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Messages - Moogie

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616
Other Games / Re: The B&W Franchise.
« on: July 09, 2012, 06:16:56 pm »
I've seen some fun behaviour online as well. My creature (good) was fighting an evil creature that kicked it's butt (Fights in this game were pretty awesome: http://www.youtube.com/watch?v=XxD15UOdj38) .

Aren't there better examples of creature combat on Youtube? No offense to that guy, but he's pretty terrible at it... :)

Just had a look myself, and there really aren't any good videos. Shame, really, because click-spam is a poor strategy. It'll also teach your creature to be overly offensive in auto-fights, meaning he'll not know how to block or dodge effectively, and is more likely to get his butt kicked in an unguided fight.

617
Other Games / Re: Maia game (Startopia + Dungeon Keeper)
« on: July 09, 2012, 11:17:07 am »
I have a confession though. I've never played Startopia. I had to google it when everyone started talking about it. I vaguely remember seeing screenshots of it a few years back but its not much of an influence.

Cosmic coincidence, then, as the feature list so far has a lot in common with it. :)

You're probably not looking for any further influence or ideas at this stage, but it might interest you to check out some Startopia gameplay, if only for curiosity's sake. I'd be interested to hear how close it is to your vision of Maia, how similar or different the style and gameplay might be, etc.

Edit: Some non-trailer gameplay here.

618
Other Games / Re: The B&W Franchise.
« on: July 09, 2012, 11:05:44 am »
Just make sure it's all patched up.

619
Other Games / Re: The B&W Franchise.
« on: July 09, 2012, 10:09:11 am »
Just the first one. BW2 Creatures are soulless robots.

620
Other Games / Re: The B&W Franchise.
« on: July 09, 2012, 09:52:20 am »
A few friends were really into the first one before I got into gaming on the PC. I gave it a go years later and couldn't seem to train the creature at all. Never really played beyond the second mission because of how frustrating the training thing was.

Edit: Is there anything I should know that the game doesn't tell you? I had a friend who's creature would spread forests.

Creature training requires a fair bit of finesse and fast response time. It also comes in three flavours: Action training, Battle training and Miracle training. The Leashes are also important, and I'll get to those soon.

Edit: In the course of writing this, I neglected to explain the three terms above. Basically, "Action training" is the teaching of behaviours, like what to eat, what to kill, etc. Battle training is something I haven't covered here-- basically, it's your Creature's performance in Arena fights, and ideally requires its own seperate guide. Miracle training refers to the little lightbulb percentages you see over a Creature's head when he witnesses a Miracle.


It All Starts With Instinct


All Creatures start with a basic set of instintual 'knowledge', such as "eat nearby Object when hungry" and "sleep when tired". You can create a very complex network of behaviours from this starting point. A newborn Creature will eat anything from unripened grain, to rocks, and even villagers when he gets hungry. You probably don't want him to eat anything inedible, though, so one of the first lessons you should hammer home is what he can and cannot eat. It's also a good idea to teach him to only eat when his Hunger bar is half-gone, or he'll eat so much he'll start getting fat and lazy. Something I won't cover in this guide, but which definitely exists in the game mechanics, is the difference between a Creature's "needs" and "wants". A Creature can feel hungry without a high Hunger bar, and he can feel sleepy/lazy without being fatigued. These are personality traits that develop partially on their own, and partially as a result of your training. That is why correct training procedures are important in developing a well-balanced and well-behaved Creature.


Influencing Nature

You train by giving reward/punishment in the form of scritches and slaps. The longer you do it, the higher % the reward or punishment gets, and the stronger the reinforcement of the lesson. It is a very bad idea to ever reward OR punish a behaviour to 100%. This can cause positive/negative obsession. The key is to make each lesson subtle, and build on it over time. 20-30% per incident is the best amount to use for any Creature, regardless of its Intelligence stat.

Timing is of the utmost importance when giving reward or punishment. Ideally, you want to interrupt the action in order to catch the Creature in the correct state of mind for the lesson you want to teach. It's no good waiting 3-4 seconds after he just ate one of your villagers, and now is heading off to drink from the lake; slapping him at that point will teach him "It is bad to drink from the lake". Often times, you can anticipate your Creature's actions before he even does them, due to how they sometimes 'pantomime' their desires before fulfilling them. Before eating that villager, it's likely that your creature acted 'I'm hungry' with his hands and mouth, and then started running towards his victim. That's the PERFECT time to punish, and in the future he'll be less inclined to eat villagers. This lesson can be further expanded to teach him the difference between your villagers and enemy villagers; making it okay to eat theirs, but not yours. All it takes to teach this difference is perseverance and repetition, and context (which is a word you'll soon be sick of in this post, trust me!).

But it's no good just punishing every wrong action, if your Creature has never been taught the RIGHT action. Too much punishment can make a creature less likely to listen to you. He may even rebel against the lessons you've taught. The best way to teach is by demonstrating correct actions and rewarding him when he mimics them. And repeat this process many times!

Let's say your Creature is hungry again. He knows Villagers are out of the question, but that tree looks pretty tasty. Stop! There's no need to punish him for harmless mistakes. You need your villagers, but you won't miss a single tree, right? Instead, put him on the Learning Leash (that's the brown rope one) and go find some real food, like an animal, or a pile of grain. Pick the object up, and hand it to him with a rightclick. He'll take the item, inspect it, and then probably chow down. As SOON as that food disappears, reward! But don't go overboard with it. 20-30% is fine. (If he throws it over his shoulder and takes a dump on it, use your best discretion regarding whether to reward or punish this behaviour. Personally, I've never cared where my Creature pooped, but doing it on fields will fertilize them.)


Leashes & Contextual Learning

Ideally, the learning leash is the only leash you should ever need to use. (The others will artificially influence his behaviour, so use them sparingly.) It's an extremely powerful tool, so knowing how to use it properly is a must. Here's how it works: When your Creature is leashed, his attention will be focused on everything you do. If you throw a rock, he'll want to throw rocks. If you make Disciple Villagers, he'll want to make Disciples too. If you throw a Fireball and it accidentally veers into a nearby forest and burns it down, he'll want to cast fireballs into forests. The context of a lesson is important, and using the Learning Leash, you can create a wide variety of situations and demonstrate to your Creature the appropriate context for a given action. And, when doing this, it is best to show him correct actions, and reward him for mimicing them. If you accidentally demonstrate destroying your own village, you should probably interrupt him on his way to mimicing you and give him a couple of light slaps to discourage this. Remember, punish for harmful mistakes, not harmless ones.

Always let go of the leash when doing things you don't want the Creature to watch or mimic! Having him permanently on the Learning Leash can give him all sorts of crazy and conflicting ideas. He will watch EVERYTHING you do - mistakes and all - and he does receive a tiny bit of reward from just watching while on the Leash. It is fine to have him leashed to an object OTHER than your Hand, however, as he won't learn from you in this state.

Why is it so bad to tickle/slap up to 100%? It's because a severe punishment or reward can change the context of the lesson. Going back to the familiar example with the villager: if you slapped him to 100%, he won't just learn "Eating villagers is bad". He'll also learn, to a lesser degree, any lessons related to this action, such as: "Eating is bad", or "Eating at my current hunger level is bad". You may think this isn't so bad, but what about a different situation: your Creature wanders into enemy territory and starts kicking down houses, so you reward him to 100%. Good job, you've now taught him to kick down any house he encounters, regardless of context. Context is extremely vital to teaching correct behaviour, and by rewarding in slices of 20-30%, you leave room for this lesson to be specialized. A skilled trainer will reward 20% in the correct context over several instances, so that "Kick down enemy houses" becomes a strong instinct, whilst "Kick down our houses" remains an unlikely desire. Inevitably, some reward will spill over into other contexts, but light discouragement will keep this in check.

Eventually a Creature can remember complex behaviours this way, like: "Eating when my hunger bar is above 50% is good. I should go to the shore and look for Fish when I'm hungry. I shouldn't eat when I'm full. In enemy territory, I should eat out of an enemy's Village Store, but I shouldn't eat out of my own God's stores."


Miraculous Lessons


Let's talk about Miracle training for a bit. Whenever you cast a spell in front of your Creature - and he's paying attention - you might spot a little lightbulb float up from his head, with a percentage number. (You might also spot this happening on a few other 'special' occasions, such as using the Village Store, or learning how to Dance.) Creatures will only be able to successfully cast an unlearnt Miracle at around 90%, but you should continue to demonstrate it all the way to 100% so that he can do it without failure. Simple enough, right? Now he knows the spell, but he doesn't necessarily know when or where to use it.

This is a perfect time to use the Learning Leash and do some contextual training. Leash him and cast a Rain miracle on the ground until the meter fills to 100%. During this process, he may wander off and attempt to cast the miracle on a nearby object. Even if he fails, watch carefully the action he's attempting to perform, and give him a little reward regardless of what he's casting it on (a tree, a rock, a person, anything will do). He'll begin to understand that using this miracle is a positive behaviour, but he won't yet know the correct context in which to cast it. Next, you can try casting Rain on a village's wheat fields, or on a tree sapling. He'll mimic this exact context, and you should reward him appropriately. Repeat the correct context several times and he will learn that this is the best object to perform this miracle with.


Balance, In All Things

A final word of advice. I've spoken a lot about the 'c' word, and how punishing/rewarding in small amounts is best. I've also mentioned that you should repeat lessons, so that those 20% rewards gradually build into a strong instinct. However, be aware that if you want your Creature to make choices about a certain behaviour, you need to make sure all options are taught equally. Let's make one more example for this. You're training your Lion for war. You want him to be your enemy's worst nightmare. You've taught him two offensive miracles: Fireball, and Lightning. Your majestic beast thunders into an enemy village and Fireballs the Village Totem, crippling your enemy's ability to cast miracles. You reward this behaviour.

You might have noticed by now, that after you reward your Creature for something, he will repeat the exact same action. He casts another Fireball at the Village Totem, and you reward him again. So far, you're only following the advice I've given in this guide, but this is starting to create a feedback loop. You're teaching him aggressiveness towards the enemy, which is good. You're also teaching him to use Fireballs on the enemy, which is good. You're also teaching him to use Fireballs on the Village Totem, which is good. But have you noticed yet, that he hasn't even tried casting Lightning?

A Creature can learn contextual lessons suprisingly easy, and this can make teaching him different options more difficult if you're not prepared for the speed in which he'll get THIS lesson stuck in his head. It may take a long time for him to stop throwing Fireballs and try a Lightning spell. When he does, though, you need to encourage it just the same as you did with the Fireball, and for optimal balance, you should reward him the same number of times for repeating this action.

Doing so teaches a balanced contextual lesson: "I should cast Fireballs OR Lightning on the enemy Village Totem!"

If you focus a lesson too sharply, you may find your Creature reluctant to do anything different in that context.

----------------


Phew, I think I'm about done typing now. :P This guide could be a lot better, but I just wrote it off the top of my head. This is just a short course. I've also forgotten a lot since I was heavily into B&W 'Psychology', heh. But these are the basics of becoming a pro Creature Trainer. Pokemon, eat your kiddy heart out.

621
Other Games / Re: Unreal World
« on: July 08, 2012, 06:32:44 pm »
I understand that, it just feels too cheaty. I use chants like "Permission to chop trees/sleep", "safety of the night" and "general sacrifice", because their effects are fairly hidden, or inconsequential. It's a nice thing to do if you're in the roleplaying spirit.

But to me, pushing a button and receiving a super-powered weapon or spawning a creature in a nearby tile (hunting rituals) isn't fun. I don't like I-Win buttons in my roguelikes. The game is harder for my reluctance to use these, and I'm very happy with that. :]

622
Other Games / Re: The B&W Franchise.
« on: July 08, 2012, 06:27:32 pm »
Ahh, B&W. I was a forum and multiplayer regular, back in the days of the original game. Used to play clan matches with my Disciples of Jester buddies. Good times!

I often wonder where a lot of those folk are these days. I kept in contact with a few, but there's a lot of old faces I'd love to encounter again. Though I was an annoying little teen back then, so I don't know how many of them would want to see me. :)

623
Other Games / Re: Unreal World
« on: July 08, 2012, 02:25:02 pm »
Touché. :)

624
Other Games / Re: Unreal World
« on: July 08, 2012, 11:49:28 am »
I steer clear of any rituals that have physical effects on the gameworld, like Oath or "Request for X". Sacrificing and appeasing the gods is fine, IMO, and reflects the spiritual beliefs of tribesmen of the time period. But to actually have... well... there's no other way to put it: magic in this otherwise realistic survival game, just feels wrong to me.

I mean, once you get a steady food supply going, the game's easy enough (accidents notwithstanding). I don't want fantasy-style "buffs" influencing my survival chances.

625
Other Games / Re: Maia game (Startopia + Dungeon Keeper)
« on: July 08, 2012, 11:40:48 am »
You know those "games you wish existed"-type threads? This is my idea of the perfect game. I'm so excited that my brain has done a buffer overflow and now I feel awful.

Please don't mess this up, please don't mess this up, please don't mess this up...

626
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: July 08, 2012, 11:36:30 am »
After installing MinGW you can find a shortcut to the MinGW Shell in your start menu (search "Ming").

627
Other Games / Re: Unreal World
« on: July 07, 2012, 09:31:57 pm »
Question-- what's the best action to train a weapon skill? In particular, 'knives'? Does attacking with the blunt/edge/point affect skill gain differently?

I know that certain actions train you faster than others. But in general, skill gain is just horrifically slow all-round. I regularly finish off opponents by using deliberately weak knife attacks (using the blunt side, or piercing the legs) but the skill has barely raised a single percent so far.

It's just frustrating to think that if I ever want to be good with knives, I'm going to have to cheese my way through the tutorial a few times and spend bonus points on it. Just doesn't feel right doing that.

628
Other Games / Re: Unreal World
« on: July 05, 2012, 06:31:52 pm »
So I'm about to undertake a project starting today or tomorrow and I'd like to ask before I get started.

Does anyone here know anything about certain elements of the user interfaces graphics? As in are the .bmps in the root folder relevant anymore? Is trying to change the armor picture an exercise in futility? Stuff like that.

Pretty sure they're all relevant for the purposes of modding. First thing I did even before I played my first character was replace all the people pics with Baldur's Gate and Neverwinter Nights portraits. Looks much more consistent in style now; I stuck as close as possible in looks to the original photos, so if I was replacing a girl in a fuzzy hat, I'd try to find a similar BG portrait to replace it with.

I've thought about changing other images to get rid of the whole, "awkward photos of bad nordic LARPers" theme it has going on, but that's a bit too much work for me just yet.

629
Other Games / Re: Unreal World
« on: July 04, 2012, 08:03:42 pm »
I had a tough time surviving the first few days, until I figured out what a meat-generating combination archery and fishing nets can be. Traps take too long to set up in the beginning, and manually fishing with a rod I was barely able to stave off constant starvation, let alone have the time or energy to accomplish other things.

Not that I'm complaining, mind you; I think this game simulates rough survival pretty well. And you would find living difficult if all you did was spend 20 hours a day trying to catch a single fish, or chase hares around with a handax. Initially I felt like my choices were limited due to imbalance, but that's just an effect of the gameplay sticking true-ish to life. Life isn't balanced, and when all you've got are a few tools at your disposal, there's only going to be a few sure ways to survive from that starting point.

Btw, I have a question: I've had a few instances where the villagers didn't like me chopping trees or building/deconstructing things in their territory (even if the thing I was deconstructed was built by me to begin with); will they eventually get super-pissed at me if I keep doing it? If so, is there any cooldown? Can I piss them off occasionally, and still be in their good books?

630
Life Advice / Re: So, I'm building my own computer...
« on: July 01, 2012, 03:43:54 pm »
Totally felt the same way myself when I built my similar-spec machine a few months ago. :) i5ers, unite! *highfive*

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