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Messages - flap

Pages: 1 ... 14 15 [16] 17 18 ... 28
226
Curses / Re: Unofficial unofficial LCS 3.12ish alpha download for Win
« on: December 13, 2007, 02:33:00 am »
I just gave a quick look at it. I like the "Activate" screen (which is probably where you have done the most work ?).

However, you give very precise description of what it does. Maybe we should try to go back to that sarcastic way of describing things (and thus let the player guess a -little- bit what lies behind that

But it seems that there are really good things in being prepared.

[ December 13, 2007: Message edited by: flap ]


227
Curses / Re: Interrogation (LCS)
« on: December 11, 2007, 07:47:00 pm »
Ok.

Well, I'll have to put that somewhere in the middle of my 13 hours work/day...


228
Curses / Re: Interrogation (LCS)
« on: December 11, 2007, 03:20:00 am »
I see that you are working again on LCS. A while ago (in june) I had done on my side a bit of work on the interface but never released it.

It is basically a series of screenshots of all screen types, and what their connection is. I felt that it could greatly be improved.

Well, I'll check your latest released version, and see if it changed. Then I'll submit my suggestions if they are still relevant.


229
Curses / Re: Back to the dwarf game...
« on: August 07, 2006, 02:11:00 pm »
Damned, I am scarred that toady's suckers might get stuck on A or B indefinitally...

What might happend if a lightning strikes toady's house right at the release time ? Would dwarfs invade the world while toady would sadistically scream "it's alive, alive !!!" ?

[ August 07, 2006: Message edited by: flap ]


230
Curses / Re: Back to the dwarf game...
« on: February 07, 2006, 04:23:00 am »
Oh well. Not much. Apparently, I just bored everybody to death with my looong posts of suggestions.

Corpses of bored souls are lying all over the ground. It is terrible. And very unexiting.

Best thing is to have nap


231
Curses / Re: Back to the dwarf game...
« on: January 16, 2006, 05:15:00 am »
An other interesting (?) stuff from an other game I have never done.

For background : There a big city, made of caves and buildings. You play a group of people living as parasites in the city (you steal, and try not to be discovered. If you grow too big, you must not destabilize to much your host city. If it is threatened you must also try to protect it).

The interesting stuff : I have wondered how we should deal with the group. I wanted to emphasize on the fact that your people did NEED the group to survive.
Basicaly, when you decide to control one character (or a group of character which are close one to the other), if this character is cut from the rest of the group, you can't go back to control the other. Imagine this character is capturer and sent to a jail very far away, you can't take control of the other character to come and save him. You'll have to escape yourself, and find your wau to come back home.

The rest of you characters would have keeped leaving by themselves. If the kidnapped character was important, maybe a party would have been made to bring him back.

Eventually, if you want to extend your area of control of character (Which means, area from which you can switch from one character to the other) you can build a tower outised (your sight is much further so you keep seeing that hunter who is far away, a semaphore up a hill to control character who are much further away, or build a system of mirrors in the cave)

To make it even more subtile you can go further :
A semaphore is big, and can be seen all around (except some deep valley, or behind a montain). You can take control of any character seing that sempahore.

But once you control that character, your character who might be lost in the forest can not be seen by the sempahore : You can not go back to control the city around the semaphore. If you want to go back to the city, the character far in the forest must either come back, or for exemple make a fire to be seen from the semaphore.

So to extent you empire, a good network is important, but you can still send parties far away wondering how would your home have evolved when you come back.


232
Curses / Re: Back to the dwarf game...
« on: January 13, 2006, 02:38:00 pm »
Yep.

In the one hand, I designed it a few years ago, and I have much more experience now.
On the other hand, I was uneployed, which is not true anymore...

But, re-writing something about it made revive it a bit...


233
Curses / Re: Back to the dwarf game...
« on: January 13, 2006, 03:30:00 am »
A question (maybe answered allready.. but there are so many pages to read)

How do the dwarfs deal with each other ? Let me explain : I had planned a while ago to write a city simulation, with plenty of people who could give you missions...

Every people did behave according to what they know from the world :
-This guy is bad, this one is a friend, this one is an ennemy of my friend, this guy is part of this group. I like that group...
-If I do this, I will earn money, I'have that guy do this, and that guy is rich...
-If I go to that place I can do that

Decisions would have been made according to a  rate of the different option :
-If I do that, I will get that much, but on the other hand, I will make this guy angry, he is very agressive and has many close friends thta I know are dangerous. On the other hand, myself I good too, And I really hate him. SO I would'nt bother do something bad to him.
-I can do this, it is less money, but less trouble

The option with the best rate is executed.

So, all behaviour is ruled according to these basic items of knowledge, that are mixed together, evaluated.

When character meet, they exchange knwoledge (according to their relation ship and trust they have toward each other)

What is interesting, is that they don't necessaringly behave according to what IS, but what they BELIEVE is. So there is room for lies, rumors.

The relationships between groups can evolve (I don't touch that man, because he as plenty of friends. Hey wait a minute ! This group is not any more so god friend with him. Hmm Maybe it is time for me to slap him !!)

Is there anything like this in the dwarf forteress ?
Are these thought of any interess to you ?


234
Curses / Re: Line of Sight
« on: August 24, 2007, 07:31:00 pm »
Hmm, I rather think that it is normal that light colors add to each other. If you have one hundred of small candles, the resulting light is much bigger than the one of one candle.

However, I don't think that it would add as 0.5 + 0.5 = 1.0, but more something like 0.5 + 0.5 ... (x10) = 0.6
You would consider that the light value is on a logarithmic scale. That's the way decibel work.

[ August 24, 2007: Message edited by: flap ]


235
Curses / Re: LCS interface
« on: June 11, 2007, 12:19:00 am »
Have been playing a bit more.

Well, it is not that bad. True. In fact there are plenty of good things, but I often fell that things should fit much better together. That is the navigation between the different screens. Maybe some keys should always have the same usage on each screen...

Well, I fell that it really needs some thinking. The bad point is that myself am leaving 3 weeks to work in a nickel mine (no joke here). So might not have much time to work on it soon...


236
Curses / LCS interface
« on: June 09, 2007, 10:41:00 am »
What do you people, think of LCS interface ?

Well. I am new to LCS. Tried it a while agoe, but didn't go very far.

With the new version, I am back into. And really, I fell that interface is not Toady's strong point !

While I am trying to organise my ideas to give some suggestions for interface improvement, I would be interrested in having your opinion...

[ June 09, 2007: Message edited by: flap ]


237
Curses / Re: LCS game mechanics feedback (spoilers)
« on: June 11, 2007, 11:48:00 am »
Erase the save file and rename the autosave to save.

238
Curses / Re: LCS game mechanics feedback (spoilers)
« on: June 08, 2007, 02:34:00 am »
Yep. I will have a look at it once my personal computer is repaired. But, yeah I know that it is probably big, and I have already enough project running.

"Unresponsiveness". Well, no it is alright ! My usual development cycle is a few month or years. So we are not in such a rush.

And cutting ideas in small bits is always usefull : even if it is not implemented it might fuel some other, easier to implement things.


239
Curses / Re: LCS game mechanics feedback (spoilers)
« on: June 06, 2007, 01:31:00 am »
Well, as I haven't played much LCS yet (But am trying the change that right now), my suggestions can't be very technical, and might look out of place (such as already implemented, or just not consistent with the game).

So, the things I can put together regarding your questions about the mole :

1: How would we get one ?
Hmm. How would they infest such an organisation in real life ?
They could be fake liberal right from the beginning. Once things start to heat a bit too much for them they would go to the police.
Or once they are caught by the police, the police prefers to let them go in exchange of some info. They could have ways to put pressure on them. (We know enough about you to send you to jail you know. But we might make an arrangement...)
The moles would have relations out of the LCS (met before or after you recruited them). These relations could be used to put pressure on them. Or simply by being confident, they could give to their relatives too many informations.

So there would be many different ways. In terms of gameplay, do we really need to model that ? I don't think so. There could just be a random check on some of you character agains juice, heart, wisdom or intelligence (I don't know which characteristic would be best) to see if he becomes a mole.

Eventually the result of that check coul be stored, a given somewhere when we discover who is that mole (we would then know if he was caught by police, if he betrayed you unpurposelly by telling too many things to relatives...)

2: What kind of info would a mole leak ?
Well, you described a new police and crime rating system. Maybe by sending info to the police they could add a modifyer to someone which would increase its rating. Or worse, simply give info on the safehouse, which would reduce its 75% "heat absorption" to 0. (He simply tells that there is an hideout somewhere in that building).
How do we decide which info he gives : It could maybe be any info on any of its direct contact (higher or lower) (so as you told, that would be close the guyes caught by the police who speaks ?). But instead of losing all contacts at a time, they might be caught one after the other in their every day activity.
They could maybe give info on all the people they seen performing a criminal act (thus increasing the heating he would bet from that specific act).
They might steal things from your stock, or money. (you'd then be warned by a message.)
Eventually, they could just disappear one day.
They could give info of one of the squads moves (the one it is part of, or the one under its level...). When the squad arrives at the place, the police would be waiting for them.
Oh, a last thing, maybe funny : they could submit wrong orders to all their lower contact. Instead of doing what you told them, they might do something really foolish.

3: How do we know that we have got a mole ?
Hmm. Good question.
If the police is already on site when you arrive, that's easy, you know that you have been sold.
If the guy disappears or give wrong orders, the result is quite obvious too.
(In these both cases, in terms of gameplay a message can be printed "Rats ! we've been sold. There is a mole !")
For the guy who gives some info, it is really less obvious for the player. that maybe where police sleepers would usefull ("well that man has been arrested. We got some info to lead us"). Or in front of the justice, you could receive a message such as "The evidence were too accurate. Someone must have leaked them !"

4: How do you find who is that mole once you know that there is one ?
If the mole is in the group which has been arrested, the police could free it in front of everybody, or reward him. (Dirty conservatives ! They know, that will be beaten by all remaining liberals !)
If you have suspicions, you can Activate an agent to follow someone. You would gather some info on who he meets, and what he does during the day (this would require to define a kind of schedule with random events, and coordinate it with the different activities. Hmm. Maybe not, we just need to follow him when he is not working with you. So make out random events, such as he meets his sister...). That person would meet a number of other people, or drop a letter somewhere or give a call, drop a packet. You could try to follow that new person, try to see the number, take the packet, wait for someone to come... Then that contact could appear to be some normal contact, not to worry about, or go directly to the police (or give a call to the police). We could imagine, 1, 2 or 3 intermediates to make a real investigation.
Of course, there would be a check of intelligence, desguise... Any liberal would like to be followed (and thus might loose heart, juice...). Or the mole would stop which has seen you would stop giving the info (instead of seing his contact, he would do something else).

5: How to avoid to get one ?
Hmm. I don't think that you can avoid the check against getting a mole or not. But, if some moles have been caught and suppressed in an examplary way, that check would be more difficult. If your liberals know that they are being surveyed in the organisation (They know that you "A"ctivate some people to watch what is happening), they check would be more difficult too. So you exchange the juice reduction of those who have seen that they have been followed, with a bit more security. (Hey, a terrorist organisation which does not get paranoïd is not a real terrorist organisation !)
By the way, when you activate someone to follow someone else, you have to actively specify who he has to survey. I wonder whether the tracking described above should be automatic, or wether you should be given different choice. But, an interesting option could be "show yourself" : the liberal (whether a mole or not) would know that he is being followed, get the juice reduction but also increase in the felling of being surveyed (and if the guy is a mole, he would stop its action. You never know that he was one, but at least the info he gave has been stopped).

Oh, if there is a high feeling of being surveyed, each mole would be less active.

6: Okay. You have found one. How do you design it ?
In fact, you could designate anyone as a mole, and thus be wrong. Designate someone wrongly would have a very bad impact on your team or liberal agenda. (and probably good if you find a real one). Maybe the way to do it would be when following someone, you also have the option of "F"ight ! and "K"idnap, like any conservative. Then the bastard could be torturred. They idea is not to convert him, but let him suffer as much as possible (yuk !) and make an example, eventually get some info on what he told exactly (you might get an insight on who has high heat on him, whether one of you safe house is not safe anymore, or where he hid the stuff he stole. He might even give an other mole. Or his contact that you might follow. Maybe that man is in contact with other moles...)

Well. That's probably about it... What do you think of it ? Of course, any tiny bits here would need more work to be defined.

Hmm, yep, if we decide that it would be fun, it would probably take a bit of work to implement that ! Maybe I should help a bit... (but might development environment is broken right now)

Lets go play a bit now !


240
Curses / Re: LCS game mechanics feedback (spoilers)
« on: June 04, 2007, 09:06:00 am »
About the cops system, well, I don't know if it has been implemented already... But we have sleepers. Do the conservative have mole in our group ?

You know the little bastards who would inform the cops of everything you are doing. In some case you would meet the police when going fight evil (they would have been warned of your arrival), or get all the information you explained above earlier.

Our way to detect the mole(s) ? Because they have been in contact of the squads whose expedition has been stopped by the police. Or through the sleepers you have. You could also ask one of your guys to follow some other of your guys (but if you asked a mole to follow one of yours, he might give you a wrong report).
During a fight, if the mole is in the squad, it can decide to start fighting against you (if you are likely to loose...). Or if you are caught the police might tell him something which would enable you to understand that HE sold you.
You would get the info when your guys leave the prison  (or they would tell it the lawyer)(there needs to be someone to report what he has seen).
You might then decide you hunt him down to show an exemple and reduce the likehood of moles. To do so, you would need to collect some info by sending guyes around to find him. One day, one of yours might come back and tell you "he is in that appartment". And then lets go "fight EVIL" to bring him back and show the exemple. Of course, police might be around to help him.

The biggest proportion of mole survive, the more you are likely to get. (A mole which has been found but manages to survive would have a worse effect on you than one which is working but don't do anything). The biggest proportion you find, and punish, the less you might have.

Any comment ?


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