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Topics - Shikogan

Pages: [1]
1
Okay well it seems this forum has been lacking in the classic Evolution game, that was started way back when. My proposal is this as follows.

In my EVO game, there will be three species and only three(to begin with) each species will be controlled by a coalition of two or three players. To apply is simple, find someone you feel like would be a good person to play with create a species between you that comes to a total of 50 EP and post it on this thread and where you would like to start on the map below. I will then let you know if you are playing.

Rules
Spoiler (click to show/hide)

Map
Spoiler (click to show/hide)

So that's that and i'll let everyone know if they're playing in about 4-5 days.

2
Hi, i have found myself with an unusual amount of spare time lately, so i thought that seeing as there is no Evolution games running anymore, I should start one up again.

Okay post below if you're interested in joining.

I'd say about 5 people for this map, as it's a bit small, and also to get turns quicker.

The creature you create has to follow a set of rules, each attribute or ability has to go under one of six spheres.
Dietry: basically tells me what you're creature eats and how it does so.
Physical: What you're creature looks like and it's abilities concerning physical nature.
Environmental: You're creatures abilities to manipulate and change it's environment.
Social: How you're creature associates with others of its kind and otherwise.
Combat: What abilities does your creature have to make it good in battle.
Special: Any psychic, or other special abilities go here.

Here is a list of abilities i've organised into a table and their benefits as examples, this was taken from previous evolution games.
http://www.mediafire.com/?jngtkzx9dwm

I'll negotiate the benefits from any abilities you come up with if you give me a general idea, don't go too overboard!

To go up in a rank for an ability it takes 2 EP to get to rank 1, 3 EP for rank 2, 6 EP for rank 3, 8 for rank 4, and 10 for rank 5.
This is a general rule, i'll make it more specific as i go along.

Okay to make your creature more advanced you need to spend EP or evolution points in order to do so. EP is decided by the successes of your rolls for that turn and you gain 1 extra EP for every 2/10 population you have.

Population growth is decided by a d100 roll and all +pop attributes your creature has. If the roll lands under 15 - no growth, over 25 and there is a 1/10 population gain, 50 or over is a gain of 2/10, 90 or over and you get 3/10.

At least 3/10 population is needed to perform a colonization attempt.

For now just make up what creature you would like to create but with a limit of 40 EP, and where you would like it to start on the map.

For dieties create a name and choose ONE major sphere of influence where all actions within that sphere (again mostly determined by me) gain a certain bonus, based on how much influence you have. Then ONE minor sphere that gains a smaller bonus for all actions within that sphere. Finally choose ONE sphere where you have a weakness to, eg Hydrox the water/ice god has a weakness against the fire/magma god Firos. All actions you try to take within this sphere will have a penalty.

For example, if Hydrox tries to control fire he receives a penalty, as does Firos when trying to manipulate water.

MAP
Spoiler (click to show/hide)

3
Creative Projects / Programming With Python: HELP!!!
« on: March 09, 2009, 12:24:21 am »
i'm taking part in a university course where we are expected to solve a set of questions each week online. i was wondering if anyone here could help me with this weeks questions, which due today i really should have thought of something like this a while ago.

Question 1

Part 1
Create a procedure called printSquareStar(), using printNString(string, numTimes), that prints the following using printNString.

****
****
****
****


This is a 4x4 square made up of the star (*) character.

NOTE: This part is done

Part 2
Create a procedure printStarRectangle(height, width) (where string is a string and height is an integer) that prints a rectangle height units high and width units wide using '*'s. You should use printNString.

Example: printStarRectangle(5,3) =>

***
***
***
***
***

NOTE: This part is done

Part 3
Create a method called printTriangle(string, height) (where string is a string and height is an integer) that prints a right angled triangle height units high using string as the character string.

Example:
printTriangle('*', 2) =>

*
**


printTriangle('a', 3) =>

a
aa
aaa


Part 4
The goal of this exercise is to write a function that can draw two different types of shapes. Create a method printShape(shape, string, height) (where shape is a string, string is a string and height is an integer) that prints either a triangle or a square to the console depending upon the shape string. The variable shape will equal to 'square' when you are to print a square and otherwise it will be 'triangle'.

For the purpose of this exercise you may assume a printSquare(string, height) function and a printTriangle(string, height) function exist.

Question 2
Define a procedure p2(n) that takes an integer parameter n. If n is greater than 1, the procedure returns the largest power of two that is less than n; otherwise, it returns 0.
Hint: You will need to use a while loop. Here is an example of a function that adds the numbers from 1 to n

def sumto(n):
    sum = 0
    m = 1
    while m <= n:
        sum = sum + m
   m = m + 1
    return sum

For your problem you will need to take increasing powers of 2 until that power exceeds n.

4
Other Games / Zombie Games!
« on: January 08, 2009, 08:17:50 am »
Exactly as the title says folks.

I haven't been getting my prescribed amount of zombie killing lately, so i've decided to put it to the twisted folks here at bay 12 to see if they have what i need.

I'm looking for a zombie game, one that allows you to build barricades explore a city, looting shops, fighting off a horde of undead aged pensioners when you 'accidently' raid the old folks home.

So my question is this. Dose a game like this exist or will i have to be satisfied with daydreams.

5
This here's a forum game, namely a forum game ripoff of what Spore might have been (though technically we started five months ago).  In Evolution: The Game you, the player, have two options.  You can take the helm of a burgeoning species on a gene warping planet, guide their path through the challenges and perils of natural selection and civilization in a world gone mad.  Or you can lend your imagination and likeness to the Gods, for they are real and powerful, and grant your favor or meet out vengeance.  Meet, trade, battle, pray, build, and forge a world.

Rules:

The Species:
The heart of the matter – every species is a combination of Breeding Rate, Biological Traits, Civil Traits, and Special Traits.  Every trait has a Level between 1 and 50.  Increasing any individual ability or trait costs Evolution Points (EP) – from 1 to 10 costs one EP per level, from 11 to 20 costs two EP per level, three EP for 21-30, four for 31-40, and five for 41-50.  There is no Master List of Traits or anything like that – make up what you'd like to see, and I'll find a way to make it fit.  Bear in mind the 1-50 rating – spending one point at a time won't net you much capability.

    * A general description of the Species is a great place to start.  What they look like, act like, living conditions, any general points.  This will be expanded over time as the species changes and grows.
    * Breeding Ability is what it says.  A species' population growth is determined by (besides outside factors) a Litter Size, Breeding Age, and Death Age.  By default, a species will have a Litter of 1, Breeds at 10, and Dies around 20.  Increasing Breeding Rate costs EP, but to account for the myriad breeding schemes nature can create, just describe a biology and general breeding ability and I'll come up with the numbers and cost.  Differences between EP costs for breeding and the standard start total will be refunded on the species' next turn after joining, just to keep everything simple.  If you're using the old threads for reference, ignore the 'Dividing Factor' on old species.
    * Biological Traits make up the Species' actual physique and abilities.  By default, a species is a formless blob of no determinate size (consider a creature's size subsumed under other traits) capable of moving, perceiving it's environment, self-sustained survival, and little else.  Build thyself, and nothing is too far beyond reason.
    * Civil Traits include anything that isn't paranormal or biological, especially technologies – everything from construction to adaptations to sciences to governance to any conceivable tool or concept, including any kind of civilized organization beyond basic pack-like structures.  Pick up a Civilization game if you need ideas.  Progression must have a logic – it need not be Earthlike or even realistic, but always have a justification.  Right now, every extant species is in the Stone Age, but don't feel pressured to become civilized at all – monster species are great.  Also, don't worry about losing points in narrow paths like Weaving or Fire Making, spend them - later I'll introduce an Ages system to recombine and refund points spent on 'primitive' technologies.
    * Special Traits are anything else, especially paranormal stuff – Psychic powers already being quite popular.  Religious powers would fall under this as well – not the organization of a religion, but the actual ability to contact and influence the Gods.  Again, don't feel obligated, mundanes are always welcome.


The Fickle Dice:
Every turn, I'll roll d100's to determine the effects of the various turn events and attempts by the player at doing things.  Species Abilities add to this roll as appropriate, as does Godly favor (disfavor does what you'd expect).  EP points are awarded (or subtracted) based on the results, along with population growth, resources, new events, and so forth.  For reference, each turn is about a hundred years long - development and conflict takes place on a generational timescale.

The Gods (Attn apathetic players):
Gods don't have to do much besides exists, but Godly players should feel free to post whatever suggestions and guidance you want.  Rules are pretty freeform – Describe the God's manifestations, story, and desires.  Pick one Major Sphere and two Minor Spheres (DF's spheres are a good inspiration) – nothing too broad like 'Death' or 'Creation', but 'Pestilence' or 'Birth' would be acceptable.  A God can perform an Action once per turn, expending Power Points (PP) to kick their chosen ones along the path they set.  Gods are empowered by worship – every 1000 active worshipers generate one PP per turn.

The Planet (Name Wanted!):
All action takes place on one planet, dominated by a giant continent in a giant ocean (referred to as Pangaea for simplicity).  All biomes exist in some form on Pangaea (arctic is rare), and is permeated by deep and powerful energies that supercharge the evolutionary process.  Players can invent whatever incidental wildlife you like (no powergaming), and strategically useful lifeforms will be introduced as events.  As for Pangaea's recent history, after the great floods subsided, a living storm of fungi fell upon the world, and while its now receding, the fungus is probably permanent now.  Mostly a food source if somewhat hostile, certain forms can have weird effects on creatures (spoiler alert).  More recently, the Sun turned green, pushing evolution past overdrive, and putting Pangaea in a generational cold snap.  Things are clearing up all around, many new species have emerged, and many old ones find themselves altered by the long dim years.

Each hex can have a max population of for a "regular" species of 10000, but hexes must be improved to gain this maximum. How much improvements are to be decided by me.

new species have 85 EP to spend, and can choose 5 hexes, also gods are just 'there', there is no god movement like there was in Evo Lite and gods begin with 1 PP.

6
DF Dwarf Mode Discussion / Magma Pipes
« on: October 22, 2008, 07:03:37 am »
Okay i have a simple question concerning magma pipes. What is the rate at which they refill? as in 1/7 of a tile every x seconds/minutes etc...

7
Life Advice / I-Pods
« on: August 30, 2008, 05:49:56 pm »
yeah pretty much what the topic suggests. I am about to embark upon a 10 day ski trip but i need a new mp3/4 player that has 30gb+ for my music and movies. the battery life should also be about 5 hours for movies and music playback. So what one would you suggest it doesn't necassarily have to be an i-pod just be able to play movies and music.

8
DF Gameplay Questions / Hydrodynamics
« on: August 05, 2008, 06:51:15 am »
just a quick question for my adventurer fortress concerning water.

If I have a 3z deep pit and fill it with water as below and have a pressure plate at the top most z lvl and have the water trigger it to open a set of bars
Code: [Select]
                    W
       ..........   l  l____
       l       _l   l  ____
       l       l___l  l
       l____I_____l
W - water source
I - Bars that dont prevent water flow but adventurer movement
... - open top to allow adventurer entrance to pit.

I remember somewhere that a U bend such as this would create infinite pressure and...yeah bad things. just wondering if this was fixed in 39e

9
DF Dwarf Mode Discussion / Adventurer Fotresses
« on: August 04, 2008, 05:57:36 am »
Hi all just wondering if anyone has completed a fortress with the specific intention of creating a maze/traps/megabeast cage arena/puzzle for an adventurer to go through for some legendary adamantine weapon armor somesuch award at the end.

If they haven't i would like some input from others as my current fortress has this exact intention  ;D complete with maze and various other nefarious devices on their way.

Any traps puzzles and or designs for an adventurer to get past would be appreciated, oh and i have a river above me a magma pipe below and already got an artifact adamantine mace!

10
DF Gameplay Questions / Design Question
« on: July 24, 2008, 04:30:41 pm »
I'm in the process of completing a statue to my great dwarven empire, and one of the monuments i had in mind uses a raised drawbridge as a floodgate and i was just wondering if it would work.

11
DF Gameplay Questions / Cursed Tile
« on: June 30, 2008, 03:22:30 am »
recently my legendary miner went about mining out a tile for my irrigation pumps, and my miner died for no good reason it just said "Miner cancels Dig: Too injured." Then immediatley after it said that i get another message saying "Miner has frozen to death."

I tried reloading from a previous save and it does the same thing no matter what i do whoever goes on that tile dies. What's up with it?

12
During the summer of 1052, my fortress aptly named Tombsriver underwent a massacre and it all started with...a party.

During the mining of my new storeroom which my legendary miner was in the process of completing, my second high master miner was channeling a moat around the entrance to my fortress. and wouldnt you know it the channel just happened to cross the wall that kept the river from flowing into my fortress.

As soon as the river had broken down the wall my haulers scattered most went into the workshop area and locked the doors but wouldnt you know it again, my legendary craftsdwarf and carpentar fled deeper into my mining shaft where they ran from the water for 3 days until finally collapsing from exhaustion they died. while they were fleeing for their lives the rest of my fortress was having a party, with the exception of Urist. While the fortress was partying at the demise of the two dwarfs Urist was feeling compassionate and decided to go give them a decent burial....which led him into the workshops with the river on the other side of the door. Urist didnt see any problem with that so...the door was flung open and in rushed the river. Up the stairs it rushed and swirled around the door of the dining hall, the partygoers were oblivious to the impending doom about to engulf them. In a desperate attempt to halt the flow i ordered a wall be made to stop the flow, but the mason was having too much fun at the party to even think about work.

Eventually the water had filled up the entire fortress tombing the partiers in with their last party, with the exception of Urist the fishcleaner who was swept outside. With my fortress now an aquarium and my last dwarf completely useless i called it a day and turned my back on the debacle that was Tombsriver and the useless dwarfs the Slaves of Recreation.

So yeah that's my tale of my second fortress quite eventful that one was.

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