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Topics - Leafsnail

Pages: 1 [2]
16
Mafia / Bay 12 Mafia - Game Over - The Computer's Revenge
« on: September 18, 2009, 04:35:14 pm »
Note: The following story is based on real events.  Some names have been changed to protect the innocent.  I'm aware it should be "Bay 12 Mafia Players' Mafia" [EDIT: Ugh, did I really put an apostrophe there?], but that's too long.  Also, bear in mind that when I refer to a role it will be in bold, but when I refer to a player it will not be.  The opening storyline is pretty long, sorry 'bout that.

Spoiler (click to show/hide)

Anyway, I can take 15 signups for Bay12 mafia.  The roles are (although you will not be told what they do unless you are the role or it is your "known role"):
Methilestesas
Alex-chan
Leafslug
LoonyMan
bookadict
Arg
ChAoTiCjIm
JanetFourEyes
Taitheproficient
Mrs.Human
Drakonian
Cobrarsenic
Jetpigeon
Dracron
ArchCherub


Tie results in No Lynch.

Players & Roleflips - Final Roundup:
ToonyMan - Methilestesas - Hotel Aligned
chaoticjosh - Cobrarsenic - ELF!
Pandarsenic - bookadict - Hotel Aligned
Zaithemaster - ChAoTiCjIm - CULTIST!
Mephansteras - Drakonian - ASSASSIN!
Archangel - Taitheproficient - Hotel Aligned
Diakron - Leafslug - DOPPELGANGER!
Mr.Person - Jetpigeon - Hotel Aligned
Cheeetar - Arg - Hotel Aligned
dakarian - Mrs.Human - Hotel Aligned
webadict - Archcherub - Hotel Aligned
RedWarrior0 - LoonyMan - Hotel Aligned
Frelock - JanetFourEyes - Hotel Aligned
Boksi - Dracron - Hotel Aligned
Alexhans - Alex-chan - Hotel Aligned
Flipped roles:
Archcherub:
Quote
Long hated for constant lurking, you now seek to prove 'em all wrong!  Unfortunately, the other players are weary of you, and have slapped a penalty on you.  You will not get a known role.  Good luck convincing the other players that this is the case.
LoonyMan:
Quote
You are LoonyMan.  You love getting into arguments.  A lot.  If you are lynched and your vote is on one of the people voting for you, that person is lynched with you.  Because double lynches are, like, the way forwards.
bookadict:
Quote
You are bookadict.  You are a magnet for hopelessly broken roles.  While you have no powers this round, the person receiving your role as their known role will think you have a godly power.
Drakonian:
Quote
You are Drakonian.  The similarity of name with Dracron confuses other players.  All night actions aimed for you will instead go to him, providing he's alive, and vice versa.  This ability will not work if it is Dracron targetting you.
Taitheproficient:
Quote
You are Taitheproficient.  Once you find yourself attached to a theory, you find it difficult to shake.  You get 2 votes, but you lose a vote each time you unvote (you cannot go into negative votes).  You vote total is reset to 2 each night.
Alex-chan:
Quote
You are Alex-chan.  You have a large and slightly worrying obsession with hammers.  Once per game, during the day phase, you can activate your ability via pm.  You will run up to the player who has the most votes and smash their head in with a hammer.  The day cannot end until at least 24 hours after this has happened.

By the way, this just happened by chance, but it is kind of funny, Alex-chan~!
Dracron:
Quote
You are Dracron.  The similarity of name with Drakonian confuses other players.  All night actions aimed for you will instead go to him, providing he's alive, and vice versa.  This ability will not work if it is Drakonian targetting you.
JanetFourEyes:
Quote
You are JanetFourEyes.  Quiet and analytical, you are perfectly placed to protect someone each night.  You can send me the name of the person you want to protect, and you will go to their house and convince a would be killer of that person that killing the player they were aiming for is a bad idea.  That player will hang around their house instead, however, and find out the protected players role.
Jetpigeon:
Quote
As a new and inexperienced player, the other players do not take you very seriously.  This means complacency, however, and after dark you will receive a list of all the roles who voted for you yesterday (though not who has which).  This ability will not work if you were lynched.
ChAoTiCjIm:
Quote
You are ChAoTiCjIm.  Lurkers.  Lurkers!  LURKERS!  You hate them with a passion.  You may strangle someone each night, but only if they've made 2 or fewer posts in the previous day.
Mrs.Human:
Quote
Man, the stress of lylo is just too much for you!  However, you've been taking assertiveness classes, and you think you can handle it now.  Unfortunately, this newfound assertiveness means that you cannot unvote during lylo.
Arg:
Quote
You are Arg.  You are often vague and unhelpful.  Every night you may pm me somebody's name.  You will then something something them.
Note: Arg is in fact a Secret Watcher, capable of determining who visits someone's room every night.
Cobrarsenic:
Quote
You are Cobrarsenic.  Man, that went badly.  Really badly.  That day may have cost your side the game.  However, you have an ace up your sleeve - when you are lynched, the day will reset back to its start, exactly how it was before.  All actions done that day will be reset, as will all votes, and a new deadline will be set for the end of the day.  This ability activates before you or any other evening kills roleflip, and it can only activate seven times once.
Methilestesas:
Quote
As a respected player, you are a magnet for Night Actions, from both a suspicious town and a worried mafia.  Once per game, during the night phase, you may activate your ability.  All night actions performed that night will happen to you instead of to their original targets.
Leafslug:
Quote
As game mod you get two known roles rather than one.  It is up to you whether to tell everyone both of them or not.
Fixed.

17
Mafia / Kingmaker Mafia - Game Over - All hail PLOTTER SCUM Free Beer!
« on: September 10, 2009, 03:33:01 pm »
Since I haven't seen any variants of Kingmaker Mafia here, I've decided to start one.  As I'm not sure how much experience everyone has with this form of mafia, it will be a fairly simple KM game with just Townies, Kingmaker, Assasins, Super Saint and Doctor.

Obviously I did not make up the game, but I really like the concept, and would therefore like to mod a game (it's also a very easy type of mafia to mod :P).  I suppose we could go for something like 12 players with 3 assasins, but that's open for debate.

The basic rules:
One of the townies is the King Maker.  Every night he chooses two people - the first will be king, and the second will be king if the first choice is killed.  Unlike in normal mafia games, noone has control of the vote except for the king.  The king will choose who to kill, and therefore in the dayphase you have to influence the king towards who you think is scum.  Of course, the king himself could be scum, which is why the KM has to choose carefully.

If the KM is lynched or NK'd, a new KM is randomly chosen from the townies (in the case of an NK, however, the old KM's choice is the one that will be used (rule may be changed, but I can't see how to without doubling the length of the nightphase)).

The Super Saint is a special pro-town role that, if executed, will have the town execute the king too.

The Doctor functions like a Doctor from any other Mafia game, protecting someone each night.

Additional notes:
If the King fails to make a choice by the end of the day deadline he is killed.  He can elect to No Lynch, however, and he may end the day whenever he likes with an execution or no lynch.
Everyone will know who the King is.  The King is the one who has control over when the day ends, but he has to do it within the deadline (shall we say the standard 48 hours?).  For this reason, once the King has made his decision to excecute someone, he cannot undo it, and noone else may post for the day (which will end as soon as I see the thread).  Please do not write "EXECUTE <PLAYERNAME>" if you're not the King, it will confuse people.

Game over, Plotters win.

18
Curses / MOVED: The Fires of Revolution - A Liberal Crime Squad Story
« on: August 31, 2009, 07:05:45 pm »
This topic has been moved to Creative Projects.
Coz it's more of a creative project anyway.
http://www.bay12games.com/forum/index.php?topic=41234.0

19
I've had a variety of ideas for stories and games over the last few months, and here is one I've actually put enough thought into the finally begin writing.  The story is set in the LCS universe, and it is told by a member of the squad.  LCS mechanics will sometimes be used and sometimes be flaunted, so try not to get too annoyed at any inconsistencies.  Feel free to give feedback and stuff.  This part of the story centres around the idea of people who were previously uninterested in liberalism joining the squad out of unconditional love.  Enjoy.

And by the way, all parts of the story will be available in the OP, and will have spoiler tags to prevent page stretching.




Wow, I've actually exceeded the 40,000 character limit.  Parts 5-7 can be found here:
http://www.bay12games.com/forum/index.php?topic=41234.msg748294#msg748294

20
This is bad.  I was expected to have a chance to fight off an orc siege, but instead I've been getting orcish caravans.  Worse, they seem to be bringing very similar things to the elves into my place.  What can I do?

I have the standard orc mod, only I added "[CAN_SPEAK]" to the raws (as suggested in the thread).  Also, my mountainhomes aren't bothering to send a liason, but I don't really care.

21
DF Suggestions / Spies, thieves, and lies.
« on: June 07, 2009, 05:42:41 am »
I have just thought of an idea that I hope will be extremely dwarven.  The idea is:

What if enemies sent secret agents in with your immigration waves?

After all, noone checks your immigrant's intentions when they arrive.  So why not have some interesting things happen with them?  I'll also throw around some ideas that would make both social dwarves and fortress guards useful for something.

SUMMARY
Spies, thieves and saboteurs will all arrive in immigration waves.  They may or may not have a profession.  To get you off track, they will also do some of the work you ask them too.  Another thing to note is that all three carry "Concealed" items.  This means they cannot be seen on the dwarves (or possibly another race, if multirace fortresses are possible in future) inventory screen.  Spies and saboteurs would always be attached to a civilisation, but thieves can also be freelance.

SPIES
Spies are devious dwarves sent by the enemy.  While they may do the things you ask them to and look like a good little dwarf, they will take longer breaks than usual, and spend the time wandering around the fortress.  Their aim is to build a mental map of your fortress, counting the numbers of military and locating as many traps, levers and buildings as possible.  It will also try to blend in by talking in the dining hall, but dwarves with good "Judge of Intent" skill may realise something is amiss when talking to him, in which case the spy is discovered.  Fortress guards may also "arrest" a dwarf acting suspiciously, and take him for questioning with the Captain of the Guard.  If the Captain of the Guard has good enough social skills, the spy will also be uncovered.
How do spies dissapear?
If a spy is not discovered by the time he has explored the fortress as much as he intended to, he will simply wander out of the front doors of your fortress.  After a while, he will be revealed as a spy as your dwarves realise he is making a run for it.  This means your military becomes hostile towards him, but by the time this happens it may be too late, and he may escape anyway.  If he escapes, he will inform the race who sent him of the traps in your fortress, allowing them to avoid them, as well as giving them a rough idea of how big a siege to send.  Expect a large siege if you let a spy go.
How do you stop a spy?
If a spy is discovered while socialising, he will draw his concealed knife (he will also reveal a hidden "Knife user" skill).  He will then stab the person who discovered him, and make a run for it out of your fortress.  He will be prepared to stab anyone in his path, but unless he's already close to the exit of your fortress it's more than likely your military/ fortress guard will intercept and kill him.  Discovering a spy this way can lead to injury or death, however.  If he is discovered by the captain of a guard during questioning (members of the royal guard are always present at questioning) he will have two options.  If he thinks he can take on the captain and any members of the royal guard who are there, he will draw his knife and attack.  If not, he will surrender and be taken for jail, and incarcerated indefinately (or hammered, if you have a hammerer).

THIEVES
Thieves are similar to spies in some respects.  They can be sent by an enemy to help gather for the cause, or they can be a thief all on their own.  All thieves carry a concealed sack, which they will put items found on the floor (they will not take any raw materials such as stone, and have a preference for light objects) into.  The sack has a fairly large capacity, and they could easily walk off with several thousand dwarfbucks of items if undiscovered.  A civved thief getting away may also mean a siege from that civ is on its way.  Thieves are captured in a similar way to spies, only if a fortress guard actually sees a thief steal something (thieves tend to avoid fortress guards though) the alarm will immediately be raised.
How do thieves dissapear?
Thieves dissapear in a very similar way to spies, and once they are a significant distance from your fortress, they will simply run off the map.  If they escape, your items are gone.
How do you stop a thief?
A thief is stopped in a similar way to a spy (other than the fact that a fortress guard can directly rumble them) but a thief carries no weapon, and will simply make a run for it if discovered.  If he is desperate, he may also drop his sack, which can be rather heavy (a slowed dwarf can also indicate a thief).  If a thief is surrounded or seriously injured, he may surrender, leaving him at the mercy of your fortress guard and hammerer.  A thief can also wrestle, but is only likely to do so against a weak, single fortress guard or a civilian in his way.

SABOTEURS
Saboteurs arrive in a similar way to thieves and spies, but will carry around concealed building destroying equipment.  He will, during his free time, try to dismantle or damage buildings, start fires and pull levers.  A saboteur can be a serious threat, and so a strong fortress guard is essential.  It is also worth noting that a saboteur is often encumbered by the weight of the equipment, so he may be spottable by you (you may then take matters into your own hands).
How do saboteurs dissapear?
Saboteurs will stay in your fort being a nuisance/ causing chaos until discovered.
How do you stop a saboteur?
Saboteurs can be stopped in similar ways to a spy, and if a guard catches him breaking something, he will raise the alarm.  Bear in mind, however, that saboteurs will avoid guards like the plague.  If discovered, the saboteur will either surrender, and let the fortress guard deal with him, or if he thinks he can get away, will drop his equipment and try to escape.  Later on in the game, as your civs descend deeper into war, saboteurs can carry concealed knives and even swords, and a legendary swordsman saboteur suddenly on the loose is not out of the question.  Fortress guards would be required to apprehend them.

So, what do you think of these ideas?  I thought they might make the game a lot more Fun, especially later on, and give the fortress guard something to do other than get injured, and the hammerer something to do other than inhale molten rock.

22
DF Gameplay Questions / N00b farming problem
« on: April 18, 2009, 06:31:22 pm »
I have been playing for a (very) short while now, and on planting my first field I seem to have hit a snag.  I have planted it on subterranian clay, and my farmers had no problem building it.  However, now I can't seem to ask them to plant anything except for Dimple Cups (I have none).  This is why.

I press q.  I go to the farm.  I can press a, b, c or d to select a season, but when I press up or down to select the thing I want I find it instead moves the cursor around.  If I press enter, Dimple Cups are selected.  Pressing f seems to do nothing, and z just deselects Dimple Cups.

Thanks in advance for any help.

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