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Topics - RandomNumberGenerator

Pages: [1] 2 3 ... 7
1
Dark times are upon us, lads. Ever since the our beloved king was put on a goblin pike 59 years ago, we have wandered this land as nomads without a mountainhall to call home. We have had no glory, no honor as we traveled from human town to town begging for scraps, sometimes even needing to resort to asking the elves for help... well no more! I am sick and tired of this life. We will create another fortress, we will! We will create a fortress that shall stand the test of time, one which will be a beacon of hope for all crushed spirits like us in these bleak times! We will have an impregnable defense, one which no goblin, titan or dragon shall be able to penetrate! We will build... The Last Fortress!

Of course, first we must decide where to make our last stand. Shall we do it at the The Humble Rages, a great volcano that rises through a massive swamp? Or shall we stand tall at the edge of the mountains and the haunted forests of chilling? Or would we have more resources if we built our home on a pleasant freshwater lake?
Spoiler: Fortress Locations (click to show/hide)
The second issue we must address is who is coming with me. Only 7 of us shall go, in holding with the tradition of our forefathers, and we shall take turns governing the affairs of the fortress. Anyone who is in, state your name and your skills.

-----
Location:
Pleasant Lakeside - 2 (Di, Hydrall)
Swamp Volcano - 2(PereGarret, DwarfyDwarf)
Haunted Forest - 0
Indifferent - 2(Kipi, Zrk2)

Players:
1) RandomNumberGenerator, Marshal (Axedwarf/Armordwarf/Shielddwarf/Leader/Teacher)
2) Hydrall, Sniper (Hunter/Marksdwarf/Plant Gatherer)
3) PereGarret, Architect/Mechanic/Butcher/Tanner
4) Kipi, Miner/Engraver - Skipped
5) Zrk2, Magnificent Bastard (Broker/Judge of Intent/Appraiser/Liar/Intimidator)
6) DwarfyDwarf, Mason/Carpenter
7) Di as Demetry, Planter/Cook/Brewer - Delayed

Latest Save:
http://dffd.wimbli.com/file.php?id=3510

2
DF General Discussion / Creating a low-population world.
« on: December 01, 2010, 02:21:31 pm »
Right now I'm trying to generate a world with very few dwarves, and if possible, have my starting 7 be the last of their kind. I'm not sure how this would effect migrants, but I still like the idea of building the last stronghold of dwarvenkind. I tried making a world with very low civilizations and very high savagery and number of beasts, but that only resulted in 3 super-powerful civilizations splitting the main continent.

Anyone know how to tweak the worldgen settings to get this result?

3
I seem to have a bit more free time lately, so I've been thinking of starting up a game. In particular, a version of this game which I abandoned oh so long ago. However, it was abandoned for a fairly good reason, mostly that it was a ton of work with very little reward. The purpose of this thread then, is to discuss both who would be interested in playing again and what might be a more efficient way to run it. In particular, we have the following topics to cover:

In the original, there was an elder council who made all the decisions. This added a unique element to the gameplay, but also slowed down the game. A lot. Needing to get everyone to vote on every issue made turns take quite a while, and when there was opposing votes it took a while for me to figure out what was going on. If the game resumes, would you prefer the same cooperative element of the game OR would you prefer to each handle different sections of the game (such as the shaman who governs religion, the warchief who governs military, or the earth mother who governs domestic affairs, etc.) OR would you each prefer to handle your own tribe?

Also in the original, every turn I would post a map that detailed the lands known by the tribes with the rest being black, sort of emulating how it works in Civilization. What is discovered is while Civilization only needs to flip a bool on if a tile is revealed or not and have the graphics engine do the rest, putting a new map together piece by piece every turn, then placing units on it is a sh*tton of work. I'm thinking for this version of the game, it will probably be all text-based, unless there is a huge demand for maps. Alternatively, if anyone can point me towards a good application that I can have the map and units on and just screencap to post it, that might work as well.

Finally, the time in the original seemed rather off. I ran it on a weekly basis, and tried to balance things as such, but once again, that made it take a TON of time before anything really changed. For this version, I was considering running it on a seasonal basis instead, so things go much faster.

So, what do you guys think? Worth bringing back, or should I just make a different game?

4
DF Adventure Mode Discussion / Adventure Mode Healthcare
« on: November 13, 2010, 12:25:46 pm »
Is there any real way to treat wounds in Adventure Mode other than just waiting for them to heal? With my current character I seem to have developed an infection in an old(about one month old) wound, and I'm rather worried about it. I have have a broken finger from my last encounter, so I'm somewhat worried about that as well.

5
DF General Discussion / Has a new DF visualized been made yet?
« on: November 03, 2010, 12:59:24 pm »
I know back in the 40D days, both 3Dwarf and Visual Fortress were very popular. Of course, they broke with the 2010 update. I was looking at my fort today though and really wanted to run it in a visualizer, but I don't know of any that have been made... do they exist, or are we still lacking visualizers for the new DF versions?

6
I just... Ugh. I had a forgotten beast show up at my fort just now... a monsterous human composed of red pyrope. It charged directly towards my fortress, and I told my military to attack it; it would be a close fight, but my highly skilled axedwarves should be able to kill it, or at least wound it to the point where it wouldn't be a problem... So I'm watching it get closer and closer, and wondering where the hell my army is. I look at the dwarf screen, and they're all going to individual combat drill! All of them! They're not even scheduled to train that month! The beast starts wreaking havock on my fortress, and my military has finally arrived at the barrack and are not training. WTF? Why won't they attack it?

7
I just got my first artifact for this fort; a rather disappointing giant olm leather chausse, with no decorations of any kind. Not being of much use, I just left it in the leatherworks(which was located outside, next to the butcher and tanner). Half a season later, a kobold came and stole it. I was sort of worried that my leathercrafter might go insane, but when I checked her status I got the following:

Fath Ralarkim has been estatic lately. She was unhappy at having to haul someone to bed lately. She was unhappy at having to give someone water lately. She is quite pleased with making an artifact. She admired a fine Door lately. She has been statisfied at work lately.

Was her artifact so worthless that even she didn't care about it?

8
DF Dwarf Mode Discussion / Ensuring that bodies of water have fish?
« on: October 14, 2010, 07:17:42 pm »
I recently started a new fortress, one that I planned on being a seaport-type town. Most of the buildings would have been made from wood, as there was a three-layer aquifer underneath me, and I was going to have my main export be cooked food, made from a huge fishing industry. I started with a miner for digging out storage cells in the sand, a carpenter, a lumberjack/herbalist, a farmer and 3 fishermen and cooks. I embarked, started setting up my fort when I got the following messages...

"There is nothing to catch in the eastern ocean"
"There is nothing to catch in the river"
"There is nothing to catch in the central swamps"

My entire fort idea, gone in an instant. Out of three potential sources of fish, none of them had any...

I would like to give this another go, but I don't want to meet the same lack of fish.

9
Other Games / Solace
« on: October 07, 2010, 07:02:22 pm »
Has anyone else played this? It's a shooter where you play as a... well, I guess I would say a spirit that is going through the 5 stages of grief. At first glance it doesn't seem to be anything amazing, just another bullet hell game, but emotional effect of the game is actually quite impressive if you've lost someone close to you... it really seems to capture those different stages and helps put things in another perspective. It did for me, anyway. Even if you haven't lost someone, I would still recommend playing it, since it's free and only 5 levels.

http://solacegame.com/

10


Spoiler: Rules (click to show/hide)

Spoiler: Setting (click to show/hide)

Non-Player Organizations:
Spoiler: Governments (click to show/hide)
Spoiler: Businesses (click to show/hide)

Player Organizations:
Spoiler: Body Baggers(Hugehead) (click to show/hide)
Spoiler: Oil-4-U(tehstefan) (click to show/hide)
Spoiler: Aero-Space(Ochita) (click to show/hide)
Spoiler: Synapticom(Armok) (click to show/hide)
Spoiler: WorldDevCorp(Humaan) (click to show/hide)

Alright. I would have preferred to start you guys off with some basic businesses set up, but I have to be somewhere in an hour and I still need to get ready, so instead you get to buy your own stuff. If you want to buy stuff that isn't on the list, either post in the thread or PM me, and I'll see about it when I get back. Hopefully there is enough capital to get everybody started.

Capital:

Research Laboratory: $750,000
Chemical Plant: $600,000
Extraction Facility(i.e. Oil Well, but also Mines, Lumbermills, etc.): $500,000
Factory: $500,000
Shipping Yard: $250,000
Broadcast Tower: $200,000
Farm: $150,000
Warehouse: $100,000
-----
Specialized: Additional $100,000

Most things up there are used in production of one sort or another. Each building has expendatures as well; Basic buildings cost $10,000 each quarter in maintenance, $10,000 each quarter for labor, and $10,000 each quarter for raw materials. Some buildings use less or more; a warehouse for example, doesn't require labor or materials, but still needs maintenance, while a chemical plant requires specialized labor, maintenance and materials, making it cost twice as much each quarter as a standard factory. Of course, the goods it produces are worth more as well.

Specializing a building costs $100,000 and increases how useful it is. A specialized factory for example will produce more goods, while a specialized warehouse may be refrigerated to store perishables like meat of chemicals. In addition to the $100,000 specialization fee, specializing may make a building require specialized maintenance or labor, which costs $20,000 per quarter instead of $10,000. Depending on your business, it may or may not be worth it to specialize your buildings. Chemical Plants and Broadcast Towers are already specialized.

Research Labs are expensive both in investment and in maintenance; they require specialized maintenance which costs $20,000 and in addition, very advanced labor which costs $30,000, bringing the total quarterly cost to $50,000. They do not produce any goods to be sold, but instead produce technology, which may be sold or used to upgrade your other buildings.

11
In spite of a million and one things I could be doing (Working on my novel, making new maps for several games I play, updating my RTDs, getting some fresh air, cooking food that doesn't come in a prepackaged box for dinner, etc.) I find myself seething with boredom. For a while I have been entertaining this idea, so now I want to put it to the test. I will probably take, oh... 6-10 players(I haven't decided on the exact amount yet) chosen by me from the pool of whoever posts an application in the next several hours. Without further ado I present to you,

The Robber Barons

Amorality Simulator

Setting:
This game takes place in a era which doesn't really exist, but I'm creating for the purpose of this game. Think of it as the American industrial revolution, but with mass media already developed. There will be human rights activists, child labor laws, government regulations, labor unions and protesting hippies, but being the savvy businessmen you are, you know that ethics only gets in the way of making a profit. Oddly enough, having a monopoly on a good or service(or indeed, several monopolies on several goods and services) is not illegal in this world, and in fact is much the point of the game. When you earn enough money to build a solid gold platinum statue of yourself using the Washington Monument as a dildo, you win the game.

Mechanics: Anything that complies with the laws of physics and fits into the current era technology is allowed. Of course, you don't want it getting out that your corporation has connections to the mafia, so anything you don't want the public to know about should be dealt with in PMs. General rule of thumb: anything in the main thread is known about by the general public. So while I will allow you to use a factory of child workers in some third-world sweatshop to produce goods, if you talk about it in your thread your stock price will probably take a huge dive, reduce profits and make it very easy for your competitors to buy you out. So don't do that.

Sign-up: Relatively simple. Fill out the following forum:

Company Name: (e.x. Ethical and Honest Association of Businessmen)
Main Industry: (e.x. Meat Packing, Oil Drilling, Coal Mining, Running Shoe Manufacture, Baby Seal Fur Coats, etc.)
Special Advantage: (e.x. Charismatic, Large Inheritance, Underworld Connections, Master Haggler, etc.)

When I choose the players and start the game, I'll make a new thread. Each player will start with various assets pertaining to their business. Each turn will represent one quarter of the year. There will be more details when I make that thread, but the general gist is you chose what to buy, sell, market, etc. for that quarter. If players wish to discuss less scrupulous things, I would suggest doing it in PMs or finding somewhere to do it other than the main thread, though I suppose this one might be kept around for such reasons. Still, it might not be wise to tell other players your business strategy, as in this game you're fighting each other as much as you are fighting the world.

12
DF Dwarf Mode Discussion / Gem Windows
« on: May 13, 2010, 02:34:52 pm »
Is there anything that determines what order they shift color in, or is it random? I was wondering  because I'm currently building a catherdral/trade depot hybrid(to the goddess of trade, wealth and gems) with gem windows. The first six I built all used the same gems, and flashed teal-green-maroon. The next 4 used the same gems, but they're all different... one goes maroon-teal-green, another green-maroon teal, and two maroon-green-teal. I want them to look the same, but deconstructing and reconstructing them doesn't seem to help.

13
DF Modding / Turning Scales into Shells?
« on: May 12, 2010, 11:34:32 pm »
Third strange mood in my fort, and my carpenter wants shells. I don't have shells; there are no fish on my map. I do have cave crocodiles however, and I do have cave crocodile scales. I figured this should be an acceptable substitute, so I tried to mod it so dwarves could use scales as shells. I went into material_template_default and added [SHELL] to the end of the scale entry, but it doesn't seem to be working. I did make sure to change the raws in the save folder, and not in the main folder. Anyone know whi it's not working?

Alternatively, is there any way to cheat my carpenter out of needing shells? He's rather inexpendable... I need beds for all my migrants.

14
DF Dwarf Mode Discussion / Dealing with the unkillables.
« on: April 27, 2010, 02:45:05 pm »
Has anyone found an effective way to deal with the unkillable bronze colossi/titans/forgotten beasts? I know bronze colossi can be caged, and forgotten beasts can have a cave-in engineered to crush them, but aside from that it seems like there is no real way to get rid of these guys. When I lost a fort to a Lapis Lazuli FB, I swore myself off playing until this was fixed under the dilusion that it would be fixed within the next week or so... but it's been three weeks and we only just got an update from Toady saying that he will be working on the merge for a while, then interface/equipment problems after that, so apparently this problem isn't very high on Toady's priority list and won't be getting fixed for quite a while.

So I started a new fort, hoping maybe things would be slightly different. Maybe I just got unlucky with that particular FB. Not so. I lost my next fort in the same way, after getting one weak blood monster and a moderately difficult dinosaur, I got a steel beetle that crushed my dwarves again. So... I decided to post here. Does anyone know any way at all to make these possible to deal with? I know Bronze Colossi can be killed if they're changed from inorganic bronze to organic bronze(not sure what organic bronze is) but forgotten beasts are apparently hardcoded. I'm just looking for one of the following, in order to most preferred to least:

1) Way to kill them(seems unlikely)
2) Way to stop them from coming to visit my fortress.
3) Way to remove them from the game entirely,

15
DF Modding / Extracting dye from animals.
« on: April 22, 2010, 05:00:57 pm »
Is this possible? I've been poking through the raws trying to figure out how, but I'm not exactly sure how the raws work, only how to add/remove existing tags, so I don't know how to do this. I want to make a snail that had a purple dye as an extract, but I don't know how that would work. I've been comparing the raws for moghopper juice and dimple cup dye:

Code: [Select]
[USE_MATERIAL_TEMPLATE:MOG_JUICE:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen mog juice]
[STATE_ADJ:ALL_SOLID:frozen mog juice]
[STATE_NAME:LIQUID:mog juice]
[STATE_ADJ:LIQUID:mog juice]
[STATE_NAME:GAS:boiling mog juice]
[STATE_ADJ:GAS:boiling mog juice]
[EDIBLE_COOKED]
[PREFIX:NONE]
[EXTRACT:LOCAL_CREATURE_MAT:MOG_JUICE]

Code: [Select]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:dimple dye]
[STATE_COLOR:ALL_SOLID:MIDNIGHT_BLUE]
[DISPLAY_COLOR:1:0:1]
[MATERIAL_VALUE:20]
[POWDER_DYE:MIDNIGHT_BLUE]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]

So what would happen if say, I replaced [EDIBLE_COOKED] with [POWDER_DYE:PURPLE] and added [MATERIAL_VALUE:50] before it? Would I still end up with a workable dye, but one that is extracted like moghopper juice instead of crushed at a millstone?

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