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Topics - Jim Groovester

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1
Mafia / The Headhunter: Game Over! Cult Victory!
« on: May 29, 2022, 01:22:54 pm »
The Headhunter

The executives had been assembled and were waiting for the CEO to arrive. Orange sunlight filtered into the conference room through shoddy plastic Venetian blinds. It looks like the executives would have to suffer a late night today.

The door burst open and slammed into the wall, the doorknob denting the drywall, with the CEO, Jim Groovester, rapidly entering, sheepish assistants following behind him.

"Thank you for coming on such short notice." He growled, aggravation clear in his voice. He sniffed roughly and rubbed his nose and moustache. "There's an important topic I need to discuss with you. Important to the future of the company."

Jim snapped his fingers. His assistants rolled a projector to the center of the room, turned it on, and placed a few sheets onto the projector.

The executives squinted their eyes trying to make sense of what was being shown as the projector warmed up. Being displayed was a blurry photo of two individuals in business suits shaking hands, and what looked to be an offer letter for a recently departed executive of the company.

Jim slammed the conference room table with a clenched fist, veins bulging from the exertion. "WHICH OF YOU FUCKERS IS TRYING TO POACH MY TALENT!?" Jim roared.




Player List [6/6]:
  • webadict
  • EuchreJack
  • TricMagic
  • Roden
  • Knightwing64
  • Vector



This is a six player cult setup. There are five Vanilla Town players, and one Cult Leader. During the day phase players must vote a player to publicly reveal their alignment. If the players vote for a member of the Cult team, that player is also eliminated from the game. The town must eliminate the Cult Leader using this method, at which point they win the game, and the Cult team must attempt to deceive and the lead the town astray during the day phase. During the Night Phase, the Cult Leader can convert a town player into a Cult Ally. The Cult Leader must recruit Cult Allies using their conversion until the Cult's team meets or exceeds the remaining town players, at which point they win the game.

Potential Roles

Vanilla Townie - A town aligned player with no abilities.
Cult Leader - A cult aligned player that can convert Vanilla Townies into Cult Allies during the Night Phase.
Cult Ally - A cult aligned player with no abilities. Cult Allies do not know the identity of the Cult Leader.

Spoiler: Role PMs (click to show/hide)

Rules
  • Phases - The game is split into a Day Phase and a Night Phase. When the Day Phase ends, the game proceeds into the Night Phase, where the thread will be locked and discussion prohibited. At the end of the Night Phase, the game proceeds into another Day Phase, where the thread is unlocked and discussion is allowed. Days last for 48 hours, while Nights last for 24 hours. The game begins with Day 1.
    • Day Phases can be shortened. Players must vote for a Shorten by posting shorten in their posts in bolded text. Shortens require >50% of the remaining players before they are processed. When processed, shortens immediately end the day.
    • Discussion is prohibited after the expiration of the Day Phase deadline or a successful shorten.
    • Prior to game start on Day 1, the game will be in a Pre Game state where roles are distributed and discussion prohibited. The Pre Game state will last 24 hours.
  • Voting - All players possess a single vote that they may cast against another player during the Day Phase. Votes are cast in red and should include the name of the targeted player. At the end of the Day Phase, the alignment of the player with the most votes is publicly revealed. If this player is cult aligned, they are eliminated from the game and may no longer play.
    • This game has hammers. When >50% of the players in the game vote for a single player, that player is hammered and the Day Phase immediately ends. Discussion is prohibited after a hammer occurs.
    • To remove a vote, players may put unvote in red text.
    • At the end of the Day Phase, if two or more players are tied for the lead in votes, the day will end with no player's alignment being revealed.
  • Elimination - When a player has been eliminated, they are prohibited from posting in the thread. An eliminated player may make a single 'bah' post after being eliminated, however, it must not contain any game-related information.
  • PMs - PMs between players are prohibited. Players may freely PM the moderator to ask game-related questions, however, what the moderator may reveal is limited.
    • Do not quote any direct correspondence with the moderator, including role PMs and rule-related queries.
  • Edits - Editing posts is prohibited.
  • External Participation - While the game is ongoing, if you are not a player or a moderator, refrain from posting in the thread.

    2
    Mafia / Beginner's Mafia XLV: The Terminators: Game Over! Town win!
    « on: February 24, 2014, 03:22:13 am »
      Beginner's Mafia XLV
      The Terminators

      Dundun dun dundun

      A sphere of lightning appears, grows, and disappears.

      Dundun dun dundun

      In its wake, a naked, muscular man slowly rises from his crouched position.

      Dundun dun dundun

      He approaches a thirteen-year-old boy and his mother, both preparing for the apocalypse.

      Dundun dun dundun

      "Are you John Connor?" He asks. "Yes," the boy replies.

      Dundun dun dundun

      "Come with me if you want to live." He says in a noticeable Austrian accent.

      Dundun dun dundun

      Eight more spheres of lightning produce eight more naked men. They each in turn say, "No, come with
      me if you want to live."

      Dundun dun dundun?




      Player List [7/7]:
      • Solymr Epichighfive321 Mafioso
      • Graknorke
      • mastahcheese
      • 4maskwolf
      • LARD Vanilla Town
      • darkpaladin109 Pufferfish
      • TheDarkStar

      ICs [2/2]:
      • Persus13
      • Tiruin Vanilla Town

      Scum IC [1/1]:
      • notquitethere




      Introduction

      Welcome to Beginner's Mafia XLIV. As the title suggests, this game is for beginners. If you have no idea how to play or you have some experience but you're still not quite sure what to do, then this is the right place for you. If you sign up, you have one goal: Learn how to play the game of mafia. Since this is not an easy thing to do on your own and we wouldn't dream of forcing you to do it, you will be assisted by two 'inexperience challenged' players, or ICs. The ICs are experienced players on the board who have signed up to help you learn. You can always trust that the advice they give is genuine, however, you cannot always trust the IC, as they are players in the game and have the same likelihood of being scum as every other single player.

      If this is your first time playing, keep in mind that games of forum mafia take several weeks, and can sometimes run longer than a month, and that you are expected to be able to play continuously through that time. If you can't anticipate being able to play for that long for whatever reason, then maybe the game of mafia isn't for you. But if it is, then welcome to the mafia subforum, and I hope you have a great time playing.



      Gameplay and Concept

      The game of mafia has a simple concept. A large group of players known as the town plays against a smaller group of players known as the mafia. In this setup, there are nine players, with seven town and two mafia.

      Before the game begins, each players is given a role and an alignment by the moderator. There are two alignments in this setup: Town and Mafia. The town outnumber the mafia, but each individual member of the town does not know the alignment of any of the other members. The mafia know the alignment of everyone on their team and they can discuss the game privately in a special mafia chat. The mafia has access to a nightkill that they may use in the Night phase, while the town occasionally has roles with abilities that are used during the night.

      Once everyone has a role, the game begins in the Day phase. During the Day phase, players may discuss the game and each player has a vote that they cast publicly to lynch a player. At the end of the day after some predetermined amount of time, the player with the most votes is lynched. Lynching does two things: it reveals a player's role and alignment, and it removes a player from the game. Once lynched, a player is no longer allowed to post in the thread.

      Once the day ends, the game proceeds to Night. During the Night, discussion is prohibited. The mafia team picks a target to nightkill. If available, any town power roles use their actions as well. At the end of the night, the target the mafia chose to nightkill has their role and alignment revealed, and that player is removed from the game in a similar way to being lynched. Once the night ends, the game proceeds to another Day.

      Both teams win by eliminating the other. However, due to the nature of the teams, they win very differently. The town win by finding and lynching the mafia, while the mafia win by avoiding being lynched and nightkilling.

      Potential Roles

      Vanilla Townie - A member of the town with no special abilities.
      Vanilla Mafioso - A member of the mafia with no special abilities.
      Cop (Town) - A cop may choose to inspect a single player during the night and learn that player's alignment.
      Jailkeeper (Town) - A combination of a Roleblocker and a Doctor, a Jailkeeper both protects and blocks the target from acting during the night.
      Role Cop (Mafia) - Much like the Town Cop counterpart, the Role Cop investigates a single other during the night to learn their role, instead of their alignment.

      This is still an experimental setup

      The only role that receives the success of their results in this setup is the Cop and Rolecop. All other roles are not informed if they were successful or not.

      One of the following setups is used:
      1. 1 Mafioso, 1 Mafia Role Cop, 5 Vanilla Townies, Sane Cop, Jailkeeper.
      2. 1 Mafioso, 1 Mafia Role Cop, 6 Vanilla Townies, Sane Cop.
      3. 1 Mafioso, 1 Mafia Role Cop, 6 Vanilla Townies, Jailkeeper.

      Spoiler: Role PMs (click to show/hide)

      Notes about the ICs

      The ICs are here solely to teach new players how to play, but remember, they are also players in the game. This means they have the same chance to be scum as any other player and it is entirely possible for one IC or even both ICs to be scum. Regardless of their alignment, they are obligated to provide you with genuine advice, so that even if you don't trust the IC, you can trust the advice they give. Some ICs will use a special 'IC voice' to alert players that they are delivering honest, unfiltered advice, while some don't.

      The ICs have the special privilege of being able to talk while dead. This is so that they can continue to give advice even if they are killed during the course of the game.



      Rules
      • Voting - Votes are cast in red and should include the name of the targeted player. Other colors may be ignored. Jim Groovester, Jim, Groovester, Jimothy Graveller, and Jimbob McGooligan, are all acceptable ways to cast a vote if the target is clear enough.
        • If you want to remove your vote, you may put unvote in red text. You must explicitly state this to remove your vote. You may put the name of the player you are unvoting in red after the unvote, e.g., unvote Jim Groovester, but it is not required.
        • If the day ends with two or more people having the same number of votes, the day will end with no player being lynched.
        • It is also possible to vote for a no lynch to explicitly end the day without a lynch.
      • Death - When you are dead, you are prohibited from posting in the thread. You may make a single 'bah' post after you die, however, it must not contain any game-related information.
      • PMs - PMs between players are prohibited. You may freely PM the moderator to ask game-related questions, however, what the moderator may reveal is limited.
        • Do not quote any direct correspondence with the moderator, including role PMs and rule-related queries.
      • Edits - Editing posts is prohibited. Do not edit your post for any reason, even if your post comes out as a train-wreck of formatting, spelling, punctuation, and/or grammar. The preview button exists; use it.
      • Replacements/Activity - If you find yourself unable to play, you may, and should, request a replacement. We may try to talk you out of it if it's for any other reason besides you not having enough time to play.
        • Prods may be requested for a player. If they have not posted in the thread within 24 hours, excluding weekends, they will be prodded.
        • If you stop playing altogether without notifying me, you will receive a warning after 48 hours, and a forced replace after 72 hours.
        • Please be active. The greatest killer of beginner games is poor activity.
      • Day/Night Length - Days will last 72 hours. Nights will last 24 hours, or until all night actions are received. Weekends are not counted in terms of day or night length. E.G., if a night starts at 12:00 PM Friday, it will end at 12:00 PM Monday.
        • If the game is in a LYLO or MYLO situation, there will be no formal deadline. >50% Players must vote to end the day, or votes must not change for 24-hours.
      • Extensions/Shortens - A player may vote for an extension to increase the length of the day. It requires >33% of the current number of players to request an extension for an extension to be granted. A player may also vote for a shorten. It requires >50% of the current number of players for a shorten to be granted. Extensions increase day length by 48 hours, while shortens will immediately end the day as soon as possible. There are only two extensions per day, with other extensions being granted at the moderator's discretion for special reasons.
        • Votes for extension/shorten are done in boldface. Extend, Extension, Extend it up yo, Shorten it out y'all are acceptable ways to vote for an extension or shorten
        • Extensions or shortens can be opposed. Opposition to extensions or shortens are done in boldface. Oppose Extend, Opposition to the Extension, Oppose Shorten, are acceptable ways to oppose an extension or shorten. Oppositions count against the total number of votes for an extension or shorten.
        • Extensions count as opposition to hortens. Similarly, shortens count as opposition to extensions.
        • Extensions, Shortens, and Oppositions will be counted and processed by the moderator in the order that they are cast.
      • External Participation - While the game is ongoing, if you are not a player, an IC, or a mod, refrain from posting in the thread.
        • Play to win! There is no hopeless situation, so don't ever give up. And remember, be bold! You learn nothing and you gain nothing by holding back.
      • Miscellaneous - Use of cryptographic hashing is not permitted.  If you want to have hidden/obfuscated messages in your posts for later use, come up with them using your own wetware.

      Resources and Guides

      Our own Bay12 Mafia tutorial
      The Mafiascum wiki. Lots of theory, terminology, and game analysis.
      An Interactive Flash tutorial by one of the Mafiascum.net people. Helpful visualization!
      The Notable Games archive. Read a famous game from start to finish! Learn some Mafia history.

      Spoiler: On D1 No-lynches (click to show/hide)






      Frequently Asked Questions

      Spoiler (click to show/hide)

      3
      Beginner's Mafia XXXIV: Nine-Life Ninja

      The time: 1990.
      The place: Some kid's house.
      The location: The memory addresses of a
      Ninja Gaiden-loaded NES.
      You are the extra lives of Ryu Hayabusa, and it has rapidly dawned on you that this kid sucks. The nine of you have gathered together to discuss your mutual plight when you all have a terrible realization that the extra life counter only reads x7. You must find the two impostors before they can sabotage the game, or else it's GAME OVER.




      Player List
      • borno Tiruin
      • Flying Dice Godfather
      • Chaos Armor Doctor
      • Deathsword Vanilla Town
      • blackmagechill Vanilla Town
      • Fiskav abculatter_02 Hapah
      • Theodolus Vanilla Town

      ICs
      • IronyOwl Cop
      • Shakerag
      • Think0028

      Introduction

      Welcome to Beginner's Mafia XXXIV. As the title suggests, this game is for beginners. If you have no idea how to play or you have some experience but you're still not quite sure what to do, then this is the right place for you. If you sign up, your goal is onefold: Learn how to play the game of mafia. Since this is not an easy thing to do on your own and we wouldn't dream of forcing you to do it, you will be assisted by two 'inexperienced challenged' players, or ICs. The ICs are experienced players on the board who have signed up to help you learn. You can always trust that the advice they give is genuine, however, you can not always trust the IC, as they are players in the game and have the same likelihood of being scum as every other single player.

      If this is your first time playing, keep in mind that games of forum mafia take several weeks, and can sometimes run longer than a month, and that you are expected to be able to play continuously through that time. If you can't anticipate being able to play for that long for whatever reason, then maybe the game of mafia isn't for you. But if it is, then welcome to the mafia subforum, and I hope you have a great time playing.



      Gameplay and Concept

      The game of mafia has a simple concept. A large group of players known as the town plays against a smaller group of players known as the mafia. In this setup, there are nine players, with seven town and two mafia.

      Before the game begins, each players is given a role and an alignment by the moderator. There are two alignments in this setup: Town and Mafia. The town outnumber the mafia, but each individual member of the town does not know the alignment of any of the other members. The mafia know the alignment of everyone on their team and they can discuss the game privately in a special mafia chat. The mafia has access to a nightkill that they may use in the Night phase, while the town occasionally has roles with abilities that are used during the night.

      Once everyone has a role, the game begins in the Day phase. During the Day phase, players may discuss the game and each player has a vote that they cast publicly to lynch a player. At the end of the day after some predetermined amount of time, the player with the most votes is lynched. Lynching does two things: it reveals a player's role and alignment, and it removes a player from the game. Once lynched, a player is no longer allowed to post in the thread.

      Once the day ends, the game proceeds to Night. During the Night, discussion is prohibited. The mafia team picks a target to nightkill. If available, any town power roles use their actions as well. At the end of the night, the target the mafia chose to nightkill has their role and alignment revealed, and that player is removed from the game in a similar way to being lynched. Once the night ends, the game proceeds to another Day.

      Both teams win by eliminating the other. However, due to the nature of the teams, they win very differently. The town win by finding and lynching the mafia, while the mafia win by avoiding being lynched and nightkilling.

      Potential Roles

      Vanilla Townie - A member of the town with no special abilities.
      Mafioso - A member of the mafia with no special abilities.
      Cop (Town) - A cop may choose to inspect a single player during the night and learn that player's alignment.
      Doctor (Town) - A doctor may choose a single player to protect during the night, preventing that player from being nightkilled.
      Roleblocker (Mafia) - A roleblocker may choose a single player to block, preventing that player from performing his action.
      Godfather (Mafia) - A godfather appears town to Cop inspections.

      The only role that receives results in this setup is the Cop. All other roles are not informed if they were successful or not.

      There is no limit to the number of Vanilla Townies or Mafiosos the game may have, but all other roles have a maximum of one.

      Spoiler: Role PMs (click to show/hide)

      Notes about the ICs

      The ICs are here solely to teach new players how to play, but remember, they are also players in the game. This means they have the same chance to be scum as any other player and it is entirely possible for one IC or even both ICs to be scum. Regardless of their alignment, they are obligated to provide you with genuine advice, so that even if you don't trust the IC, you can trust the advice they give. Some ICs will use a special 'IC voice' to alert players that they are delivering honest, unfiltered advice, while some don't.

      The ICs have the special privilege of being able to talk while dead. This is so that they can continue to give advice even if they are killed during the course of the game.



      Rules

      • Voting - Votes are cast in red. Other colors may be ignored. Jim Groovester, Vote Jim Groovester, Jim, Vote James Muffinpants are all acceptable ways to cast a vote if the target is clear enough.
        • If you want to remove your vote, you may put unvote in red text. You must explicitly state this.
      • Death - When you are dead, you are prohibited from posting in the thread. You may make a single 'bah' post after you die, however, it must not contain any game-related information.
      • PMs - PMs between players are prohibited. You may freely PM the moderator to ask game-related questions, however, what the moderator may reveal is limited.
        • Do not quote any direct correspondence with the moderator, including role PMs and rule-related queries.
      • Edits - Editing posts is prohibited. Do not edit your post for any reason, even if your post comes out as a trainwreck of formatting, spelling, punctuation, and/or grammar. The preview button exists; use it.
      • Replacements/Activity - If you find yourself unable to play, you may, and should, request a replacement. We may try to talk you out of it if it's for any other reason besides you not having enough time to play.
        • Prods may be requested for a player. If they have not posted in the thread within 24 hours, excluding weekends, they will be prodded.
        • If you stop playing my game altogether without notifying me, I will come looking for you.
        • Please be active. The greatest killer of beginner games is poor activity.
      • Day/Night Length - Days will last 72 hours, excluding weekends. Nights will last 24 hours, or until I get all night actions.
      • Extensions/Shortens - A player may vote for an extension to increase the length of the day. It requires >33% of the current number of players to request an extension for an extension to be granted. A player may also vote for a shorten. It requires >50% of the current number of players for a shorten to be granted. Extensions increase day length by 48 hours, while shortens will immediately end the day as soon as possible. There is no limit to the number of extensions that may be granted.
        • Votes for extension/shorten are done in boldface. Extend, Extension, Extend it up yo, Shorten it out y'all are acceptable ways to vote for an extension/shorten.
        • Extensions/shortens can be opposed by declaring opposition, and they count against the total number of votes for an extension/shorten. Extensions count as opposition to shortens and vice versa.
      • External Participation - While the game is ongoing, if you are not a player, an IC, or a mod, refrain from posting in the thread. I know this won't stop some of you.
      • Play to win! There is no hopeless situation, so don't ever give up. And remember, be bold! You learn nothing and you gain nothing by holding back.



      Resources and Guides


      Our own Bay12 Mafia tutorial
      The Notable Games archive. Read a famous game from start to finish! Learn some Mafia history.
      The Mafiascum wiki. Lots of theory, terminology, and game analysis.
      An Interactive Flash tutorial by one of the Mafiascum.net people. Helpful visualization!








      Frequently Asked Questions

      Spoiler (click to show/hide)

      4
      Mafia / New Player's Guide to the Subforum - New to Mafia? START HERE
      « on: July 12, 2011, 02:40:07 am »
      UPDATE: As of May 2021 Beginner's Games have not been run on this forum for several years as there's not enough activity to support them. If you are interested in playing mafia, state your interest in the Games Threshold Discussion and List thread.



      Welcome to the Mafia Subforum



      If you've wandered down here, odds are you're curious about the game and want to know what mafia's all about, or maybe you already have some experience and are looking to find a place to play, or maybe you accidentally clicked the link and are wondering what the hell you're looking at.

      Whatever the reason, we want you here.

      If you don't know anything about Mafia, it is a game where a large group of players known as the town plays against a small group of players known as the mafia. The mafia begin the game with two advantages the town does not have: knowledge of who the other members of the mafia are, and a nightkill, the ability to remove a player from the game during the Night phase. It is up to the town to use the Day phase to scrutinize players and determine who the members of the mafia are, and then vote to decide who to lynch, which removes a player from the game. The town wins when the mafia are all eliminated, and the mafia wins when the town are eliminated. There are many variants of the game, and many roles which give players special abilities that can be used during the phases of the game, but at its core, Mafia remains a game about the interplay between the town and the mafia, and the day and the night.

      If you're already excited about the game of Mafia and desperately want to play it, just post in this thread and say that you're interested. Posting here lets us know that you're interested, so it makes you easy to find when the next Beginner's Mafia Game starts up. You'll be added to the waiting list, which makes it even easier for moderators to find you when games start up. Beginner's Mafias start up every couple of weeks, and there's always a need for replacements, so odds are you won't have to wait long to begin playing.

      We like having new players, but it's often an intense and stressful experience for brand spanking new players to join a game and get thrown in immediately with experienced players. To help ease new players in, we started a Beginner's Mafia system, to train new players and get them accustomed to the game. Over the course of time, we've worked at improving the system, resulting in the highly polished, efficient training games we currently have now.

      While we do have the Beginner's Mafia system, we don't have an easy way to inform new players about the unwritten rules we have for new players, and we don't have an easy way to gauge interest for the next Beginner's Mafia. This thread serves these two purposes.

      As mentioned, if you're interested in the game of Mafia and learning how to play, post in this thread, and let us know you want to play. This thread will be kept up to date with important information about the current and next Beginner's Mafia.

      In the meantime, if you absolutely can not wait to get your Mafia fix, there's several resources you can look over to give yourself a head start:

      Mafia: A Basic Tutorial - A general rundown of the rules and how the game proceeds.


      The Notable Games Archive - Games that are spectacular above the rest.

      Mafiascum Wiki - A helpful resource of roles and gametype information. Includes theory discussion and guides as well.

      If you have a question, just ask! I can guarantee someone will be by to answer your question in minutes. Seriously, this is all we do all day.



      Current Beginner's Game: Beginner's Mafia LV

      Last Beginner's Game: Beginner's Mafia LIV: Town victory!

      Beginner's Mafia Waiting List:

      5
      DF Gameplay Questions / Rapid Water Filling (40d)
      « on: June 22, 2011, 02:15:11 am »
      I've got this problem. I'm trying to fill a 96x96 area with water. I've got a cave river source that I'm pumping out of to fill it, but the problem is that it's taking forever. Hours in real time. I've been at it for two days now, and it's still not finished yet. I'm trying to make a giant obsidian tower, and at this rate it's going to take half a year to complete it.

      So, is there any way to speed this up, either by increasing the rate the water flows in game or improving FPS? (Beyond buying a new computer, of course.)

      I've come up with a few ideas of my own. For one, I'm going to connect the pumps taking water from the waterfall tiles to a constant power source instead of an intermittent one, so that should help, and I'm also considering building reservoirs that should fill less CPU-intensively (or so I hope) that I can then use water pressure to fill the area.

      Is there anything else that I should try? Important note, I'm still playing 40d.

      6
      DF Gameplay Questions / Do chained creatures move between z-levels?
      « on: August 01, 2010, 02:50:05 am »
      So right now I'm testing some interesting ways to drop military dwarves from normally fatal levels safely into combat. Not for any practical purpose, but because I think it's cool.

      If I have a kitten or monkey or something chained on top of a wall, with eight down ramp tiles surrounding him, will it ever go down if confronted with a threat like a goblin?

      My tests so far involve captured elves and rhesus macaques, but I don't have enough prisoners to test this thoroughly on my own. It initially seems that no, the kittens or monkeys won't move, but I can't be sure.

      7
      This is Team Skycrashes Home Thread for the discussion of our project in the Tower Fortress Competition. Contained within will be updates of our progress, the current turn, and plans for our Tower.

      We now have a full team, so you are welcome to watch our progress as we build our tower.

      DFMA LINKS
      Embark
      Year 1 Completed
      Year 2 Utterly Destroyed
      Year 2 Completed
      Year 3 Completed
      Year 4 Completed

      DFFD LINKS

      Embark
      Year 1 Completed
      Year 2 Utterly Destroyed
      Year 2 Completed
      Year 3 Completed
      Year 4 Completed
      Year 5 Completed
      Year 6 Completed

      CURRENT TURN

      0. Pre-Embark
      1. Neyvn
      2. Jim Groovester
      3. Toady Two
      4. Flaede
      5. rosedrake
      6. Lonewolf I
      7. Voligne
      8. Barbarossa the Seal God

      8
      Creative Projects / Quick Avatar Request
      « on: May 03, 2010, 03:57:33 pm »
      Hey, image editors,

      I have a quick request. I need the white background in my current avatar to be transparent.

      I would do it myself, but I lack the proper programs to do so.

      9
      DF Dwarf Mode Discussion / Designations Demystified
      « on: March 22, 2010, 01:50:28 pm »
      If you've ever wondered why your dwarves don't dig things out in the most logical manner, why they choose to prefer to go all the way to the topmost and leftmost corner of the map and dig instead of the places closest to them, or why they spend all their time chipping away at a project you've designated but don't immediately need instead of more pressing concerns, then this post is for you.

      If you want to know the inner workings of how dwarves choose which tiles to dig, gather plants, channel, fell trees, or any other designation, then this post is also for you.

      I've done a little observation on how dwarves choose designations. This is what I've found so far.

      1. The map is divided into 16 x 16 squares. Dwarves will choose the leftmost, topmost, and deepest block that contains a designation. Note that they select the tile in that order.
      2. Within the 16 x 16 block, dwarves choose the leftmost, then topmost tile to work.
      3. If there are designations that meet this criteria but dwarves can't reach, the dwarves choose the first tile available that meets the above two criteria.
      4. When dwarves finish working a designation, they will randomly select an adjacent designation. If there's a pattern to this selection, I have yet to see it.
      5. If there's no adjacent designation, dwarves return to step 1.

      This is list is incomplete, because there a few instances where my goblins (minor modding) don't follow this pattern. For example, I'm not entirely sure why my miners choose to work my pumping shaft designations from bottom to top instead of my magma duct in totality, which is below them. It's likely that there's an additional searching step that I missed, or one of the steps is out of order. I'll look into it some more and hopefully I'll be able to provide a complete picture.

      But this is how your dwarves select designations, for the most part.

      10
      DF Gameplay Questions / Bridges and Obsidian Making
      « on: November 18, 2009, 03:29:45 pm »
      Gameplay Questions,

      As part of my project to build an 80 level high obsidian tower, I need to know a few things.

      Firstly, there's a chasm in the way of the mold. I plan to bridge it over and make obsidian on top of it.

      1) What will happen to the bridge if I first pour water and then magma?
      2) What will happen to the bridge if I first pour magma and then water? I know that any bridge that isn't magma safe will deconstruct, but for the purposes of the question let's consider that I'm quick enough to make the obsidian before the bridges melt.
      3) What will happen to a magma safe bridge if I first pour water and then magma?
      4) What will happen to a magma safe bridge if I first pour magma and then water?

      Ideally, I'd like it if the bridge were destroyed in the process, but I have a suspicion that that won't happen. I've come up with a solution if the bridge isn't destroyed, but I'd like to know nonetheless.

      11
      DF Gameplay Questions / Lowering Temperature
      « on: October 28, 2009, 03:30:11 pm »
      Alright, Gameplay Questions, I've got one.

      I found a terrific site. It's got magma, flux, trees, magnetite in large amounts, sand, a chasm, an underground river, and HFS. Even better, it's freezing, and it's got a hundred z-levels to work with.

      The problem is that the map thaws during the summer, ruining my plans for a one hundred level ice tower jutting out of the mountain.

      Is there any way I can fiddle around with the world generation settings to reduce the average temperature but still generate the same site? Everything I try generates a different world.

      Is there something else I can do?

      I'll see if I can't post the world-gen settings sometime later to help you guys, but I don't have them right now.

      12
      Greetings, players! I am, Jim Groovester, player extraordinaire (sic) and moderator of this new community game. With thanks to Solifuge for letting me use the name, I present:

      The Dwarf Fortress Masters' Challenges!

      The purpose of The Dwarf Fortress Masters' Challenges is to provide players with a series of maps where the goal will be to complete a challenge instead of building a fortress. The emphasis will be on improving player skill and creativity in solving a variety of problems rather than building megaprojects and running a successful fortress.

      Do you have what it takes to compete? Do you think you can butt heads with the finest players this side of the Bay12Games forums? If you think you do, then compete in The Dwarf Fortress Masters' Challenges!

      Next Challenge: Forthcoming

      Be patient. You'll be agonizing soon enough.

      Rules

      In the same vein as the Dwarf Fortress Masters' Competition, a group of players will play a map to complete a certain challenge. Unlike the Dwarf Fortress Masters' Competition, the map will have a short-term goal to complete rather than the long-term goal of building a fortress.

      I will provide one save file containing a map and one set of raws to be used with the map. You are forbidden to edit these raws in any way. If relevant, I will post required init.txt settings that must also be used on that map.

      Players will have approximately two weeks to complete each challenge. The deadline for each challenge will rest on the Monday after the second weekend, when a new challenge will be posted. I don't expect that the challenges will take two weeks to complete, but flexibility is useful in these cases.

      You are absolutely forbidden from using third party tools. Exceptions can be made if convincing arguments are provided. (Utilities that let you manage labor more efficiently, for example, can probably be allowed, so long as they are not used to make children haul or anything else that changes the game.)

      You are forbidden from savescumming. The challenge must be played from beginning to completion with one contiguous save. Restarting the challenge fresh is allowed, if it proves too difficult and you wish to start over, or you want to improve your score.

      Judging

      There will be no judging by external judges. Player score will be tabulated by the player, and by the Honor System. If you decide to cheat, you will have to justify your score to the other players, who will likely be very suspicious of your "accomplishment". As the goal is to improve player skill and problem solving, if you decide to cheat, you will only be cheating yourself.

      Completion of the main challenge will earn you ten (10) points. Because completing the main challenge is required to be considered for the title of "winner", its score value is thus completely arbitrary and totally irrelevant. Completing secondary and tertiary challenges will earn you more points, depending on the difficulty of each additional challenge. The "winner" of each challenge will be the player who accumulates the most points.

      I reserve the right to add challenges to the map at will, and I reserve the right to grant points to players ex post facto on whatever basis I feel like, so long as it has to do with the map.

      Once you have finished a challenge, please post in bold and in large text "SUBMISSION", along with your points total, to draw attention to the fact you wished to be considered for the title of "winner" of a challenge.

      Suggestions

      I'd be hard pressed to think of a new challenge every two weeks, so I encourage you to think of fiendishly difficult scenarios that you would love to inflict on other players. If you have a terrific idea for a torturous scenario, I will accept suggestions, to maps, to even prepackaged saves and raws that you provide to me.

      There is no ban on mods, so if you think of some horribly difficult scenario in Legendary Lands, for example, I will accept it. I would appreciate it, however, that if you would like to use a mod for a challenge, that you also provide the save and goal along with it. (I'm unfamiliar with most mods, that's why.)


      I hope that covers everything. It may not, so I reserve the right to change the rules as I see fit. If there are rule changes, they will apply to the next challenge, so as to not interrupt your work.

      With that, I wish you good luck for whatever unfortunate challenges I may inflict upon you!

      Previous Challenges

      Testing your skill at Dwarf Fortress isn't limited to the challenge currently being played. Here you will find links to previous challenges, so that you can improve your skill through horrendously hellish scenarios that others have already suffered through. Enjoy!

      Challenge One: Omenfreezes

      13
      DF Gameplay Questions / Need more water
      « on: October 11, 2009, 06:40:53 pm »
      Alright, Gameplay Questioneers, I have a problem.

      I have a well developed fortress, and as part of a megaproject, I dug out a labyrinthine expanse of cave river beds throughout the whole of my map.

      The problem I have is that I didn't bother testing to see if my cave river which flows in from off the map would have enough volume to fill up these new cave rivers. From my brief tests in the eleventh year of my fortress indicate, it does not.

      The cave river which flows in from off the map is my only source of water. I do not have a brook, and I do not have an aquifer.

      So, I need some brainstorming on how to create lots more water to fill these massive cave rivers. I'm quite fond of the fortress, and I would hate to see this giant megaproject left incomplete because I didn't bother testing something that I should have.

      I'm thinking that it might not be possible, however, so I can always try again on another site with the cave river source on the map, and I do have a promising new site. But I might as well check in with you guys before I make that decision.

      14
      DF Dwarf Mode Discussion / Putting out fires, with your mind!
      « on: September 11, 2009, 04:46:49 pm »
      So, while I was working on my embark for the Dwarf Fortress Masters Competition, Round 2, I was frequently beset by the problem of all my dwarves dying from brush fires caused by fire imps. Or all my wood and booze and other objects being burned to a crisp.

      I have discovered a way to prevent this problem in its entirety. It's very simple.

      Wherever a fire ignites, slap a large farm plot down. In a few moments, all the grass underneath the plot will turn into furrowed soil, and that doesn't burn. Pow! Fire stopped, immediately in its tracks. After that, you can remove the farm plot.

      The conversion from grass to soil doesn't happen immediately, so the fire can still spread, but you can always immediately slap another farm plot down, ad infinitum, as needed.

      It occurs to me that you might be able to do this with dirt roads, but I don't know if that turns all the grass into soil as quickly as farm plots do, and it may require construction. So, for now, until somebody educates me about dirt road construction, I recommend you use farm plots for all your fire stopping needs.

      15
      DF Gameplay Questions / Sealing off caverns and Reclaim
      « on: July 02, 2009, 12:03:20 pm »
      Let's say I dig out a big cavern, and then seal it off using cast obsidian. If I reclaimed, would it be undiscovered?

      I haven't heard of it discussed anywhere before, except in a bug report a long time back. I want to know this because I'm making a giant map, and maybe I want to give the community a reclaim and leave in a few surprises.

      Additionally, can you reclaim a fortress as another race? Like a goblin fortress getting reclaimed by dwarves?

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