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Topics - Foamy

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1
Creative Projects / Hunter's Moon Combat Testbed Released!
« on: September 08, 2014, 08:17:46 am »


You can get it here: Link

I recently released an AI testbed Here, this is the combat equivalent.

It's just the basics at the moment, but there's some fun to be had in the multiplayer.

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You can get it here: Link

I've been working on this for ages, and the larger game for over a year now. Mostly completely silently while we prepared. Hunter's Moon is not as far along as I feel it should be before reveal, but the testbed needs exposure and so HM has to be there too. The main push of development is still to come where most of it will be completelt overhauled. That time is only a week or so from starting.

Here's the description of the testbed:

The plan for this game was to develop a greatly simplified version of the Hunter's Moon (see website for details) hunting mechanics that didn't depend on any of the main game features, and that put the focus on the AI.

The first reason for the testbed is to act as a research project for my final year of university by analysing the merits of training a complex Multi-Agent System with a Genetic Algorithm rather than doing it manually, the second reason is to aid the development of Hunter's Moon.

The data for analysis is provided by a user study at the end of each play-through of the game.

The game will randomly pick an AI configuration at the start of each game (either manually tuned, or computer tuned), that adjusts the behaviour of the wolves. Both attempt to maximise the fun of the game.

After this project is concluded more AI development will be done to make it do everything HM requires and to flesh it out, but the basic foundation is here.


Details on the big game, Hunter's Moon, can be found here: Link

It's based on this ancient DF mod idea: Here


Feedback and survey responses are very much appreciated.

3
DF Modding / shields and projectiles help desperatly needed
« on: August 19, 2010, 09:06:48 pm »
I'm working on the dune mod and i am trying to make two kinds of gun. one a laser gun and the other a pellet gun. the problem is that the laster has to be a lot more damaging to unarmoured people than the pellet gun while being unable to penetrate armour. the pelet gun should do similar damage to unarmoured and armoured men.

I've tried almost every combination of weapon and ammo stats and i cannot make 12 men in full shield with lasguns beat 12 unarmored men using pellet pistols.

the lasguns will do massive damage but not as often as the pellets cause minor damage. basically the pellet men are disabling the lasgunners faster so they don't have enough time to kill more than 3 or 4.

the problem is that without increasing the projectile size the las guns will only damage the skin or fat layers most of the time. they do do more deadly damage but i cannot increase the percentage. the beam size cannot be increased without the beams penetrating shields.

i can try changing the projectile or shield material properties but it will take a long time and i don't know if it would work. i would move onto that but it increases the number of variables and i am not experienced enough with the game engine to know what to try.

Spoiler (click to show/hide)

I would really appreciate any ideas. I've put hours into this and don't know which direction to try now.

4
DF Modding / Hunter's Moon - 18th century werewolves [1.01.09]
« on: August 03, 2010, 04:20:41 am »

Hunter's Moon is a mod set in the mid 18th century where there are no fantasy elements other than werewolves (there are a lot of werewolves though).

Special features:
  • Human fortresses
  • Humans have muskets and pistols
  • Silver musket shot causes considerable damage to werewolves if stuck in
  • Less metal armour
  • Werewolves (civilization)
  • New metal: Silvern Steel (similar properties to iron)
  • Sawmill workshop creates 5 wooden blocks (planks) from one log
  • Gunsmith workshop
  • No aquifers
  • Human mining skill will always stay at 0
I've tweaked the humans to make fortress mode work and i beefed up the werewolves too.

This is a world similar to ours where instead of finding America they found a smaller northern continent where the only natives were werewolves. The match lock muskets, inexperience and unawareness of silver's properties made the mainland too dangerous for the humans and so they only colonised the smaller islands surrounding the continent. After a few centuries technology and understanding improved to the degree where humans could start taking and holding territory away from the shore. The mod is then set a few generations later when the humans have several footholds along the coasts and are just now beginning to push into the deep interior in search of gold and territory.

This is now out of the concept phase and has become a fully implemented and supported mod. There is still a huge amount i would still like to implement but there is enough content for a first version now.

For world generation i strongly suggest you use the 'Northern Continent' param set as it has a huge amount of customisation to make it fit the setting. I realise that it may be a problem for some as it is based on the 'Large island' but i have not had the time to convert it into a region or smaller sizes yet. If anyone wishes to take this upon themselves i would be happy to add it to the mod.

Notes:
  • The werewolves will not currently show up in adventure mode due to forest retreats not being implemented at the moment.
  • There will almost certainly be many bugs in this release
  • Some of the graphics tiles have a bright green line through them. This is to highlight people which should not be around. If you spot one please let me know.
  • Human fortresses are not showing up on the map and I don't know why. As there are no werewolves to fight in adventure mode at the moment this is not a pressing concern, however if anyone knows of a reason I'd appreciate it.
Please post any bugs you find.
Future Plans:
  • Silvern steel for swords and other edged weapons causes short-term mild dizziness/pain/sickness for wolves with no long term affects.
  • Different werewolf castes.
  • Adventure mode variety (Such as a semi megabeast werewolves to hunt).
  • More complex musket production.
  • More complex musket shot production (gunpowder).
  • More realistic custom workshops.
  • More weapon variety.
  • More human factions based on western colonisers of the period.
  • More purpose to fortress and adventure mode.
  • Possibly a custom trading workshop where currency can be spent on items that realistically would have had to come from another continent by trade.
  • Possibly a custom trading workshop where large batches of valuable intercontinental trading goods can be exchanged for currency.

Changelog:

1.01.09 - 12/03/2011
Added overcoat
Added mail chausse
Revised the frequency of some clothing
Fixed clothing layers so more can be worn
Added heater shield
Removed kite shield
Made silver and lead shot more effective to get through armour
Changed arena layout back to default
Various tidying of the RAW files

1.00 - 10/3/2011
Initial release

Old version:
Spoiler (click to show/hide)

Credits:
Spoiler (click to show/hide)

5
DF Modding / Modded entity not attacking
« on: July 30, 2010, 03:27:29 pm »
I'm trying to make a basic proof of concept werewolf mod where werewolves are the only supernatural creature. The problem i have is that they seem to be at war with all humans but are never any battles between them. the humans aren't fighting each other either. I've been tweaking genesis (thanks deon) so that i have a stable foundation to test things on but they weren't even fighting before i started to make big changes.

Is there a special tag or collection of tags that cause world gen conflict? Ideally i don't want them to talk or to have any jobs other than hunter.

I've tried just adding all sorts of tags form other civs that work to see if something helps but nothing has changed it. does anyone know what i'm missing?

6
DF Adventure Mode Discussion / Civil war
« on: April 04, 2010, 12:16:15 pm »
Hi

I traveled to a town and went around looking for quests. got one to kill the cities lawgiver so i went to find him. when i attacked him people came running as usual. only thing was that instead of attacking me they just started killing each other. there didn't seem to be any sides or anything, jut chaos. i came back with another guy and wandered around. i kept finding bodies but because i couldn't see the fighting i didnt get the messages. anyway eventually i returned to the tavern and there was around 10 people there just fighting each other.

Is this a bug or a feature? I wondered if there was a group loyal to the lawgiver and another loyal to whoever gave me the quest to kill him.

7
DF Adventure Mode Discussion / Bronze
« on: April 02, 2010, 11:14:16 am »
I've genned like 5 worlds now and none have any metal more advanced than bronze. It's a problem because with the new system bronze weapons are totally useless against anything tougher than basic leather.

Anyone have any ideas?

8
DF Gameplay Questions / water and pumps
« on: January 13, 2008, 02:11:00 pm »
Do pumps still make more water than goes in?

9
DF Gameplay Questions / living in a swamp but running out of water...
« on: January 10, 2008, 06:24:00 am »
Hi

I've set up a fort in a swamp. no rivers or books just ponds all over the place. anyway i seem to be using water but not replacing it. I'm tired of digging massive channel systems to take water from ponds to my reservoir. does rain refill ponds or will i have to set up a water factory with some pumps?

thanks


10
DF Gameplay Questions / drawbridge/wall (g)
« on: January 03, 2008, 09:31:00 pm »
Hi

I put in a drawbridge but when it's raised it just disappears and doesn't form a wall. Is this a bug or something? I can't build on the location or anything like that.

Also do drawbridge walls still let arrows through?


11
DF Gameplay Questions / Island no rock advice
« on: November 18, 2007, 06:06:00 pm »
Hi,

I finally generated a map with a decent sized island and decided to build on it. Unfortunately I cant find any rock (so no metal either). I expect if i dig deep enough i could find some but i hit water about 3-4 Z-levels down. Any ideas? I don't know if you can pump water fast enough to mine.

I wish you could make bricks...

Thanks


12
DF Gameplay Questions / food in adv mode
« on: December 30, 2007, 10:08:00 pm »
Is it possible to kill and eat an animal or you you need to find prepared food? I hate spending money on all this food while there are plenty of dead animals around.

Thanks


13
DF Gameplay Questions / island question
« on: December 28, 2007, 07:53:00 pm »
Is it possible to get a location that has water on all four sides? The big islands are all slightly larger than one square on the location selector and there dont appear to be any smaller ones in lakes or near the coast.

thanks


14
DF Bug Reports / diplomat bug (latest version)
« on: February 14, 2008, 06:06:00 pm »
a few searches didn't show anything on this so here's a new bug i think. I'm using a save from a previous version with the latest and a human diplomat turns up as normal and instantly leaves unhappy. Any ideas?

15
DF Bug Reports / Regular freeze/crash
« on: November 07, 2007, 05:42:00 pm »
Hi,

I love the game but I've got a crashing issue that is extremely frustrating. I searched but didn't find any other reports except one where it happened at a certain time. I don't know if mine does that so i figured I'd post it. basically I'd start the fort and it would freeze and stop responding after several hours, then I'd save and it would crash a little sooner. this has continued to the point that it crashes in under 20 seconds. I'm pretty sure that it is the same as the other topic but as I'm knew i wanted to see if there was a fix i haven't found.

Thanks


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