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Topics - Captain Ford

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Mafia / Elements 2 - Day 3 - End of the Line
« on: May 23, 2013, 11:47:58 am »
ELEMENTS
The Captain's Edition

In the maelstrom of chaos at the beginning of all things, the five great elements played their games of fate to see who would shape the world to come.

Elements is a mafialike game for five players. Each player plays an element secretly assigned to them: fire, air, water, earth and wood. Each element is naturally allied with two other elements and is enemy with two other elements. A player wins when both their enemies are dead and they are still alive.

The allegiances are as you'd expect:

Fire is allied with Air and Earth, enemy to Water and Wood.
Air is allied with Fire and Water, enemy to Earth and Wood.
Water is allied with Air and Wood, enemy to Fire and Earth.
Wood is allied with Water and Earth, enemy to Air and Fire.
Earth is allied with Wood and Fire, enemy to Water and Air.

Each day every player may take two actions, which must be either an attack or a protect. Each player may cast both an attack and a protect. They may instead cast two attacks or two protects, but doing so exhausts the player (see below). No player may cast more than one action on the same target, nor are they allowed to target themselves.

Each element has one or more special powers (listed below) which can alter the gameplay. In addition to these abilities, every element has the ability to start up a private chat with one other player of their choosing.

When a player dies, they may choose one other player to be privately informed whether the deceased was an enemy or an ally of theirs, but their true element is not revealed until the end.


Resolving Attacks
At the end of the day, all abilities are resolved and the total attacks and protects are tallied. Each protect nullifies one attack, (unless stated otherwise).

If a player suffers only 1 attack, then they are injured for the following day instead of killed. If a player suffers 2 or more attacks, or if they suffer at least one attack while injured, then they die.

An injured player may only take 1 action. (If they survive a day while injured, they are no longer injured on the following day) All players are publicly informed when a player is injured at the end of the day.

Injuries are announced publicly when they happen.


Exhaustion (and injury)
The first day will start with all players exhausted.

An exhausted player can take only 1 action. Exhaustion lasts for one day, and then expires.

A player that is both exhausted and injured may still take 1 action.

A player that is either exhausted or injured may still register 2 actions, but only one of them will function. If the player does not specify which one is "real", then the most recently cast action will be chosen. The actual actions taken will be shown accurately in the final tally.

While all players are publicly informed when a player is injured, they are never informed when a player is exhausted, or when or if they may have healed from an injury.

Faking Exhaustion: Players may fake exhaustion by PMing the mod with their intent to do so. Faking exhaustion allows a player to register two actions, and then have one of them fail, as if they were exhausted. You cannot both fake exhaustion and use a secret action in the same day.



Feints (Secret Actions)
Each player may register a single secret or conditional action with the mod, specifying which of their actions to change, what to change it to, and the conditions under which it will change. This is only executed at day end, and it will cause the user to become exhausted for the next day.

Other than the effects, there will be no indication that you performed a feint.

You cannot Feint in a way that would cause you to become exhausted more than once, or if you are already exhausted.

Spoiler: Elemental Abilities (click to show/hide)
Spoiler: Additional Rules (click to show/hide)

Disclaimer: This game is highly experimental, and may be poorly balanced or not balanced at all. Those who can exploit the confusion to their advantage will likely thrive, regardless of what element they started with.

Disclaimer 2: Rule Zero is in effect: I reserve the right to alter the rules during the game in order to keep the game fun, interesting, and playable.





Players:
1. Nerjin
2. notquitethere
3. Griffinpup
4. RangerCado
5. Deathsword

Replacements List:
1. Tiruin

Spoiled Spectators:
1. TheWetSheep

Credit to notquitethere for the original idea, the structure of the OP, and inspiration garnered from playing the first iteration of his game.

2
I've been having trouble with a custom race that has multiple castes. For some reason, mothers aren't feeding their babies. They carry them around, but the babies get thirsty and hungry and eventually die.

I know I've seen it mentioned before, but I never saw a solution to it. Could it be because the base creature doesn't have the baby tag?

Anyways, I'd like to know how to fix it. Part of me thinks the only solution might be through using a DFusion script, unless someone else can point me in another direction.

I'm having the HARDEST time wrapping my head around the lua scripting though.
The questions I most need answered are:
1) How do I create a new vector?
2) How do I add an element to a vector?
3) How do I get the current game year and time? (in fortress mode)

Because I think what I need to do is add entries to the vectors in the baby's eat_history, but since they've never eaten before, the vectors are uninitialized.

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