone up, and it should be possible for a wagon to get there. Unfortunately, our own wagon is not moving - I assume it's because the mule has gotten free.

    Once I find it, I will wear it.

    ----

    Ast's log, 22nd Slate

    We will not starve to death, not yet. While I feel the water of the mountain in my bones, just as I felt its blood, we have not found it yet. Til then, we will survive on the damnable mushrooms.

    ---
    Edit: Dur, step =! steep
    Edit 2: updaten.
    Edit 3: It is now summer. I guess I will call that an end for this post.

    12
    DF Bug Reports / A world without alcohol or plants?
    « on: July 19, 2008, 09:08:26 am »
    I generated a world, and there's no option to embark with booze, plump helmets, or seeds.

    And I have full trading access with the dwarves.

    Any idea what's going on?

    13
    DF Bug Reports / Civ war/peace indicators not updating
    « on: July 18, 2008, 05:56:52 pm »
    Just minutes after I start losing my engravers to traps, I get an ambush!

    Of goblins! Yay, I think! Iron!

    However, even after they've killed my hunter and wounded a bowyer, and the human crossbowman and swordsman finish off the two squads... the goblins and I are still listed as "at peace".

    I have a feeling it's something to do with the history setup...

    Note that while I was at peace with them I was still exporting vengeance... >.>

    14
    I'm pretty sure this would be applicable on all the 39s...

    The new sleep system has dwarves/humans/etc being unconscious as they sleep.

    An old "feature"/bug is that traps attack unconscious things, no matter what.

    I have some peasants detailing the front entry way to my fort. It's lined with stone-fall-traps. I haven't assigned them beds yet.

    They fall asleep on the traps, and "splat"! "Engraver has been killed by a trap".

    This is one possible way to handle population growth... hopefully I don't get a tantrum spiral though...

    15
    On a whim, I decided to make a rapier (Sword with pierce)... then I got bored, and added the COLD damage tag to a new sword I made.

    Now, my first problem is that I'd like the sword to only be made from a particular material... but I can't quite figure out what that requires.

    My second problem is that my adventurer started with this frost-knife. Which is obscenely overpowered as far as I can tell, shattering people in one or two hits.

    I haven't tried burn/heat yet, but I imagine it's the same deal. (Flaming flail anyone? Exploding hammer?)

    Anyway to tune down how much cold damage the sword deals? I imagine it's probably in a hit-chance/critical-chance token of some sort.

    AND, last question, where would I have to place a new token (I'm thinking something along the lines of SHOCK) for damage/weapon-attack-type? It would probably have its own text-setup somewhere for combat reports?

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