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Topics - Shade-o

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    -=-Commissar Quest-=-
    A Grimdark Adventure

    Missions
    Quote
    Handoria Insurrection
    Spoiler (click to show/hide)

    Party Hard in Hard Vacuum
    Spoiler (click to show/hide)

    Dead Space
    Spoiler (click to show/hide)



    [Main Character] Commissar
    Quote
    Spoiler (click to show/hide)

    [Retinue] Enginseer
    Quote
    Spoiler (click to show/hide)

    Unequipped Inventory
    Quote
    Spoiler (click to show/hide)

    Unless specified otherwise, in a combat mission you will always have:
    -Microbead comm
    -Your default weapon setup (including spare batteries/ammunition)
    -Commissar regalia, flak armour and other kits and accessories
    -Several days worth of food and drink
    -Small medical kit
    -Field glasses
    -General-purpose dataslate

    Spoiler: Statistics Explained (click to show/hide)


    Traitors to the Imperium
    Spoiler (click to show/hide)

    Xenos Most Foul
    Spoiler (click to show/hide)



    Commissar Quest is a group-guided role-playing game where you control the actions of an Imperial Commissar. As a Commissar you are responsible for maintaining the loyalty and efficiency of any Imperial servants you run across (with a few notable exceptions...). You can judge and deal with almost anyone, from lowly guardsmen to planetary governors (provided you have sufficient evidence).

    In this game you can...
    -Cut enemies in twain with a chainsword.
    -Blow enemies in twain with a laspistol.
    -Inspire allies with morale-boosting execution of enemies.
    -Inspire allies with morale-boosting execution of allies.
    -Investigate crimes and misconduct.
    -Exterminate xenos, heretics and traitors.
    -Spread the glory of the Emperor across the galaxy.
    -Call down orbital bombardments.
    -And more...


    This game does not require extensive Warhammer 40k knowledge. Simply having experienced fantasy or science fiction is good enough. Playing Dwarf Fortress should also inure yourself to the general unpleasantness of the setting.

    Helpful links:
    Commissars
    Imperial Guard
    Planetary Defense Force
    Planet Types
    The God-Emperor of Mankind

    Go, and serve the Emperor!
    [/list]

    2
    Forum Games and Roleplaying / On Ebon Wings - The pain of wakefulness
    « on: February 14, 2011, 03:39:45 am »
    Similar to many other games, this game will have the forum in general take control of a character through suggestion-based commands. Information will be shown by text descriptions and images of varying quality. A slight amount of sensibility from players would be valued, but is not required.


    Consciousness
    ...


    ...

    ...
    ...
    Dull, throbbing pain. You head aches and hurts. Every sinew in your body is complaining about something. You'd rather not deal with it, but now you're awake. The responsibilities of your body seem to realise that, and gang rush you, clamouring for attention.

    Opening an eye in the blinding light of consciousness reveals something confusing and scary.


    You really, really hope that you aren't blinded. You vaguely feel that you are lying on your side on something bedlike, and a gentle rocking motion isn't helping your condition. Your head hurts. Your eyes hurt, especially the one that is open. Your hair hurts. Your clothing hurts.

    Status:
    Weak, confused, blurry

    Inventory:
    Pain

    3
    NPC characters:
    Delerker the Surfacer
    Nylona the Noble

    Main Thread

    Compendium - Google Docs

    Skills List Built by IronyOwl
    Production
    Spoiler (click to show/hide)

    Manufacturing
    Spoiler (click to show/hide)

    Service
    Spoiler (click to show/hide)

    Military
    Spoiler (click to show/hide)

    Note that relevant specializations are listed, but not traits.


    Dwarves to turn to when desperate, as they have no penalty in a given field:
    Spoiler (click to show/hide)


    Skills with no specialist:
    Spoiler (click to show/hide)

    4
    Characters
    OOC Thread
    Expedition Item Shop
    Character Builder
    Rules

    Compendium - Google Docs

    Prologue: Orngim Trail
    Spoiler: Header (click to show/hide)
    Spoiler: Summary of Events (click to show/hide)
    Spoiler: Announcements (click to show/hide)

    Chapter 1: Struck Earth
    Spoiler: Header (click to show/hide)
    Spoiler: Summary of Events (click to show/hide)
    Spoiler: Announcements (click to show/hide)


    5
    Dwarf Fortress: Cobalt Edition
    - Pre-Prologue -
    The Beginnering

    This is not an ordinary Dwarf Fortress. This is a fully charged, player driven experience of unparalleled die rolls, modifiers, and sometimes illustrations!

    Do you want pounding, heart-wrenching combat with fully simulated body parts, blood loss, pain and long term infection?

    Do you want variable day/night cycles, moon phases, weather and holidays?

    Do you want hyper-realistic crafting scenarios where multiple factors affect the outcome?

    Do you want a fully fluid world where you can leave your fort, walk for a month, and kill your own king in a knife fight?

    Do you want to start your own religion, rebel and form your own kingdom, or invent steam-powered harpoon cannons?

    Do you want to bold things for no particular emphasis?


    If you answered YES to at least two of the above, then this is the Dwarf Fortress Game Simulation Game for you! Survive in familiar-yet-changed demon-scarred world, face off against foes old and new, and eat Plump Helmets or maybe something else equally delicious.


    In this stage before the first stage, you learn about the very basics, so here's an outline of how your character pre-embark works:

    Name: What people call you.
    Gender: Largely just flavour, but it might come into play.
    Deity: Whether it's a god of jewels or a tentacle demon of depravity, they can grant you a helping hand in subtle and not-so-subtle ways. Try not to annoy them.
    Caste: A very powerful determination of your starting abilities. Castes are broad social roles and can cover almost every dwarf, from the lowly Peasant to the snooty Noble. Before you grab your pitchforks, this is a more 'Dungeon Master' type that has a role and hopefully doesn't get murdered by the rest of the team.

    Skills: A collection of just about every useful skill in a society, broken into Production, Manufacturing, Service and Military subtypes. It's heavily based off existing DF skills, but many things have been recombined and rethought. For example, Chemist combines Soaper, Potash Maker, Lye Maker and has further uses, and Jeweler combines Cutting and Setting. There are also skills created from whole cloth too, such as Priest, Earthworker and Explorer, which each have important roles. No more useless skills! No more useless skills! Even more useless skills!

    Traits: These are more subtle, passive abilities that aren't quite skills. Broken into Physical, Mental and Social, they include valuable things like Dark Vision, Super-Sane, and Pro-Xeno. You start with a few positive ones, but over time you might pick up more positive or even negative effects.

    Items: The dreaded items list, full of weird stuff that you don't really understand. Nonetheless, it's vital to bring enough supplies on your journey.


    After the initial 7 have decided on their characters, off they go on a wild and fantastical adventure. What happens next? I The dice You decide! Migrants come later, of course, but at first it's just you and your 6 -acquaintances- against the world.


    Artifacts! Goblin raids! Volcanos! Dig it!

    6
    DF Modding / Elven Caravan Animals (40d)
    « on: June 08, 2010, 10:29:25 pm »
    Greetings!

    While you all explore the wondrous realms of the new version, I have restrained myself to 40d for the time being.

    My issue is this:

    I aim to build a great zoo, containing everything from megabeasts to cave crocodiles. I also want an above-ground critter section, but the usual suppliers (elves) don't bring anything but corpses.

    I have embarked on a cold area that freezes over winter, and I know that this is related to the death-in-transit. But I hope that there is a moddable solution that can fix it without having to regenerate the world.

    -FIXED_TEMP, HOMEOTHERM, and LAYERING all strike me as possible avenues, as they have to do with the creature's body temperature and their resistance to high/low temperatures.

    -COMMON_DOMESTIC might lead to the creature being importable by regular dwarven and human caravans. Or not.

    I'm just throwing these ideas around, and have not tried them for fear of causing terrifying errors. I'll make a testing-copy of my game soon, but if anyone knows a trick or two, or has experience in this, that would be very welcome.

    7
    DF Modding / Reactions gone horribly wrong
    « on: March 17, 2010, 07:25:09 am »
    I just discovered this, and it was most unpleasant.
    While in the midst of testing my extensive and boggling modding, I noticed that my Stone list was all askew. Naturally, I set about fixing it. All the ores first, place Horn Silver with Native Silver, coals after that, and so on. All very neat.

    Only much later when I was starting to get my smelters up did I notice strange things. Brimstone makes Chromium? Silver makes Copper? Kimberlite makes Electrum?

    Confused, I restarted DF, having wiped the data/Objects. No change.

    Eventually it twigged that there was a pattern. The stones listed in the Economic Stones panel were in the old, mixed-up order, but the reactions for them (not the ores) were not. So, I painstakingly re-jumbled my stones according to the displayed order.

    And now it works! Yay!

    What I learned was that changing the order of the stones (and potentially metals, plants, etc)  will mess up reactions, as it remembers the order that it was in. So now YOU know.

    8
    DF Modding / Semi-Megabeasts steal to protect us
    « on: March 10, 2010, 12:08:43 am »
    I was looking through my pile of semi-megabeasts, and noticed that there was an abundance of tags that caused them to steal food, drink, and crafts. Partially motivated by interest, partially by annoyance at the clutter that this generates over history, I removed them all.

    It was interesting.

    The worlds that I generated were much lower in civilisation count. In fact, many of them completely lacked kobolds and elves. The others were also much smaller and less expansionary.

    After a few strange worlds, I checked the Legends. It was brutal.

    Without the stealing of trinkets and snacks to distract them, Minotaurs and Ettins simply killed. Many civilisations were destroyed before the first generation of children could grow up. The sentient races were either dead, or barely holding on.

    So let that be a lesson to you. When you read Legends and snort in annoyance as you see row after row of how a monster steals beer and earrings, do consider that the alternative is a bloody world of empty dreams and Minotaur-Kings sitting atop piles of bones. Because deep inside, they don't want to crush, kill, and destroy. They just want a hoard of cow meat.

    9
    DF Dwarf Mode Discussion / Underground River of Doom
    « on: January 27, 2010, 03:56:23 am »
    After finding underground rivers sadly lacking in terror, I have modded in a few more denizens. Specifically, Giant Crabs, Giant Crayfish and Giant Lobsters. Now breaching the river in the wrong way results in a horde of pincer-snapping beasts taking my miners apart in bloody ways.

    In this instance, I have a problem. I misaimed my breaching tunnel, which actually hit the river directly from below, flooding the tunnel. Fortunately the miners all escaped, and the beasties were all far enough away to not notice.

    Unfortunately, there is a lot of breeding going on. Not just with my decapods, but the giant olms and toads. While this is reassuring since I know my goblin-pit-o-doom will be self-cleaning, it is making my attempts to harness the river... difficult. I have dropped a dam in near the source of the river, but the rest remains muddy and deadly.

    Behold the waves of beasts in this two-level composite of the last two levels of the river. The one-level drop is marked with the red line. The lucky/unlucky breaching shaft is at the northern end.
    Spoiler (click to show/hide)
    (it uses the Mayday tileset, with custom adult and child models for the new creatures)

    The issue is this: How the Pit can I clear this out?
    -The critters are deadly enough to tear apart a tank, and crossbow bolts barely faze them.
    -I have tried barraging them from a balcony, it does not work.
    -I have an untapped magma pipe, but it is directly on the other side of the map, across two mountains and a valley.
    -I would prefer to be able to harvest their hides and meat.
    -I don't need any of these alive for breeding, as there is more than enough of each type in the dammed section, and in an underground pool.


    How can I get out of this problem?

    PS: They are still breeding.

    10
    DF Modding / Mineral and metal modding madness
    « on: November 13, 2009, 05:48:41 am »
    One dark night, in the throes of an illness possessed by a strange mood, I vowed to create a whole new set of stones and metals for my personal consumption. I offer up my ideas to you, not only for criticism, but also to start a thread based on our crazy dreams for the lustrous and hard elements and alloys that our Dwarves love so much.

    Not listed are the extra gems and stones, and various adjustments of occurrence and productivity. Suffice to say that Marble and Limestone are more colourful, Amber is shiny, and Amazonite makes Microcline less useless. Coal and flux requirements aren't described except where notable.

    I have done my homework (thank you wikipedia!), and ignored it only when the rule of cool proved overwhelming. There are many new materials, and a few modifications to existing ones. Post your ideas for comparison! What should our Dwarves find below? Did listening to CaramellDansen on loop for a whole week two whole weeks affect me? Did I mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn?

    Elements
    Spoiler (click to show/hide)

    Gold Alloys
    Spoiler (click to show/hide)

    Coal, wonderful Coal
    Spoiler (click to show/hide)

    Mundane Industry
    Spoiler (click to show/hide)

    Legendary Metals
    Spoiler (click to show/hide)

    Extra Elements
    Spoiler (click to show/hide)

    Waste & More
    Spoiler (click to show/hide)

    I could post the raws, but this is slightly more readable...

    11
    DF Modding / I broke my stone
    « on: November 06, 2009, 11:33:27 pm »
    I've been doing some modding (evidently) and I've worked over a few areas. I've added or modified creatures, plants, metals, weapons, armour, stones, layers, and reactions.It was all going fine until one test, as it appears that all non-layer stones do not appear. Most gem clusters seem to appear with no problems, but not a single 'matgloss_stone_mineral' entry will work. I checked the errorlog and fixed a few basic errors (GORING over GORE for example) but nothing else appears amiss with the rest of the text. There are definitely no duplicate entries.

    The 'reaction_all_economic' file looks like it might have something to do with it, but given that it doesn't even include all the default stones anyway, it might be nothing.

    Check:
    Stone Layer file is clean.

    Spoiler (click to show/hide)

    12
    DF Suggestions / New gender/reproduction tokens
    « on: November 03, 2009, 10:15:52 pm »
    Right now we have the basic male/female/none system, but it isn't very good for modeling more unusual creatures. In particular, I believe 'both' and 'self' tags would be useful, for many critters.
    [BOTH] would essentially make the creature a hermaphrodite, able to breed as long as there were others on the map. This wouldn't be especially common, but it does occur with certain real animals and any number of fantasy critters could have it as well. Cases where an animal switches gender through its lifecycle could also be represented by this, or by another token similar to [CHILD]. For example [FEMALE:0][MALE:3].

    [SELF] would mean that it is capable of self propagation, either through self-fertilisation (parthenogenesis) or fission/budding/etc. Plant/fungus monsters, giant oozes, and elemental beings are the best and most obvious examples, but there are many more possibilities. In particular, many works have Dragons often reproducing via self-fertilisation (either by default or due to their rare contact with each other) which could also apply to many fantastic beasts.

    If this could get combined with the ability to spawn creatures on death, I forsee some very interesting situations.

    I searched around, but the closest topics were rather tangential.

    13
    DF Gameplay Questions / The Strange Circumstance
    « on: September 21, 2009, 12:27:47 am »
    Greetings, fellow fort-masters. I've been playing DF for only a few weeks now, but I feel ready to create what may be the ultimate fortress. Lofty, yes, but what is life without a few poorly thought-out magma lakes?

    However, I have run into a few 'interesting' problems. At the same time. Earlier on, while digging out my huge custom-built Ballista Firing Range, I tapped some Adamantine. Fortunately, it's the very top layer of the veins, so there's no fun yet. Knowing that this had the extra effect of bringing my King in early, I checked my civilisation so that I could get familiar with him.

    He's a goblin.

    Long story short, now I have a peasant goblin king standing on the edge of my territory, his fate unknown. He is marked 'Friendly', and has no Preferences panel, but is Very Strong, Perfectly Agile, and Supergoblinly Tough. His (Goblin) consort and Advisor have not shown up at all. In addition, a Dragon popped up at the same time. I hoped to add him to my Fantastical Zoological Terrarium Hall (also featuring a Titan and some Olms) but he's missing an eye and nose, and keeps passing out every few steps. He also shows no interest in any of the finely crafted cage trapped entrances, preferring to wander about the foundations of my barely-started Doom Tower.

    So basically, I have a disabled dragon and a dysfunctional King on the map. My questions are:

    • Is there any way to get that Goblin Peasant King inside of a throne room/magma lake?
    • Is this Dragon doomed to walk about forever, never seeing my entrances due to its poor peripheral vision?
    • If the Dragon meets the Goblin Peasant King, will they fight?
    • If the Dragon kills the Goblin Peasant King, will it be the new King?
    • Will either of them eventually starve/dehydrate/tire to death?

    I apologize if these have been asked and answered before, but so far the forum and Wiki haven't been too clear. I believe the combination of Peasant King and Non-Dwarf King has something to do with it...


    Update:

    The Dragon finally saw the hole in the mountain, and poked his nose (if only he had one) in. Now I have a fine addition to my zoo. The Goblin Peasant King, however, is still busy admiring the view from the high mountain.

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