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Topics - ed boy

Pages: [1] 2 3 ... 5
1
Hi all, this is let's play of the full Baldur's Gate saga with as many mods as I can fit in.

Spoiler: About this LP (click to show/hide)
Spoiler: Format of the LP (click to show/hide)

2
Hi all, this is a let's play of a poorly translated bootleg copy of pokemon gold.

Spoiler: The story behind this (click to show/hide)
Spoiler: The format of the LP (click to show/hide)



001 - Intro
002 - Wakaba
003 - Route 29
004 - Yoshino
005 - Route 30 and rival introduction
006 - Route 30s and 31
007 - Kikyou
008 - Flying Gym
009 - Madats Tower
010 - Arufu Ruins
011 - Route 32
012 - Gateway cave and Route 33
013 - Hiwada
014 - SLWPO's Well
015 - Bug Gym and Expanding the Team
016 - Route 34
017 - Kogane part 1
018 - Kogane part 2
019 - Route 35
020 - National Park
021 - Normal Gym and Route 36
022 - Enjyu City
023 - Ghost Gym
024 - Loose Ends
025 - Routes 38 and 39
026 - Asagi City
027 - Asagi Lighthouse
028 - Routes 40 and 41
029 - Tanba, Fighting Gym and Steel Gym
030 - Route 42 and Chouji
031 - Route 43 and Ikari Lake
032 - Rocket Mansion
033 - Choiji Gym
034 - Kogane Radio Tower
035 - Bell Tower and HOUOU
036 - Route 33 and Shortcut to Ice
037 - Fusube and Fusube Gym
038 - Dragon Hole and Route 45
039 - Routes 27 and 26
040 - Champion Road and Indigo Palace
041 - The Elite Four
042 - Express Boat Acua and the Final Team Member
043 - Vermilion City and Gym
044 - Saffron City and Saffron Gym
045 - Cerulean City and Cape
046 - Route 9 and Powerplant
047 - Rock Tunnel and Lavender Town
048 - Routes 8, 11, 12, 13, 14, 15
049 - Fuchsia City and Gym
050 - Route 18 and Cycling Road
051 - Celadon City
052 - Digda Cave, Pewter City and Pewter Gym
053 - Mount Moon
054 - Pewter to Cinnibar
055 - Cinnibar Island and Twin Island
056 - Viridian City and Viridian Gym
057 - Cerulean Gym and LUGIA
058 - Shirogane Mountain and Finale

As with all pokemon LPs, we start with a few very important questions:
  • What should our character name be?
  • What should our starter pokemon be?
  • What should we call our starter pokemon?

3
Hi bay12ers,

I've decided to do a challenge run of Baldur's Gate, and I figured I might as well make it into a LP. Since a lot of cheesy BG tactics are based around abusing the AI, I've decided to level the playing field for this run with the challenge:

During every combat encounter, I will not give the party any input.

Instead, I will rely on the character scripts that come with the game to guide the party through combat. These scripts are pretty crude, but since the enemies we're facing are going to be using similarly crude AI, it should balance out.

A combat encounter will be defined as the duration of time that a hostile character is visible on the screen. When the auto-pause triggers, I will enable party AI and not do anything (other than periodically pause the game so I can get screenshots) until there are no hostile characters remaining.

I will try to influence the performance of the party through script selection, equipment choices, and pre-buffing. Fighter style classes will be easier to set up, and I expect the primary purpose of mages and clerics will be in the buffing role.

I will be running this on the enhanced edition of baldur's gate, with no major mods - only some ease of use ones.



In preparation for the first update, we need to decide on how we build out protagonist:

  • What build will CHARNAME be? options here
  • What race will CHARNAME be?
  • What spells/proficiencies will CHARNAME have?
  • Do we want to dual/multi-class CHARNAME?
  • What name/portrait will CHARNAME have? oprtions here

4
Life Advice / A sorting problem
« on: October 27, 2014, 05:52:28 am »
I know there are algorithms for lots of sorting problems, but I can't find one for this problem. The sorting algorithms I have found are more for finding the correct order instead of how to achieve the correct order.

Suppose I have some cards, each with a number written on them (there may be duplicates) and N piles where cards can be placed. At the start, all the cards are in some known order in pile 1. My desired end state is to have all the cards in pile N in ascending order of the number written on them.

In order to achieve this, I have a robot that can pick up the top card from any pile and put it on the top of any other pile. However, doing so takes time, so I want to have as few operations as possible.

I have been able to work out some decent algorithms by myself, but I was wondering if this was a problem with a known best solution, or a known really good solution.

5
DF Dwarf Mode Discussion / DF tutorial series
« on: January 14, 2014, 07:17:11 pm »
I've been guiding a friend in DF for a short while, and it's given me an itching to make some DF tutorials. I'd want to make a tutorial that's aimed at the extreme newcomer, and explain the mechanics of DF. It'd be a rather slow-paced tutorial, starting out with the extreme basics (what is world generation, how do I feed my dwarves) and then take a modular approach to other aspects of the game, covering common design aspects (pump stacks, bridges, etc) but nothing too complicated.

The plan for the first few parts would be as such:
1-explanation of workshops, rooms and buildings. Demonstration of carpenter's workshop and how to set up a dormitory.
2-explanation of mining, constructions and dwarven sustenance. Demonstration of setting up of a basic fort with access to water and underground farms.
3-explanation of rock, the mason's and craftsdwarf's workshops, smoothing and engraving, and quality levels. Demonstration of production and installation of doors, and brewing plants.
4-explanation of trading, wagon access, migrants and stockpiles. Demonstration of wagon access and a trade, and setting up stockpiles.
5-Traps and basic mechanics. Demonstration of setting up a trap corridor and a retracting bridge to seal off the fortress.
6-explanation of world generation and features of a site. Explanation of the effects of cold temperatures and hot temperatures. Explanation and demonstration of irrigation.
7-Explanation of the military menu. Demonstration of setting up a squad with a varied schedule and uniform.

However, I would not be posting this now if I was not asking for feedback. More specifically:
-What do people think of the order that I cover things? I'm aware that the tutorial would not cover rock until the third part, but I want to limit the amount of information that they have to process. Since wood can be used for everything, the plan is to simplify what they have to know about while they're getting to grips with the basic aspects of the game.
-Would people prefer this do be done as a video with explanation as narration/subtitles, or as a text and images?
-What would people like to see covered in this? What areas of the game cause the most headaches to newbies?

6
Life Advice / Cookings suggestions
« on: January 09, 2014, 09:38:42 am »
I've recently got my hands on an enormous cooking pot. It's 50cm across, 33cm deep, and can hold over 60 litres.

I'm looking for something I can do with it. I'm a student, so nothing too expensive, please.

Any suggestions?

7
DF Gameplay Questions / Dwarven paratroopers
« on: December 17, 2013, 12:38:45 pm »
I've recently decided to get back into DF, and as part of my latest fortress design I want to try and have a highly mobile dwarven militia. In the event of invasion, I want to be able to deploy my dwarves into my entrance passageway from my barracks with high speed and precision. However, simply making easy access routes from the barracks to the passage means that the routes can be traversed in the other direction, leaving my fortress vulnerable. I therefore want to find an effective one-way method of transporting my dwarves. So far, I have been able to think of three:

-Minecarts. Have minecart routes set up so the dwarves will take a minecart, accelerate to high speeds, and launch into the air, so the flying minecart clears the impassable gap between the fortress and the passage, get off, and fight the invaders.
Pros: Dwarves arrive safely. Minecart network can also be used later for weaponizing purposes.
Cons: Infrastructure can take a long time to set up. Capacity is limited by capacity of minecart network and number of aviailable carts. I have no experience with minecarts, so other problems may arise. Needs some reset time to haul minecarts back. The time taken for the minecart journeys may be significant, and it can make accurate deployment difficult. The tracks can be used as an entrance point for flying enemies.
Questions: Will the trajectory of a flying minecart change with the weight of a dwarf? Will this be significant enough that the dwarf's equipment will be a major factor? Are minecarting dwarves vulnerable to ranged attacks?

-Bridge dropping. Have the barracks situated directly above the passageway, with the floor a retractable bridge. In the event of an attack, pull the lever to retract the bridge to drop the dwarves down.
Pros: Easy to set up, Easy to reuse.
Cons: Dwarves can be stunned from the drop, while enemies will not, leaving them very vulnerable. Injuries to dwarves from fall and falling items are a danger. It can be restrictive to fortress design. Danger of civilians being caught in the drop.
Questions: How long a fall can a dwarf reliably endure without injuries? Will this be affected by equipment? How does equipment affect the danger from items being dropped? How long does a dwarf remain stunned for following a drop?

-Dwarfpedos. Use obsidian generators to generate 3x3 blocks of natural stone. Hollow them out, link them to the fortress by a single support, and place the lever to that support in the middle. Get military dwarves to pull the lever, dropping them down to the entrance passage.
Pros: The cave-in generates dust, which stuns nearby enemies, so they won't attack the vulnerable dwarf. The walls can also provide the dropped dwarf with cover from ranged enemies
Cons: Enormous setup and reset time. Same falling distance problems as before. Problems with capacity of each dwarfpedo.
Questions: As before.

Are there any issues that I might have missed, or answers to the quesitons? Any further suggestions or room for improvement?

8
This is a suggestion to improve the behaviour of properties and business fronts.

The current behaviour is observed:
Spoiler (click to show/hide)

It is suggested that the the following is preferable:
Spoiler (click to show/hide)

This is a proposed implementation:
Spoiler (click to show/hide)

Room for improvement in the above:
Spoiler (click to show/hide)

9
Life Advice / Movie Formats
« on: June 22, 2013, 10:05:08 am »
A few months ago, I bought a very large external hard drive. I then proceeded to copy all the dvds in my house onto it, a total of over eighty movies. When copying them over, I chose to keep them in iso format, because it would preserve all the dvd properties and allow me to convert to whatever other format I wanted at a later time. In the months since I copied the movies, I have found that although one can play a movie from the iso file, it is an awkward file type to work with, and I have decided to convert them to a better format. However, the question then arises of what format to use.

I have the following requirements:
-Long movies (3+hours) must be supported
-Subtitles must be supported (and not enforced; they must be toggleable)
-The video and audio must be of high quality with absolutely no danger of desynchronisation (I want a resolution of 800x600 for all of them as a minimum), with fast-paced scenes not stuttering

I have the following preferences, but am flexible with them:
-Filesize should not be too large. I aim to have the average file size less than a gigabyte
-Portability is important. I want to be able to run the movies on another system (potentially a mac) without having to download a whole bunch of things to support them
-A free utility to mass convert them from the isos is preferred. I am able to convert them individually from the isos, or even from the dvds, but I'd rather not.

10
Forum Games and Roleplaying / One word story
« on: May 20, 2013, 08:33:15 am »
-We construct a story where each new post contributes the next word
-no double-posting
-If you end a sentence, add a summary of the story so far to your post
-Try to keep the story grammatically correct

And the first word will be:

Once

11
Curses / LCS factions - mechanics discussion
« on: May 01, 2013, 03:06:09 pm »
This thread is intended to be a mechanics-heavy discussion of possible ways to implement complex faction system into LCS.

First, I shall note what I hope to achieve with the faction system:
Spoiler: goals (click to show/hide)

I would suggest that the following features would also be important:
Spoiler: features (click to show/hide)

Therefore, I would provisionally suggest that the implementation would be as such:
Spoiler: implementation (click to show/hide)

There are a couple features lacking from the above, though, and input is appreciated:
Spoiler: problems (click to show/hide)

12
Curses / LCS goes to the Movies! [1.0.2]
« on: April 13, 2013, 08:46:07 am »
The Conservatives have brought out a new weapon in their war on Liberalism: the movies! This new form of media threatens to be the greatest corrupter of all that is good and Liberal, but a cunning crime squad can hijack it to subvert the Conservative menace.

This mod adds the following mechanics:
-Every month a movie is released. This can be either Liberal or Conservative, but without LCS influence, it is more likely to be Conservative.
-The movie will change public opinion on two issues.
-The LCS can attempt to rewrite the script to favour Liberalism.
-The LCS can also attempt to sabotage the movie, or steal its funds.

Download at http://www.mediafire.com/?hxf6stwsyqgvb1c,mafe9v80ypbuawo
Saves are not compatible with vanilla LCS.
There are likely a huge number of bugs that I've missed. If you find any, upload a save and I'll try and fix it.
This was created before the work on National LCS, so it does not have recent features.
Balance is also extremely skewed from regular LCS; Being active in the movie industry is important.

13
Curses / New mechanic/site: Movies
« on: February 23, 2013, 10:15:41 pm »
This is a proposed new mechanic, with an accompanying site and creature types.

The new mechanic is that once a month, a new major movie is released. When released, it affects a couple issues to a large degree. The game would keep track of the following variables, renewed each month:
-Movie genre (fantasy, sci-fi, comedy, etc, chosen at random at start of month)
-Movie issues affected (two different viewpoints chosen at random at start of month)
-Movie funding (random amount of money from $50000 to $100000 chosen at start of month, can change)
-Director
-Lead actor/actress
-Leaning of the script (can be changed)

There would also be a new site added to the outskirts: the movie studio. It would have three or four different prop types as loot, depending on what genre of film was selected. It would also have the following special areas:
-Costume racks. Under no particular security. All different outfits (except body armour) has a chance of being found here.
-Lead's office. Only place the lead can be found, and requires the alarm to not be raised. High security.
-Director's office. Only place the director can be found, and requires the alarm to not be raised. Moderate security.
-Writer's office. Where the script is found. Moderate security. During a raid, the LCS can try to modify the script, by having someone make a writing check.
-Money stocks. Between 1/3 and 2/3 of the funding can be found here. During a raid, the LCS can steal the money.

The creatures found would be:
-Famous actor. Rare, must be added. Has extremely high charisma and acting ability.
-Actor (regular). As before.
-Director. Only one, has high charisma, and extremely high intelligence, writing and pschology.
-Lead. Only one, is a famous actor.
-Writer.
-Security guard.
-Hairstylist.
-Musician.
-Photographer.
-Secretary.

Whenever the LCS steals money from the money stocks, that amount is taken from the total movie budget. Whenever the LCS tries to alter the script, the Leaning of the script variable is increased by whatever the roll of the LCS member is (between 1 and 18).

At the end of each month, the following would happen. Let A denote the political leaning of the country as a whole, with 0 being completely arch-conservative and 100 being completely elite liberal.
-The power of the movie in percentage points is the remaining money in the budget divided by 1000. If the studio was shut down at all during the month due to raids, then the power is set to zero.
-The power of the movie is then multiplied by the director's psychology roll, writing roll, and multiplied by the square of the lead's acting roll, and divided by 18^4=104976
-The political leanings of the director and lead are added to the leaning of the script (each being a number between 0 and 100).
-Finally, the leaning of the script is divided by 3. If it is higher than 100, it is reduced to 100. If it is lower than 0, it is increased to 0.
-The public view of the two issues in question moves towards the leaning of the script, moving up to 50*the power of the movie percentage points.
-If the director was a LCS sleeper, they take a 10% hit to their infiltration level, but gain an enormous amount of writing and psychology experience. If their profession is Director, they become a writer, but keep their skills and stats.
-If the Lead was a LCS sleeper, they take a 10% hit to their infiltration level, but gain an enormous amount of acting experience.
-The new director for the next month is chosen. Each of the LCS sleepers who is a writer at the site has an infiltration % chance of being the new director, considered in order of their combined writing and psychology skills. If the new director is not an LCS member, then they are generated randomly.
-The new lead for the next month is chosen. There is a 3/4 chance that it will be a famous actor, in which case, the LCS sleeper famous actors each have a infiltration % chance of being selected. If it is not a famous actor, then each of the LCS sleeper actors will have an infiltration % change of being selected, and if selected they will become a famous actor, with the corresponding stat increase.
-The movie genre, issues affected, and money are randomly generated again.
-The leaning of the script is set to A-100.
-Each sleeper writer adds a writing check multiplied by their infiltration % to the leaning of the script. Each sleeper actor adds an acting check multiplied by their infiltration % to the leaning of the script. Each sleeper famous actor adds an acting check multiplied by 3 multiplied by their infiltration % to the leaning of the script.

The addition of the movie studio would be another level of conservative media that would be corrupting the country. However, it acts in a completely different manner than AM radio and cable news. It can also be used by the LCS, but doing so requires either a very extensive sleeper network, or it requires lots of raids that must go undetected (otherwise the studio will shut down) and will require avoiding stealing all the money (otherwise even a very liberal film will have no effect).

14
Play With Your Buddies / LP: RTW XC - I - A Syracusian in India
« on: February 08, 2013, 08:31:27 pm »
This will be a let's play of Rome: Total war under the extended cultures mod. I will be imposing a lot of restrictions on myself. The restrictions are:

-I will start on the Syracuse campaign.
-I may never produce military units, with the exception of ships (for transport purposes, avoiding battles with them) and local governors (which may never leave the city they are recruited in). All starting military units are disbanded.
-The only family members that are allowed to leave Syracuse are Hiero and his children.
-At no point may I end a turn with projected funds for the next turn negative.
-All those who wish to marry into the family must be Syracusian.
-Hiero must leave Syracuse, travel to Patala (The south-easternmost city on the map), and capture it before capturing any other cities
-Once Patala is captured, Hiero and his children may continue capturing cities with mercenary armies
-All cities must be occupied, and kept at low taxes. Enslaving or exterminating cities is not permitted.
-I will not trade away or accept map information.



A Syracusian in India

15
Other Games / Baldur's Gate Enhanced Edition
« on: August 13, 2012, 05:13:13 pm »
Old thread is here. I figured it was old enough to not be worth necroing.

Website for the game is here.




I'm going to ask people to avoid spoilers about the plotlines of the game - It came out a long time ago, and there are likely quite a few people on this forum that haven't had experience with the original.

I'm feeling really happy about this. The price is a lot lower than new games coming out these days, and they had more added content than I expected - the black pits section looks to be comparable in length to Durlag's Tower alone, and the other stuff just adds. The new characters could go either way - I'm a bit concerned about having a low-level monk given to the player, it seems like something that could cause a lot of irritation to some players.

The biggest thing that I'm excited about is the revival of the modding scene. When the original came out it spawned some absolutely incredible mods, and I'm hoping this version will do the same. With the removial of the hard cape and making the UI data-driven, the possibilities have expanded enormously, and the developers are really keen to see the modding scene flourish, which bodes extremely well.

Also, how does Bay12 feel about giving this enhanced multiplayer a go and doing a group playthrough/let's play once it comes out?

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