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Topics - 3

Pages: [1]
1
Other Games / Age of Empires II
« on: March 24, 2012, 07:35:41 pm »
Since PTTG??'s Empire Earth thread, I've been on a bit of a classic RTS binge. It was only a matter of time before I got to AoE2. I doubt I'll need to say much about it: It's one of the popular greats of the RTS genre, a significant refinement of the system popularised by the first game, and just generally a lot of fun given how comparatively basic it is in the light of newer games. That said, I haven't yet had the chance to play it online.

Running the game from CD can be slow, and it has problems with virtual drives. There are various hacked no-CD exes hanging around, but I think the only fully functional (MP-enabled) one is for the expansion (I might be misremembering).

So... insert nostalgia here, I guess.

2
Inspired by the chatter in the GD programming thread (as opposed to the Creative Projects and Other Games ones...), I've decided to attempt to revive one of my many overly-ambitious projects, this one concerning a Roguelike idea I had a while ago. The subject? Psych horror. This thread - serving as some form of motivation via hopefully generating interest and feedback - will commence with a fuckmassive infodump nobody will ever read (while I attempt to actually get something done).

Spoiler: Premise (click to show/hide)




Spoiler: Mental states (click to show/hide)

Spoiler: Combat and health (click to show/hide)

Spoiler: Magic (click to show/hide)

Spoiler: Artifacts (click to show/hide)

That wasn't anywhere near as big as I thought it would be, but I suppose it's not really covering the specifics of anything. I'll post more if anyone cares.

3

Magic & Mayhem is an isometric real-time semi-tactical semi-strategy game developed by Mythos, which some of you will know as the creators of Laser Squad and UFO/X-COM, released in 1998. The game follows a similar formula to the old Spectrum game Chaos, with each player controlling a wizard capable of summoning creatures and casting sundry other spells to the end of defeating his or her rivals.

We take the role of the mage Cornelius, looking to continue his studies under the care of his uncle, Lucan. But Lucan's residence has been destroyed and the man himself has apparently disappeared on the way to the Isle of Avalon, leaving his familiar, Hermes, behind. We'd better find out what happened to him.

This run will be made semi-blind, as it's been about ten years since I've played this. It's probably safe to say that I'll know what to do for the first third or so and then get completely lost. We'll see how it goes.

There will be audience participation in that you'll be choosing my spell loadout and telling me where to allocate any experience points I get.

4
DF Modding / The revival of Valkun's Magic
« on: March 01, 2011, 01:55:03 pm »
The purpose of this topic is to help me feel obliged to complete the following project. It serves no other use besides storing notes that I regardless keep elsewhere.

Some of the older members of this subforum may remember a certain magic mod by one Valkun. Now that the vast majority of issues surrounding its potential construction in .31 have been resolved, I've taken it upon myself to update the mod into a workable state, and do whatever else I can to enhance it in the process.

Objectives/milestones:
- Create a Valkun's Magic 0.1.1 compliant update to the best of the game's current capability
- Rebalance the mod and render it compatible with more recent content (such as the underground)
- Add any new content I can think of, possibly revise some shaky concepts
- Create multiple versions of the mod to cater to the hypothetical wants of different hypothetical players (general balance weightings, specific balance weightings, etc.)

Spoiler: Current considerations (click to show/hide)

Suggestions and/or questions and/or feedback are/is encouraged.

5
POWER-class creatures leading civs wear stuff even if they don't have the EQUIPS tag.

Spoiler: Image (click to show/hide)

Spoiler: Creature raw entry (click to show/hide)

6
DF Modding / Creatures refusing to show up
« on: December 30, 2009, 05:22:17 am »
Following is an example of a creature that the game stubbonly refuses to generate. It's reading the file apparently as it should, putting it in data\objects, but never once actually placing an instance of the creature in any world I generate.

Spoiler (click to show/hide)

That's the entire file. I have two other files, both with similar filenames to this one, suffering from the same issue. Some of the creatures therein are absolutely nothing like the one here.

The formatting shouldn't be an issue, as I have other files with silly comments formatted in and they don't have any problems. It's not a case of having too many files in the folder or anything either, as a more recent file I created works fine. Copying the creature to another file doesn't help, so there must be something wrong with the entry itself.

7
DF Modding / Modded-in creatures supposedly injured
« on: September 11, 2009, 05:05:20 pm »
I've modded these into the game as part of an ongoing project.

Spoiler: creature data (click to show/hide)

(MOUTH_PINCERS is a clone of UPPERBODY_PINCERS, with obvious adjustments)

Spoiler: body data (click to show/hide)

Every time I encounter a pack, the game will display them all with a flashing red cross - the same effect displayed as when a creature is critically injured.
However, the 'pedes don't seem to care, and as far as I can see, operate flawlessly. However, this might have something to do with them having [NO_PAIN], and I somehow suspect that removing that tag would make them all fall over due to pain. Can someone check if I've missed anything vital, or done something illegal? It's pretty irritating.

8
DF Modding / Pushing bodypart boundaries
« on: August 15, 2009, 12:18:32 pm »
Warning: I haven't actually tested any of this yet, so it's all hypothetical at the moment. I also haven't done much homework when it comes to looking up prior threads on this sort of thing, so please tell me if I'm wasting my time

While I'm aware that a new version is due that may (probably) have some major effects on the handling of bodyparts, I was simply too curious to not to check out how well the game handles making some really weird bodyparts via use of the existing tokens - an example:

Code: [Select]
[BP:ORG:flappy tendrils][CONTYPE:UPPERBODY][INTERNAL][GUTS][SMALL][SIGHT][THROAT]Or better yet:
Code: [Select]
[BP:ORG:hidden eyelimb][CONTYPE:UPPERBODY][INTERNAL][LIMB][SIGHT]
1: As far as I'm aware, internal organs with the [SIGHT]/[HEAR]/[SMELL] - or even [MOUTH] - tags shouldn't be adversely affected by the organ being internal. This has already been used pretty widely.

2: The game renders internal bodyparts visible only when they've been injured. If an organ is designated both as internal and as a wrestleable bodypart (ie, a throat or even a limb), can a player wrestle that bodypart, and, if so, is whether or not the bodypart has received prior injuries (and is therefore either visible or invisible) a parameter in deciding whether or not said part can be wrestled? This is particularly applicable to guts - the game log describing guts "shooting out" of wounds and such - though I don't see why the game should handle them any differently in its current state.

Obviously in the first example above the bodypart will only ever be mangled (thanks to the [GUTS] tag), and I'm assuming that said mangulation will also lead to the effects of having a mangled windpipe. But eyeballs can't be mangled - and this leads me to point three:
3: Does the game check one applicable tag when it comes to determining wound potential (ie, the first or the last) or checks all of them (and somehow combines the effects)? Personally I'd guess the former. If that's the case, which tag? If it's possible to figure out a specific tag chosen (assuming it's not randomly selected), then it'll be possible to designate bodyparts as redundant eyes or guts to make said parts tougher.

4: How eligibile are internal organs when it comes to designating attacks? As far as I can see attacking with an internal grasp/limb works in exactly the same way as any other grasp/limb part. Consequential uses? This might mean that players can designate proper limbs that actually can't be wrestled, or struck with non-peircing weapons.

I'm going to check this out and see how well it works. If this turns out well, then true Lovecraftian monstrosities are just around the corner.

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