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Topics - EuchreJack

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61
Other Games / The Sims 2 Megaprojects!
« on: November 04, 2013, 10:50:50 am »
Ok, I originally wasn't going to bother starting a thread about a game that is about seven years old and is in fact the best selling game of all time.  But then I saw the tread asking for more game discussion and thought "what the heck, might as well".

So, anybody got any good megaprojects from The Sims 2?  I find the fun is in creating a mansion/church/simtower/arco and then trying to get the sims to actually live in my monstrosity, usually without sufficient funds for luxuries such as beds, showers, places to sit, and basic tv.

Pictures most welcome!

If you have it, boot it up!  If you don't, buy or "find fallen off the internet truck"!  Let's see what you've got!

62
So, I was surfing the web, and came across what I consider to be an undiscovered gem from 90s: Birthright: The Gorgon's Alliance.  Anyone else play this game?

63
The demo for the Adam Ryland (maker of freeware game Extreme Warfare Revenge) game Total Extreme Wrestling 2013 just came out.  Public Beta

The first game in the series is free: Link to Total Extreme Wrestling 2005, freeware by developers.

So what is Total Extreme Wrestling (and it's predecessor, Extreme Warfare Revenge)?  It's a wrestling promotion simulator.  It mainly focuses on the booking of wrestling events, but the player has to hire the wrestlers, schedule the matches, possibly plan angles and storylines, and generally try to make the promotion grow in size.  It's a lot of fun: You can go into the editor and make your own wrestlers, promotions, etc.  You can even chose to work as the owner, which allows you to chose exactly what type of promotion you want to run.  I'd strongly suggest downloading the freeware game if you're interested.  Knowing my audience, at least some of you will be glad you did.  Note it is turn-based (it goes from day to day), as I know that makes a difference to some people.

64
After discussing my exploits at far greater length than appropriate in the Show us your Empires topic, starting here, I've decided to make a topic dedicated to showing off the Reaver American Unity Empire.

Link to the mod's official forum: http://terranova.dk/viewforum.php?f=15
For some reason, I find their forum hard to navigate.

Here is the Reaver Empire currently:
Spoiler (click to show/hide)

Here is the state of the three alliances:
Spoiler (click to show/hide)

I think my alliance might be winning.

Post if you want to join your fellow forumites on the front lines:

65


Greetings B12 community!  I bring you this Let's Play as way of showcasing the Rigale Mod for Mount&Blade: Warband.  It's my favorite mod for Mount&Blade: Warband because you can make stuff!  I've actually contributed to a previous version in a minor way by suggesting the addition of leatherworking, and providing a list of items.

Link: http://forums.taleworlds.com/index.php/board,209.0.html

Mod Features:
Crafting!  Make your own equipment for profit and fun!

Gathering!  Hunt, fish, or farm for food, cut wood, mine for iron!

Exploration!  You know NOTHING about the map when you begin.  Sure, it makes things harder, but you get FREE experience for every village, town, and castle you visit.

Village specialties!  Some sell stuff cheap, some have tier 3 troops for hire (my personal favorite village specialty), and some buy your stuff at higher cost.

Guilds!  Learn all you need, provided you can pay for it.  And hire novice guild members to help out!  After all, why should you do all the heavy lifting?

Strategic Party Choices!  Ambushing, entrenching, rushing, sneaking, etc.

Exhaustion!  Your troops tire, and as they slow down as they tire.  You've got to rest up from time to time, especially at night.

Dysentery!  Have two types of food, or suffer the consequences!

Learn from doing!  As you do all the above, you get FREE experience, and you get better!

Outposts!  They can house excess soldiers, and you can outfit them with patrols to keep bandits away from your properties. Removed from current version.

Shamanism!  Beat on the spirits for extra perks!  Bear Warriors (one possible reward) are BEST warriors!

Inheritance!  What swag did your folks leave you?

Version 0.10 adds:

Knowledge!  Chose your own destiny!  What you learn will make you stronger, but you can't learn everything!

Settlements!  Build your own colony, nurture it, then exploit its gold income and conscript its best-and-brightest for your armies!  Knights!

Removed character start stuff, as we're on the third reboot.  I think we'll grab Bodyguards this time...

66
Curses / News Stories that belong in LCS
« on: September 14, 2011, 04:41:05 pm »
Today, I read a news story that seems destined for the newspaper in LCS as a random event:

Quote from: Today's News
Woman donates kidney to son, loses job

A Philadelphia woman said she lost her job after taking off time to donate a kidney to her son.  [Random Name] said she lost her job last week at [Random Company].  She said she was told she might not have a job to come back to.  She took the time off anyway, after signing a paper acknowledging that fact.

The company said it was within its rights.

Real story, I just removed the individual and company name.  Granted, the article uses the term "she said" far too often for my liking, and the company is undoubtably misquoted.  Still, scary stuff.

67
Curses / Ideas on Teaching Skill
« on: February 06, 2011, 07:31:06 pm »
Looking at the cutting of several skills, and the upgrade of the Stealth skill got me thinking about the future of the Teaching skill.

What does the Teaching skill in its current version really give the player?  More grind, mainly.

As is, it could be eliminated without the player noticing, as long as the "teach liberals" command was still available.  Change the formula so every liberal teaches like they got a teaching skill of 5, and suddenly the grindy part of teaching goes away.

However, for thematic reasons, the Teaching skill should be maintained.  How can the liberal conspiracy succeed without the Education prong?

So I suggest two changes:
1) Only allow liberals with one skill point in Teaching skill to teach other liberals. 

Anyone without that skill point simply can not grasp how to instruct others.  Note that the Teaching skill can still be learned in the University, so this doesn't act as any great hurdle to your operatives.  However, they now need to get that basic education on Educating in order to teach others, during which they can't go on site actions.

2) Treat the Teaching skill the same as the Business, Science, and Religion skills during interrogation. 

So, conservatives say that schools brainwash people into liberalism, eh?  Why not implement that as a feature?
After all, Teaching is sort of like the liberal equivalent of Business, Science, and Religion, so it makes sense.  In practice, it makes sense that Associate Professors would be easily converted by Senior Professors.  The name of the Teaching skill may need to be changed so this makes more sense.  Scholar or Education may work as new names.

68
Curses / List of LCS mods
« on: January 22, 2011, 12:35:37 pm »
Here's a list of links to topics with mods, as far as I can tell.  Many were programmed for previous versions.  Fortunately, LCS generally works off the .exe file, and the mods change the .exe file.  Therefore, most should be installable over current versions of the game.  Your traction will vary.

Please add any mods I miss!

Thrown Weapons Mod (Should be current): http://www.bay12forums.com/smf/index.php?topic=74743.0
This mod adds thrown weapons that DON'T explode and kill your squad.  I haven't tested it yet.

Arsenal Mod (Version 4.01.4 I think, REQUIRES CODE ADDING SKILL TO IMPLEMENT): http://www.bay12forums.com/smf/index.php?topic=58596.0
This mod adds many more weapons.  I don't know how to edit or compile code, so haven't tested it.  In theory, one can just add the code from this topic into the game's code, and Viola!  More weapons!  Lots more weapons!

Stalinist Comrade Squad (Shortly before the game went to 4.0): http://www.bay12forums.com/smf/index.php?topic=47525.15
This mod adds the Stalinist Comrade Squad as new foes!  Unfortunately, this version of LCS (not the mod's fault), included the failed attempt at the "public tolerance of violence" issue.  In theory, the determination of "Rampage" vs. "Strike" would be based on the public's tolerance for violence compared to the activites of the squad.  In reality, it made the game far too unpredicatable.  Stalinists will definitely affect the issued "behind the scenes", but due to lacks in the programing, the Stalinists will be hard if not impossible to directly attack. NO LONGER UPLOADED

Extremely Easy/Hard Edit (LCS version 4.04.1 I think): http://www.bay12forums.com/smf/index.php?topic=46637.45
Pick option 5 at the end, and you can chose whether to use a founder of superness, or a cripple of minimal stats.

I didn't program any of these mods.  Hopefully, a catalogue of mods will both allow the updating of mods of interest, and encourage future moding.

69
Curses / Shouldn't murders always count?
« on: January 08, 2011, 03:59:54 am »
Shouldn't murders always count?

Sure, "minor" crimes such as assault, breaking & entering, and such are usually not reported when they occur in crack houses, slums, and the like.  But reading the newspaper discloses that murders are often disclosed from these locations (in fact, they seem to be a major site for investigated murders).

Dunno, but to me it seems a little exploitee that my squad can kill all they want without reprecussions.  As Grimith's LPs and comments point out, the rap sheet for an Elite Liberal is not a list of sins, but rather accomplishments!

70
Curses / Sleeper Job Change
« on: September 04, 2010, 12:07:14 pm »
In real life, College Students usually move on to other things after a few years.  So our college student sleepers should be able to find new jobs, such as Office Workers, CEOs, or Lawyers.

If someone would be willing to program this, I'd be glad to lay out exactly how I think is should be done for each and every sleepers.

The general jist is: Every year (or month), the game checks each sleeper, rolls to determine if they change jobs, then selects one from the list.

For example: If we use a yearly check, then college students should have a 1/4 chance of changing jobs, to reflect that we don't know if they were recruited in their first year or the final year.  This also represents them staying longer for whatever reason, perhaps they didn't pass several of their classes, or maybe they are getting graduate degrees.

Perhaps the system could check the sleeper's age, stats, and skills to determine which job they change into, or if they change jobs (kinda like how now teenagers grow up into political activists, but it would no longer be automatic).  But that would definitely be secondary to just allowing sleepers to change.

If a system in which stats, skills, and age determined the job change, then another idea would be for the sleeper command "study [blank]" could be implemented, so sleepers are more likely to change to the job you want.

The system I invision would be similar to the Travellers job system when rolling characters.  Of course, a simpler system can and probably should be implemented.

Finally, the system I invision would also have "negative' job changes.  Negative would be those jobs that make a person less influential in Conservative Society.  Perhaps our College Student flunks out due to drug use and becomes a Crack Head.  Or the shiny CEO gets demoted to Office Manager.

71
Currently, if I get a "Bowyer" dwarf that is great at cooking, I need to manually enable his/her cooking skill, or I lose out on this second skill, and any other skills.  Only the main skill is selected.  While I like meeting all the new immigrants personally, sometimes I just want them to do all that they are good at, and worry about missing jobs when nobody responds to my orders.

So please, let's go back to having all jobs for which a dwarf has skill being enabled.  This is really something that should be in the control of the player, perhaps with a "minimum skill for migrants to start enabled" menu/configuration.

72
DF Dwarf Mode Discussion / Story about Thirst McUrist
« on: June 05, 2010, 05:43:20 pm »
Worried about food, I cook the booze.  So what, there's plenty of water, right?

I was playing this fortress when all of a sudden a couple dwarves die of thirst.  It is winter, and the water is frozen, so I check to make sure they have unfrozen water.  They do, and I ignore it.

After the Dwarven Caravan leaves, more dwarves die.  So I dig out some more underground water, just in case.

Then I remembered this map was on the ocean coast...

So I quickly devise two plans: First, Brew some booze.  Second, construct pumps!

I assigned a dwarf to brew some booze, and assign my carpenters to construct wooden blocks, wooden corkscrews, and wooden pipe sections.  I even build a second carpenter's workshop.

After several minutes, a dwarf finally gets ready to brew some booze, and I get the "No barrels" notification.  So I have to get my carpenters to make barrels instead of anything else.

At this time, the Miner punches out the sherrif (why is it always the miners that go agro?) as the fortress population is halved by the latest round of deaths.  But I perserver, and the pump is finally constructed.

As the remaining dwarves die, I keep asigning the pump operator task to anyone alive.  Eventually, there is only one, and Thrist McUrist starts working that pump with all his dwarven might.  But he is still thirsty.  I attempt to zone the pumped-out water as a watering hole...but apparently pumps no longer take the salt out of the water.  He dies, end game.

73
Seems most people have "widescreen" computers with 1280 x 800 resolution, leaving those of us with the older 800 x 600 monitors forced to modify.

The battle continues!

Anyway, last version I was pretty successful on converting 1280 x 800 to 800 x 600.  But it seems I'm only getting corrupted graphics with this version.  Anyone have some suggestions?

74
As requested in the LCS forum, where the maker of BGC module for TOME is now working on Crime Squad, I'm making a brief tutorial for Bubble Gum Crisis.  However, my first game broke (the game is in .5 alpha state), so I had to restart, so it is two tutorials.  Let's Play!
Spoiler (click to show/hide)
Pick the Bubble Gum Crisis Module.
Spoiler (click to show/hide)
I chose Linna to start this time.  The active character is the white "@" sign that tends to be centered on the screen.  Arrow keys and numpad move the character.  To enter the buildings, walk on the ">" signs and press the shift and ".", which should be the ">" sign (if it is not, just press whatever is the ">" sign on your computer.  If the symbol is "<", press that instead, but I do not know if that happens in this game.
Spoiler (click to show/hide)
This is your cellphone.  You use it by pressing "u".  THE CELLPHONE IS YOUR FRIEND!  LOVE THY CELLPHONE AS THY LOVE LIFE!
Speaking of cellphones, press z to access the cellphone options, and select the option that says "enable incoming calls".  Now people can call us, yay!

Anyways, the most important thing in the early game is to get some steel plates for your battlesuits, as the initial battlesuits need armor in order for the girls to survive combat with boomers.  But we do not know who to call in order to buy some steel plates.  Let's earn a little extra money first!
There's a building to the south right in the area we start in.  Maybe they have work?
Spoiler (click to show/hide)
Hey, they do!  How did I know that?  Oh, there is a really nice documentation you can access by pressing "?".  Among other things, we learn that basically there are only two ways of actively acquring paying jobs.  Tokyo Express is one, the other is the mercenary forums you can access from the computers at the Silk n Dolls, which is our headquarters.  The passive way to acquire paying jobs to just wait until your phone rings, thus we enabled incoming calls.
Spoiler (click to show/hide)
Oh no!  They acutally expect us to deliver ACs to an opposing mercenary company!  How dare they!  Nah, just kidding.  There are no Armored Cores in this game.  Raven's garage is just an automobile garage where Syivia's brother works, which is good as he might be able to recover destroyed boomers for us.  Raven's Garage is just south of us.
Spoiler (click to show/hide)
Wow, that bonus restores my faith in Delivery Missions.  We also got a bit of experience.  When the girls level up, you can press "g" to learn new skills, but you select the skills and press spacebar to save.  That part messed me up a few times.
Now that we have earned some money, my next update will cover how to spend that money.

Protip: Press Ctrl and x to save and exit.  Otherwise a bug may cause you to restart, like me after the next update.

75
Curses / How should we affect the Military Spending Issue?
« on: March 06, 2010, 02:30:39 am »
The main way to influence the Military Spending Issue is via Solder/Veteran sleepers promoting liberalism.  There is currently no other way to reliably influence this issue.  Oh, sure you can luck out on graffitti and broadcasts from the Cable/Radio stations, but generally the only consistent method is via sleepers.

This has to change.  But how?
One idea would be to "roll" the Military Spending Issue into some other site, such as the Intelligence HQ (older players will see this as logical, as the Intelligence HQ used to be the Army Base, but that was before military spending was an issue, and it affected privacy protection).
There are probably better ideas, but Mr. Beer is not speaking to me.  Yet.

Discuss.

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