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Topics - RPB

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1
I don't know how many people are really interested in these, but I'm finding that I really like doing Let's Play threads--they give me an excuse to replay cool old games I'd probably be playing anyhow, except this way I can pretend I'm doing something vaguely constructive.

So without further ado here's Chaos World, the best RPG ever made for the NES. Final Fansaywhatnow? DIDN'T THINK SO.



Most people have probably never heard of it, seeing as it was never released outside of Japan, appeared late in the Famicon's life cycle, and didn't really have a franchise. It's not like the developer went on to become known for this kind of game, either.



Yes, that's the company that does Harvest Moon. Apparently before they were in the business of making monotony simulators they made ridiculously awesome standard JRPGs.

Since I don't read Japanese I'm playing using the fan translation from Aeon Genesis (coincidentally, I just noticed they were the ones who translated Ball Bullet Gun). Copyright diehards will be relieved to know that the ROM I am using it on was not downloaded illegally but rather obtained through a vague but completely legal series of events too elaborate to be detailed here. Suffice to say it involved a beach umbrella, a freight car's worth of cashews, a barber, a rabbi, a stuffed moose, six quarts of grape Kool-Aid and exactly two and a half live ducks.

It's been a while since I've played through this but I seem to recall the translation as being pretty decent at least as far as dialogue goes, although some of the interface menus aren't very polished and there are actually a few incomplete bits. But that's okay as the incompleteness shows up in combat messages that are pretty easy to figure out from context.



It's a pretty good looking game as far as NES games go. Battles aren't quite as impressive looking but the scenery is very nice.

OK! Let's begin.



There's not a ton of room for interactivity in this game but that's probably alright as the LP following on this forum doesn't seem to be active enough to sustain highly interactive threads. Still, there are a couple choices to make as far as our lead character goes.



(I had mentioned the fan translation left some of the menus unpolished, hence why the dialogue box is clearly large enough to fit "Priest" but Th(ie)f and B(i)sh(o)p get truncated; presumably there wasn't enough room to expand the Japanese strings without lots of rearranging within the ROM.)

We need to choose a name (5 letters), a class, and a gender. The gender is not merely cosmetic; it actually does have a pretty marked impact on a character's statistics. Normally this would offend my egalitarian sensibilities but I am prepared to cut Chaos World some slack on account of its general awesomeness.

Generally speaking, male characters lean towards physical offense and defensive magic; female characters lean towards physical defense and offensive magic. In some cases there's not a huge difference between the two genders, but for some classes the male and female options play rather differently.

Fighters, priests, and wizards are all standard-issue RPG classes. Knights are mostly fighter clones; there exists only 1 NPC of each gender for each class, so presumably knights exist so that players can double up on physical attackers if they want. Thieves are second-string attackers with good physical defense and a very little bit of MP to cast basic utility spells. Shaman are middleweight fighters with the ability to cast both priest and wizard spells (but with less MP than either); they also have outstanding magical defense, but not much physical defense. Bishops are more powerful, better-rounded versions of shaman--which is to say, they do fricken everything although not quite as well as the specialists--but this comes at the cost of having obscenely slow levelups compared to other classes.

We'll eventually be able to recruit up to a party of 4 by hiring NPCs; as mentioned there will be 1 NPC for each class/gender combo, but there won't be one that's the same as the main character (so no doubling up that way). For now we only get to pick the starting character's class/gender, so call out suggestions.

2
Play With Your Buddies / Let's Play Cavewars!
« on: May 07, 2009, 10:16:01 am »
Having polished off Wizardry II in a disappointingly quick time I find myself wanting to keep trying an LP, so I figured I'd dig out an old favorite of mine.

Cavewars is a straightforward 4X style wargame from Avalon Hills. It's simplistic by 4X standards, with only a few resources, a completely linear tech tree (which seems like kind of an oxymoron), and no interaction with other empires beyond killing them.

The simplicity of design works really well, though, and it's a great game if you ignore the crappy graphics. I'm not being a graphics snob here--this is a forum for a developer of ASCII games!--but the graphics are ugly. Not "simple" (although they pretty much are). Not "dated" (although they definitely are). UGLY.

Probably the coolest feature is that the game takes place in an underground cave network spanning multiple Z-levels in a manner which will probably seem rather familiar to DF players. Unlike DF, tunneling is not at all easy here, and you'll mostly be using the world's natural caves and tunnels--but it is still fun as all hell when you tunnel behind enemy lines to ambush them. Of course, when an enemy tunnel suddenly appears in the middle of a cavern you thought was secure it often leads to fun of an entirely different sort.

First thing's first--we need to pick a race. There are 8 different races to choose from, mostly based on various fantasy stereotypes with a couple of curves thrown in. Even though there are relatively few variables present in the game and there's not that much variance in terms of statistics the game does a nice job of creating distinct play styles among different races, so this choice can have serious repercussions.


Gakkar
Think "orcs".
Pros: Very good at weapons research, good population growth, great melee combat abilities
Cons: Terrible at any other research (including the prerequisites necessary to get the more advanced units), pretty ho-hum in combat once ranged weapons are invented, conquered cities lose extra population


Namarie
An Elf by any other name is still a useless hippie.
Pros: Extremely good in all areas of magic research, excellent ranged combat abilities, pretty fast movement
Cons: Terrible at technological research (which makes getting ranged weapons hard), bad in melee, poor defense/HP, tend to break off attacks if they're losing--or annoyingly, winning by a margin that's not good enough


Humans
The traditional "well-rounded" race, sort of.
Pros: Technically they're supposed to be average all around, but since most races are extremely specialized in their research abilities, the "average" humans are just about the strongest race for overall research (true to form, they're not the best in any one area, but they're often 3rd or even 2nd best on most research lines).
Cons: Again, technically they are "average", but their combat abilities tend to be overshadowed by other races since almost everyone else gets some sort of applicable bonus in combat.


Troll
HULK SMASH!
Pros: HULK SMASH!
Cons: HULK NOT AM GOOD WITH THINKING
(Trolls have the best combat special, in that their attacks don't use up as many movement points as other races. Obviously they have very strong base stats, but they're still not that much stronger than most other races, and as soon as anyone researches any weapons tech they get ranged weapons which will render their physical stats partially obsolete.)


Bergbui
Rock people.
Pros: Good physical defense, good at researching cave technology and earth magic, do not need any food ever
Cons: Mediocre at any other research, slow, generally unimpressive in combat despite their high defense, individual cities have a much lower population cap than other races (also note that one of the most important functions of cave technology and earth magic is generating food, so there's not a lot of synergy there)


Dwarf
Given the forum I am posting this on I might have recommended these guys but they are actually a pretty boring turtle-ish race.
Pros: Excellent at researching all areas of technology, unit production uses up less metal than normal
Cons: Horrible at researching magic, slow, and really really awful with ranged weapons (so those fancy guns they research faster than everyone else don't do them a whole lot of good)


Tarchon
Rat people!
Pros: Extremely high population growth (most of which usually gets wasted due to lack of food, but it's good for spamming cheap fodder) units get automatic (but somewhat unreliable) stealth abilities, fast, very good at researching vision magic (scrying and cloaking spells), good with ranged weapons.
Cons: Not very good at researching outside of viewing magic, poor in melee, a little on the fragile side


Advari
Worm... people?
Pros: Huge HP scores, excellent at researching teleportation magic, pretty good at researching in general, get to recover some of the population lost when one of your cities is captured
Cons: Slow, cannot use mounts (makes it hard to mitigate their slowness), terrible at researching transportation technology (which eventually is a prerequisite for military vehicles, which again makes it hard to get around their slowness). Also, slow.
(Teleport magic can help these guys out in a pinch but like all magic it is hugely inefficient, so they're still going to have mobility issues.)



Personally my favorite is probably the Tarchon, but the races are pretty well balanced and they all have nice things going for them. I tend to stay away from dwarves and bergbui for being too defensive (and I tend towards turtle strategies by nature, so that's saying something), but they're very useful in their own ways. If there's a weak link among the races it's probably Trolls, although they're still very playable and their special ability is excellent if the game stays competitive into the midgame. I'm entirely up to suggestions, of course.

3
I am in a very dungeon crawly mood and it looks like all the cool kids are doin' Wizardry LPs so I decided I'd join in the fun.

Wizardry 2 is a direct sequel to Wizardry 1; after beating Wizardry 1 you'd import your victorious party straight into Wizardry 2 and continue playing with all their cool powerful endgame stuff. Now, when the Wizardry games originally got ported to the NES as separate cartridges, this was not really an option. Since the original PC game was written for high level characters that had already beaten the previous game, the NES game featured a new scenario rebalanced for starting characters.

This is not that game.



This is the old school Wizardry II (actually the Ultimate Wizardry Archives version).

With level 1 characters.

EVERYBODY DIES FOREVER.



Don't let that stop you though. By all means, join in! Unless we get really obscenely lucky this is going to involve a lot of TPKs at the start so we can use as many warm bodies as possible.

Spoiler: Character Creation (click to show/hide)

4
DF Community Games & Stories / The saga of Dwellhalls
« on: April 03, 2009, 09:00:35 am »
Background:
Spoiler (click to show/hide)

Journal of Kol Hammershields, 12th Moonstone 62:
Word has arrived from Shieldluster: the Queen tires of her castle and has commanded the establishment of a new Mountainhome. Finally, a task worthy of my great skill! Admittedly I have no experience in mining, architecture, masonry, mechanics, or carpentry--but never mind! Quickly I set out to Shieldluster to volunteer my services.

17th Moonstone 62:
The Queen is impressed by my proposal, probably because it artfully neglected to mention that I have no training in any trade which could be remotely useful in erecting a great dwarven hall. No matter. I manage to convince her that I am a great hunter and get a crossbow and some hunting gear out of the deal. Now that I have my commission I'll figure out this whole construction business I guess.

3rd Opal 62:
Apparently she wasn't the only one that was impressed. I've already attracted half a dozen hangers-on. From what I can tell none of them have any skills in construction, which makes them marginally less qualified to build a Mountainhome from scratch than I am, but they all seem eager to get in on the ground floor of the empire's new capital site. Magnamin... magnamoniou... magnaninomio I decide to be really freaking nice and let them tag along anyhow. Especially that hottie Rovod. Man, check out the beard on HER!

1st Granite 63:
We've arrived! Drawing on my genius for naming (surpassed only by my genius for everything else) I declare that we shall henceforth be dwelling in the mighty halls of Dwellhalls. Urist Channelyears calls this name "unoriginal". Prick. It's not unoriginal, it's classic! And classy. Yeah.

Screw him. I set to work building our new home. Strike the earth!

5th Granite 63:
It is completed. Behold!



Sodel Shankbridge points out that it's just a bunch of cots under a crude wooden lean-to. These guys seemed a lot less dickish before I led them into the unforgiving wilderness promising to build them a grand palace. I tell them that this is merely temporary shelter while I build the real Mountainhome. I figure that should buy me some time, so I sneak off to my "office" (cleverly built on the other side of the peak from their cots, away from their prying eyes) and "plan". I uh don't have the slightest clue how to scribe blueprints or anything though. To pass the time I take to counting our supplies repeatedly under the pretense of actually working.

11th Slate 63:
Still no ideas comin. I got a really good count of our supplies though. Like, really good.

This would probably be more impressive if it weren't for the fact that I still have the manifesto showing an exact count of all the supplies we brought.

15th Slate 63:
I guess I was wrong when I said this lot had no skills. Apparently they are all Legendary Pains-in-the-Asses (Rovod excepted). This Fath Atticnotches bloke is managing to be an even bigger pain than the others. Seems he doesn't get along with any of them, but he chooses to hang out with them and get more and more annoyed. I pointed out there's a big bloody mountain all around us, but he still has to pick the exact same spot to hang about as them. And now he's whining at me about it!

There's a great big chasm to the southeast, so I declare Fath the official Giant Cave Spider Inspector and tell him to go investigate.

20th Slate 63:
Fath returns. This is doubly disappointing since 1. we have no giant cave spider silk to offer the Queen and 2. we still have Fath. I dress Fath down and tell him to look harder.

7th Hematite 63:
I am getting really super awesome at counting our supplies. Unfortunately my well-honed counting skills are telling me that our stock of food is going down. This is problematic.

The east side of our peak isn't as rocky as the rest of it, so I scratch out a sandy plot and bury a few plump helmet spawn. That's how it works, isn't it? Guess we'll find out.

12th Hematite 63:
While "tending" to our crops (a process which mostly consists of staring at the dirt for lack of any actual farming ability) I notice some really annoying sounds in the air. It seems that big ol pit is infested with cave swallowmen. I promote Fath to scarecrow and post him at the edge of the hill to spook them away.

15th Hematite 63:
After failing to drive the swallowmen away I let Fath take the crossbow; hell, it's not like I know how to work it. This works better. I was pretty leery about giving a disgruntled subordinate a deadly weapon, but he seems to have cheered up considerably since I posted him to chasm duty. Weird bugger.

23rd Malachite 63:
Fath is whining that he's out of bolts. Normally this wouldn't bother me except the cave swallowmen are coming back. Luckily they're all a bunch of slobs and they've left the cast-off remains of their meals all over the floor of the lean-to fortress. I manage to whittle some turtle bones into something vaguely resembling bolts. Fath is happy slightly less depressed.

25th Malachite 63:
We're supposed to be getting a caravan to check up on us in a few months, so while I'm at it I carve the turtle shells into some crafts so we'll have something to show. Urist is dubious. "I don't think they're going to be impressed by some turtle shell fragments." Prick.

13th Galena 63:
The others are duly unimpressed by my superdwarvenly counting abilities. Rather than admit that I'm barely certain which end of a pick is the business end, I claim that my months of "work" in the office have left me soft (although strangely I feel more fit than ever) and that I need training to get back into shape before getting to work proper.

3rd Limestone 63:
I've managed to cobble together some kind of screw mechanism. I vaguely recall have seen something like it once in a pump station. The others are starting to pressure me to show some results so I tell them it's for the moat. Urist points out that we have no moat and that the only digging I've done is etching out a half-assed plot in the side of the peak. Can you believe this guy? I yell at him for his appalling lack of foresight. This seems to get the others to back off. Meanwhile I practice running the screw pump, claiming I need the exercise.

20th Limestone 63:
The caravan has arrived. I think Urist was probably right about the shell crafts, come to mention it. Their wagons are full of the same kind of junk anyhow though, so no big loss. They don't have anything worth trading for, but I do manage to barter the shell
crap crafts to a couple of the guards in exchange for their lunch.

18th Sandstone 63:
This is bad. We're almost out of booze. I was kind of hoping the caravan would bring some booze. I was thinking we could at least jump them for their personal supply. You'd think they'd at least issue booze rations for the guards, right? Apparently they must make them drink water. I wonder how bad you gotta screw up to get THAT job.

Since I am nominally a great outdoorsdwarf I volunteer to head into the valley to gather plants to brew. If nothing else this means that I am far away from the others when they discover they're out of booze.

11th Moonstone 63:
I have discovered approximately 23 different varieties of grass that cannot be brewed into alcohol and one that can. Unfortunately it's not easy finding the one that can. I've managed to extract some seed-looking things from the few clumps of it I've gathered and plant them in the ground. With luck this means that more of it will grow, if I understand how this farming business works. It's working for the underground plants at least.

28th Moonstone 63:
Fath is starting to get bored of standing out in the rain shooting swallowmen and stray wolves, so I relieve him from his post. Most of the swallowmen have been scared good and far away by now.

17th Opal 63:
Fath wastes no time remembering how much he loathes everyone else and soon works himself into a temper tantrum. He smashes one of half the chairs in our dining hall. That dick! Now everyone is wanting me to share my private table. I order him back to his post.

26th Opal 63:
Fath seems to have cheered up a bit from standing around taking potshots at swallowmen. Fath creeps me out sometimes.


Year end summary 63: Kol is up to Legendary Record Keeper. Currently training Pump Operator. Next year: productivity maybe?

5
DF Gameplay Questions / Producing magma?
« on: March 12, 2009, 09:08:12 pm »
Out of all the amusing ways DF presents of breaking various laws of physics, has anyone ever managed to take a finite amount of magma and turn it into more magma? My current fort does not have a magma pool or pipe, so my only supply of magma is HFS. I like having a lot of magma-fueled workshops so this is not really enough for my purposes, particularly since I ended up losing some of it in the process of pumping it to a more usable spot. Is there anything I can do to get more out of it?

6
DF Modding / Increasing number of megabeasts at worldgen?
« on: October 16, 2008, 01:40:25 am »
See title. Can it be done? I tried defining more megabeasts, but it still spawned the same total number of megabeasts for a given world size, it just picked them from the broader list. I've heard of the megabeast civ trick, but do the extra dragons/titans/etc. actually act as megabeasts or are they just superpowered civ inhabitants?

(On a related note, I tried giving dragons both [MEGABEAST] and [SEMIMEGABEAST] and noticed that a dragon showed up both at the top of the legends page with the other megabeasts and other dragons showed up mixed in with the minotaurs/giants/cyclopes/etc. as semimegabeasts, but I don't know if these ones would actually show up to invade in fortress mode.)

7
DF Adventure Mode Discussion / Revisiting sites in 27.169.33b
« on: November 17, 2007, 02:30:00 am »
Now that fortresses can be reclaimed/revisited without the game crashing, I've gone back and had a look at my abandoned fortress.

First off? Your fortress's junk gets scattered everywhere. Like in the old version, where all your items would be scattered throughout the fort... except there's no predefined "fort", so you get items strewn across the entire local map. It makes things even more eerie and deserted when there's loose spools of thread, stacks of bones, pieces of furniture and other leftovers from the fortress just scattered across the landscape growing weeds.

Secondly, I took a look at all my engravings. All that business about a dwarf being "surrounded by dwarves" is for inductions into the Fortress Guard and appointments to administrative positions. Pictures of dwarves being "refused by dwarves" is for dwarves getting kicked out of admin positions or guard membership.

Thirdly... unlike before the fort isn't repopulated by monsters, at least if there's not any convenient source of monsters. Unfortunately, this does not in fact mean that the abandoned fortresses are perfectly safe. As I wandered around the catacombs looking at all the engravings I had made earlier, I suddenly started receiving combat messages: the hydra my dwarves had captured and tamed? It's still loose.  :eek:


8
I recently started playing around in adventurer mode in a world with a couple of previously abandoned long-standing forts. I recognized one of the human civilizations as being one I'd had contact with in a previous fortress, so I went ahead and started there. All over town were scattered trade goods my fortress had sold to the humans, free for the taking! Is this really supposed to happen? I don't pay much attention to adventurer mode but don't recall seeing this mentioned.

9
DF Dwarf Mode Discussion / The siege to end all sieges!
« on: November 07, 2007, 05:07:00 pm »
The entire freaking goblin army just showed up at my fortress, led by the goblin king (legendary bowman!) They actually have my perimeter sort-of surrounded, appearing in clumps along all four map edges.

The most truly terrifying part, though, is that in one week of game time they have moved an unprecedented ten tiles from their starting positions, instead of just standing next to the edge like they usually do. I can only assume from their breakneck pace of advancement that they mean business now that their king has showed up.


10
DF Dwarf Mode Discussion / *sniff* So... beautiful...
« on: November 05, 2007, 01:47:00 am »
Sibrek Deleralis, Master Mason cancels Construct rock blocks: Needs non-economic rock.

After 10 seasons, the fortress Tosidalmosh is completely clean of rocks! Until I start digging again.


11
DF Dwarf Mode Discussion / Anvil: yea or nay?
« on: November 03, 2007, 11:26:00 pm »
Ditching the starter anvil seems like it's a pretty popular tactic, but I have to ask: what do you actually DO with the 1000 points? Ditching the redundant second axe at the start gets you 500 points, which is more than enough to max out all seven dwarves' skills. But how badly do you actually need 1000 points of supplies? On a low-resource map like glacier or desert, sure, I'll take 1000 points of wood/food/drink over an anvil any day. Even just for plains though, let alone forests, is there really any point to taking that many extra supplies? Is there something cooler to use those points on other than food/wood which you can probably get anyhow (in ridiculous quantities, in the case of food)?

12
DF Dwarf Mode Discussion / Amusing occurences
« on: November 24, 2007, 04:24:00 pm »
One of my masons got a fey mood and went crazy because I had no crystal glass. Almost immediately afterwards, it announces that the same insane mason was throwing a party. Too bad it was a mason and not a clothier with a fondness for hats.  :D

13
I really wish this stupid kid would finish growing up already.


14
DF Dwarf Mode Discussion / Coolest discoveries yet!
« on: October 29, 2007, 10:19:00 pm »
OK, so I've actually played for all of five minutes so far (not counting worldgen/start screens), so here goes.

My first coolest discovery was when I figured out what the symbol for volcanoes was.

This was quickly topped when I realization that my volcano starting site had abundant hematite right out in the opening.

This, in turn, was displaced from its status as coolest discovery when I realized I could look inside the caldera and say hi to all the imps living inside the volcano.

Finally, the most truly ultimate discovery in my first five minutes occured when I popped the units menu open to look at the population of fire imps and such, and discovered that my fortress site has a wandering population of snailmen on the plains below. Snail. Men.

This is totally awesome, even though I'm not entirely sure why.

So what cool stuff have y'all found so far?


15
I got bored of my current fort and decided to start a new one. Problem is, I've always been impatient in the early game. I like lots of dwarves and heavy production, so sitting through a couple of years to get everything up and running has always been slightly irritating to me. And with the new release approaching I realize I'm not going to have a ton of time once my fort gets decently large.

Fortunately I was just looking through the utilities page on the wiki and noticed adjuststart, a utility to modify the number of starting dwarves and points. Sweet! Now I figure I can kick-start a new fortress without having to wait through around 10 hours of gameplay, for the umpteenth time, just to get to all the really good stuff I want. I'm just making this new fortress for fun and screwing and don't care if I end up nuking the difficulty value of the game; it's not as though it's terrifically difficult to begin with unless you decide to make it that way.  So I set the starting dwarves to 50 (no sense taking too many when it'll take time to carve out a fort anyhow, even with extra miners) and adjusted the starting points accordingly, to 5000 (100 per dwarf, just like the default 700 points for 7 dwarves).

But on the subject of making things more difficult, the thought occured to me that it would be pretty interesting to try taking 50 dwarves but leaving it at 700 points. It's easy to feed 7 dwarves with 700 points worth of equipment and skills at your disposal--heck, it's not that difficult to feed 7 dwarves with 0 points of equipment and skills--but what about feeding 50 dwarves? And then I thought, why not stop there?

So, just curious: has anyone ever considered using the adjuststart utility to begin with 200 (or more!) dwarves, with 700 or fewer points to spend? How high do you think you could go? I'd do it myself but don't really feel up to the time investment of a serious challenge game right now, with the new version getting as close as it is.

[ September 10, 2007: Message edited by: RPB ]


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