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Topics - Rysith

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1
Mafia / Rysith's Semi-Bastard Mod Mafia (Game over, LASD and Vector win!)
« on: December 16, 2009, 12:40:05 am »
Let's get started with the questions, shall we?

1) What do you mean, semi-bastard mod?
The setup that I've got is for 13 players. If there isn't enough interest I can shrink that, but all the balancing has been done with those thirteen roles in mind.

2) How many players?
Read the thread title: January 11th

3) When will it start?
If in a normal mafia everyone knows the rules and the mod is always straightforward, and in a Bastard Mod mafia the mod purposefully lies and nobody knows the rules, a semi-bastard mod mafia is one where some people know some of the rules, and the mod will be flexible with the way things are even if he endeavors to always provide at least a grain of truth. Thus, the town (and mafia) will have to deduce what's going on enough to accomplish their respective goals, without the full-blown mod-wifom of a bastard mod.

4) How long will days be?
No PMs, no hammers. Obviously, given the gametype I can't reveal how many are town/mafia/third party, since that would be telling.

5) Is this how you'll be answering things in-game?
I'm fine with some flexibility in the day deadlines, but would think that in the absence of heated discussion there would only be a single 24-hour extension by popular demand. I'd like to keep the times firm in the absence of almost everyone saying that they want more or less time.

6) Will there be any day extensions?
In the spirit, certainly. Confusing, but solvable. The actual game, of course, will be a bit less transparent than these. If you pay attention, you might even get some hints pre-game.

7) Can you give us any more information?
Days will last 72 hours, nights will last 24 hours. Weekend time counts for half time. Night actions that are not submitted will be assumed nothing rather than delaying the game.


I hope that that answers everything. If you've got more questions, feel free to ask them below, and go ahead and sign up. What have you got to lose?


Currently Living Players (3/13):
Vector Won Day 7, Mao Zedong
Apostolic Nihilist Lynched Day 3, Paul Dirac
Pandarsenic Killed Night 1, Ikari Shinji
Zai Killed Night 5, Pierre-Simon LaPlace
Toonyman Killed Night 4, Salvador Dali
Redwarrior0 Lynched Day 4, Kurt Godel
Shades Killed Night 3, Rene Magritte
LASD Won Day 7, Paul Erdos
Leafsnail Lynched Day 1, Lewis Caroll
Nirur Torir Killed Night 6, Maurits Cornelis Escher
Alsark Lynched Day 2, Lain Iwakura
GlyphGryph Lynched Day 5, The New Number Two
Halmie Neruz Lynched Day 7, Vanilla Townie

Timing:
Day 1 began 1/11 at 10:30am board time, and will run until 1/14 at 10:30am board time in the absence of extensions or shortening.
Day 1 resumed from being frozen at 10:15am board time on 1/17, and is expected to run to 10:30pm board time on 1/19.
Day 1 was extended, and will end at 10:30 pm board time on 1/20.
Night 1 began midnight 1/21, and will run to midnight (or slightly after) 1/22
Day 2 began at 10:30am board time on 1/23 and will run until 10:30 am 1/26
Day 2 was extended, and will now run until 10:30am on 1/27
Night 2 began at 10:30am board time on 1/27 and will run to 10:30am board time on 1/28
Day 3 began at 11:00am board time on 1/28 and will run to 11:00am (or thereabouts) on 2/1
Night 3 begain at 10:30am board time on 2/1 and will run to 10:30am on 2/2

2
Mafia / Flamewar Mafia (Concept/Discussion)
« on: October 18, 2009, 11:58:43 pm »
No, this isn't Religious Flamewar Mafia reborn.

I've been playing around with some ideas for alternate mafia win conditions (Why? Because nobody else does it!), and I've found one that I think might work.

The idea would be that in addition to winning through the usual means gaining the majority, the mafia would also be able to win by getting the thread post count to some level (dependent on the number of players, and with some rules in place to prevent blatant mafia auto-posting victories).

Roles would probably be closed, since I've found that closed roles seems to generate more discussion. The flavor, as alluded above, would be a forum attacked by trolls with bannings for lynches and hackings for NKs.

So, any interest in the game and, since it seems like something that hasn't been done before, and comments on the idea or implementation?

3
Mafia / Re: Delta Green Mafia (Suspended due to lack of activity)
« on: May 29, 2009, 10:46:11 am »
So, I've been lurking here for a while, and (somewhat inspired by Mephansteras's Paranormal Mafia), I've decided to try my hand at running and describing a game.

For those of you unfamiliar with it, Delta Green is a setting mixing modern conspiracy theories in with H.P. Lovecraft's Cthluhu, so expect a combination of area 51-esqe conspiracies mixed with mind-breaking Things That Man Was Not Meant To Know.

In the interest of maintaining paranoia, I was going to hide all non-standard town roles, IE roles that a normal townie wouldn't know about. Role descriptions may mention other roles, though. The Town will have a Cop, and if numbers permit a Doctor and a Reporter. Obviously, the other factions will have power roles as well.

As with most of the Mafias running now, PMs are allowed as long as you copy me on all messages and never quote things that I've sent. Speaking after death, either by posting or by sending PMs, is a Bad Thing and will result in Bad Things happening. The exception to this is a single message that will be found by your intended recipient(s) after your death. Once dead, PM it to me and I'll make sure it is delivered. Dead players will have their roles described, but not named in a pro/anti town manner. In most cases, it should be fairly clear, but in some it may not be.

Days will last for 48 hours, nights will last for 24. Days may end early if most people have voted and there is a long period of inactivity. Signups will continue for one week, with the game starting with Day One on June 6th.

Please vote in red, and unvote before changing your vote. It will make record-keeping much easier.

And now, our story.
Dateline: Innsmouth, a coastal village in New England

Brutal Murder leaves Village Shocked, Horrified
   Police have launched an investigation into the brutal slaying of Innsmouth resident Norma Smith, who was found dead in her house this morning. Despite her age, rumors are flying that this was not a natural death. Early reports from the coroner's office indicate that there was evidence of extensive surgery prior to her death, and several modifications to her skeletal structure, the purpose of which is currently unknown. A panel of concerned citizens has assembled to confront this strange happening and seek out those responsible for the atrocity. The killer must be found!

Anyone interested?

Current Players:
Boksi
Inaluct
Archangel
Emperor_Jonathan
Org
Pandarsenic
chaoticjosh
Teferi

4
DF Suggestions / Improved Invader skills
« on: May 19, 2009, 12:41:14 am »
Currently, invaders from the first goblins to sully your newly-founded fortress to the goblins that attack your decades-old fortress filled with the finest in all things come to you barely out of whatever passes for goblin military academy, with barely the skill to hold a sword by the handle and hardly a stat increase to their names, their crudely-forged equipment barely clinging to their bodies.

These goblins, then, are sent against the legendary warriors of the dwarves, equipped with the finest polished steel, trained since the dawn of adulthood in the ways of war. It is no wonder, then, that the average "mature" fortress can afford but a handful of guards (a handful simply to reduce the chance that they are all eating, drinking, or asleep at the same time), since a single one can slay an entire goblin siege without breaking a sweat.

Thus, I propose that in addition to sending additional goblins, the skill of the warriors sent should also rise with time. More slowly to be sure, the first wave being nothing more than a scouting party. But soon, when word of the wealth and power of the fortress spreads, goblin generals will begin to plan more than simply rounding up the first eighty goblins they see and marching them off to war. More skilled goblins, trained under the harsh eye of their generals or drawn by tales of glory and plunder, will compose the armies. An advanced fortress might even expect to see a legendary goblin or two among their foes, warriors able to confidently challenge a dwarven warrior to single combat in melee.

The flowery language aside, it's kind of ridiculous that the gobins that siege and ambush you have less than a month of training (based on dwarven training rates). I propose that once the sieges cap out at 80, the skill levels of the invaders start rising instead, so that they continue to provide something other than comic relief once you have your first legendary solider. While it doesn't do anything to address the problems posed by traps, magma, drowning chambers, atom smashers, or engineered cave-ins, I think that it would do something to make goblin sieges more of an event.

5
DF Dwarf Mode Discussion / Dwarf Scripting
« on: February 08, 2009, 12:40:29 am »
So, with the Circle templates and the recent Mac Dwarfers thread that Martin started, I thought I'd throw this out there as someone who likes to program in my free time:

What kinds of autohotkey/applescript scripts would people be interested in? I'll try to fulfill whatever requests come in.

6
DF Modding / Horn (again)
« on: January 23, 2009, 11:18:24 pm »
I know that all the experiments here that I've seen with horn have ended in clouds of freezing gas, but...

I just had some traders show up with a rope reed bag decorated with superior quality elk horn. Might the problem with horn/pearls have been that they need a creature type associated with them, or they come out as no-creature items and boil (just like no-creature bones)?

I suppose that this has probably been tried before (and I can't go messing with my raws to find out right now), but it seemed like an idea if we hadn't tried it yet.

7
DF Community Games & Stories / Lanternwebs (The End!)
« on: December 13, 2008, 02:43:23 am »
"Halt!" cried Tosid Vodsazir. "This shall be the site."

The other six looked out from the wagon and down the mountainside. Below them, a stream burbled happily through clay soil, trees dotted the hillsides, and green grass grew thick upon the ground. Above them, though, they could see a plateau, twisted trees long dead tied to blacked earth and stagnant, murky ponds. A malignant place, rumored to be caused by an ancient evil long buried beneath the mountains, an evil so terrible that the dead walked the land freely near them. The mountains themselves were named "The Unnameable Point", and the forest "The Forest of Funerals".

The brook was no safer, the dwarves knew, despite its inviting greenery. Many nights on their trek from Endoksobìr had been spent, not in restful sleep, but huddled in the wagon listening to the deep howls of the wolves, both lower and more savage than the howls of the wolves of their homeland.

And yet it was here that Queen Lektadlòr had ordered a fort built. It was to be, she said, a fortress unmatched by any throughout the land, to secure a vital corridor between the mountainhomes and the Bewildering Oceans. Tosid had objected, of course. The site was wholly unsuitable, surrounded by untamed wilds on all sides and with the Unnameable Point looming over it like an axe waiting to fall. He wasn't the right dwarf to lead, he insisted. There were other, more qualified dwarves available, ones from the court who knew how to lead dwarves with a gentle but firm hand. He'd do something wrong, and the entire expedition would be for nothing.

But the queen had held firm. The site was a bit harsh, it was true, but the location had all of the resources he could possibly want: Flux and sand had been reported by the scouts, and the mountains themselves were known to house ample magma. With the brook for running water, there was nothing that he would want for. Furthermore, his experience with mechanics would give him the perfect background to create a well-organized and smoothly running fortress, which was exactly what was needed if he was to accomplish the Queen's goals: Wall off the Forest of Funerals, tame the wilderness, and provide a forward outpost to hold off the Orcs when they turned their attention from the Unions of Responsibility to the dwarves further south. And, she reminded him, it was only with much negotiation and maneuvering that she had managed to take the honor of administering this fortress for the Braided Lenses. Eshtân Fikodniral had been extremely vocal in insisting that the expedition be lead by The Fence of Taking, claiming that the expedition would surely be lost without her clan's superior combat experience, and would no doubt jump at the chance to take over.

And so, eventually Tosid's sense of duty won out, and he had agreed to lead the expedition for the glory of the Braided Lenses and the Theater of Beards. For months, they had skirted the edges of The Virtuous Towers, who's cliffs had long sheltered the five dwarven nations that lived within, hidden from the wars outside. Through the Cruel Skull-Fields, across the Prairies of Impaling, around the Stinky Murk, and over the Gilded Hill, until at last they had arrived at Udilorshar, Lanternwebs.

Tosid looked over the dwarves before him. Sigun Dumatigath and Mosus Bidoksibrek, both competent miners. Kikrost Dakaskûbuk, their carpenter and guard. Uvash Ottansazir, their mason. Zaneg Sibreknekut, their armorsmith. Stinthäd Umåmfath, their farmer. And of course, himself, Tosid Vodsazir, mechanic-turned-expedition-leader. He raised his arm.

"Strike the Earth!"

Embark Location
Spoiler (click to show/hide)

The Forest of Funerals
Spoiler (click to show/hide)

8
DF Suggestions / Subraces
« on: December 09, 2008, 09:43:34 pm »
The general idea here is to allow the creation of several different [CREATURE] entries that tend to show up together and/or interbreed. This ended up happening as I was trying to mod in giant ants, when I wanted to be able to make queens, males, soldiers, workers, etc. It seems like it could be used to make rarer, more powerful goblins, different varieties of dragons, and stuff like that as well.

With a bit of tweaking, it could even be used to make "groups" that would show up (so, a single werewolf with a pack of normal wolves), both in adventure mode and in fortress mode, which would be awesome.

9
DF Bug Reports / [40d] Magma Pipe not revealed on discovery
« on: November 09, 2008, 01:50:38 pm »
I recently embarked on an area with an underground magma pipe. After a bit of digging, I found a warm wall, got the "you have discovered a magma pipe" message, and then... Nothing. The pipe didn't reveal itself, I've just got a tunnel a few tiles into obsidian in Gabbro with a single warm tile at the end. This is in sharp contrast to normally, when it reveals the pipe in all of it's fire imp-filled goodness and allows me to plan how to tap it.

A possible cause for this is that I've excavated part of the area directly above the magma pipe, which might be interfering with the auto-reveal of it.

I can provide a save if it's wanted, though unfortunately not pre-discovery.

10
Mod Releases / Orcs: More things to kill - Now for DF2010!
« on: November 05, 2008, 01:42:38 am »
Please see this post for details on DF2010(0.31.10+) orcs.


Just thought that I'd throw this out there as my first bit of attempted modding, since I've benefited from the mods other people have posted here.

I decided that the goblins didn't come often enough, and ran away too quickly. The goblins from the "better goblins" mod seemed more geared towards adventure mode than fortress mode, since they seemed a bit too powerful to be able to take on a siege of. Or, if they weren't, it was a siege vs. a large, mature fortress who's entrance was covered in more traps than there were dwarves inside.
Enter the orcs, a non-speaking race that will show up in large numbers. Larger and tougher than the average dwarf, they are raiders drawn by tales of wealth in dwarven (or human, or elven, or goblin) fortresses, and once they have arrived they show no fear and feel no pain until they have killed and plundered everything. Unless, of course, they get bored and leave for another fortress to loot and pillage. Assuming you can't drive them away, though, you should be prepared to spend at least 6 months out of the year sealed away underground, not an easy task at all.

Also, unlike non-speaking goblins, I've never had an issue with the orcs dying out during world gen. Fast birth rate and large populations seem to help with that.

Version 0.2 changes!
- Orcs are now faster, so they can chase down your woodcutters and fisherdwarves that are caught outside during sieges
- Orcs are now active summer/winter only, so that they don't interfere with dwarven caravans. I've seen them show up as early as my first winter, though with a fast start they might show up the first summer.
- Orc settlements are much larger, which helps them in world gen combat, because...
- Orcs worship a pantheon of (mostly unpleasant) gods, rather than a demon. Demons seem to have some odd things attached to them in world gen, so I wanted to take them out. Plus, they should put decorations of their gods on their equipment, and who doesn't want an iron shield with an image of an Orcish god of war on it?
- Orcs now eat their kills.
- Orcs are now clad only in armor, leather loincloths, and leather cloaks, as befits their savage nature
- Orcs are less choosy about their fortress locations, and so have a tendency to expand more rapidly during world gen.
- Orcs will no longer send crossbowmen, only bowmen. No bolts for you!
- Custom names for orcish soldiers: Crushers, stabbers, slashers, carvers, maulers, lancers, and snipers.

Version 0.3 changes!
- Orcish language!
- To have non-speaking orcs with names in fortress mode, generate the world and then add the [CAN_SPEAK] tag to their entity file after embarking.
- Added [trAPAVOID]
- Added three mount animals: Dire wolves, Giant Wolf Spiders, and Armored War Elephants
- Minor tweaks that should encourage them to expand well in world-gen.

- Updated first post

Overall, they are now a race of savage barbarians that will raid your fortress twice a year, killing anything that they can path to. They don't need demons to lead them, they do just fine on their own. Goblins need demons because goblins are weak.

Installation:
- Download from http://dffd.wimbli.com/file.php?id=877
- Place the three files in your raw\objects directory
- Regenerate the world
- (optionally) add [CAN_SPEAK] after starting fortress mode
- Have Fun!

Edit 2/12: Finally remembered to do this:
Thanks to Jarathor, there are now Orc graphics. I haven't tested them, but the image is here and the instructions are here

Edit: Foxbyte has repackaged Jarathor's Orc graphics into an easy-to-install file, available at the DFFD

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