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Topics - Ninteen45

Pages: [1] 2
1
Okay. The title is a mouthful.

The idea is to make a game that combines Risk style territorial control and Diplomacy's intense political betrayal while adding the nice factor of civil wars, revolutions and imperial vegistation. The game is designed to support a large number of city states and small number of empires within the map. The game is complex enough to be immersive while still able to be played at parties.



Balancing: The game is to be equally hard for single territory players and players owning half the map. The treat of losing your empire is to be constant and the treat of losing must be constant as well. A supposed idea is a "Balkanisation" system utilizing a civilian happiness (Civ hap) rating.

How Civ hap works: Civ hap is increased at the cost of potential armies. Instead of creating one army, Civ hap is increased by one point.

Each turn, Civ hap is decreased randomly by 2, 1 or 0 for every territory owned. If it reaches zero, you lose instantly. If it reaches half the number of territories you own (4 Civ hap while you have 8 territories) your land is split into 2 or 3 separate countries. (Players can then join these new countries to play.) (Random values based on die rolls.)

Each turn, a random disaster will happen one one territory. This will half the Civ hap of any player who owns that territory. A loss of a territory will decrease Civ hap by one.

Smaller countries will have an easy time increasing Civ hap at the cost of armies (Risk like territory bonuses will apply optionally I.E. Any 2 territories grants a bonus army/Civ hap point.) ensuring small stable players. larger empires will have difficulty dominating the map while avoiding "balkanisation". This should encourage political maneuvering with the win conditions.


Combat: I'll need to flesh this out...


Win conditions: There are several win conditions:

Stalemate: No territories gained or lost for 4 turns.

Truce: All players not meeting lose conditions agree for truce.

Complete control: One player controls the map. Winner can choose "seconds" who is considered a winner also.

Complete destabilisation: All players meet lose conditions once.


Lose conditions: There are two lose conditions:

lose all territories.

Civ hap </= 0.

Players who have met lose conditions cannot win. They can only be "seconds". They can join in at any time as any newly founded country via "balkanisation".


Balkanisation: "Balkanisation" is not a lose condition. It can be activated volantarily at no penalty (To avoid threats or other political maneuvers) or at low enough Civ hap. All player territories are split into 2 or 3 seperate countries. (Decided by coin toss or die roll) Players can then join these new countries to play.

2 way split: Player retains 2 thirds (rounded up) of territories. Cannot attack lost territories for 1 turn. Examples:

Player has 6 territories. Two way split means he now has 4.

Player has 13 territories. Two way split means he now has 9. (Rounded up.)

3 way split. Player retains 1 third (rounded up) of territories. Cannot attack lost territories for 1 turn. Other countries contain 1 third of territories each. Examples:

Player has 6 territories. Three way split means he now has 2.

Player has 13 territories. Three way split means he now has 5. (Rounded up.)


Yeah, I'll need help with fleshing everything out, especially combat. Is it balanced though? That's my question...

2
Creative Projects / The Pantheon: a god wiki.
« on: May 14, 2011, 05:04:22 pm »
http://thepanthon.wikia.com/

I'm making a wiki solely to collect all non-fictional intent gods.

Fictional intent gods are gods made solely for media (fictional religions) or to prove a point.

Basically its a list of gods.

3
Mafia / PARANOIA MAFIA.
« on: May 09, 2011, 12:33:51 pm »
TRANSMISSION TOWER F-7 CORRUPTED

Local Troubleshooters report to Group discussion chamber for JF9F45fgj5BWbr501ion.

Transmission tower F-7 will message assigned 5Z3TYW26q3ee7gsg925klU20v.

Have a happy daycycle.

Known Groups involved in incident:

Commies
Psions
Computer Phreaks


Specialized equipment for JF9F45fgj5BWbr501774F5nS

657bnw
N42 plasma 54B6T
[Place(x0), "CorporeWeapon15"]
IwN744 Shielding n77k&ww B-55

Local Troubleshooters signed up:


Spoiler (click to show/hide)

4
Other Games / Looking for games of a psychological nature...
« on: May 01, 2011, 04:59:22 pm »
I'm looking for a game that deals with psycological aspects in a similar manner to the sims. people hate, people love, and the double cross, backstab, betray, team up and other things.

Any help? I'd also like it if it was a sandbox game...

5
DF Suggestions / Emmigration
« on: April 10, 2011, 09:12:16 am »
Can we have an option toggle emmigration?

Such as a Dwarf taking a few of his things and leaving the map...

We could also have stuff like martial law which stops all immigration and emmigration, and Visits from families temporarily.

We are having raiders hang about, you know, why not emmigration...

6
Other Games / Looking for a certain game...
« on: October 15, 2010, 02:11:08 pm »
I'm looking for a rougelike where I can use more than one character from the start. preferably a moddable one. Any help?

7
Forum Games and Roleplaying / Battle thing.
« on: July 26, 2010, 04:42:27 pm »
Basically, an RPG where I'll make the rules as I go along, loosely based off of GURPS, but it will be waaaaaay different.

To make a character:

Put your points into Speed(SP), Agility(AG), Strength(ST), Intelligence(IN) and Willpower(WP)

Everyone has 20 points to spend.

The points placed are at a maximum of 6 and a minimum of 1

Choose 3 background events.

Spoiler: Background Events (click to show/hide)

Choose an occupation.

Spoiler: Occupations (click to show/hide)

Add a name and gender.

Name:
SP:
AG:
ST:
IN:
WP:
Gender:
Age: (20 - 40)
Background Events:
Occupation:

Example:

Name: Urist Skulleaters
SP: 3
AG: 5
ST: 6
IN: 4
WP: 2
Gender: M
Age: 27
Background Events:

Survivor
Abusive Parents
Drug Dependency

Occupation: Scout

You will be given special skills with whatever you choose.

8
DF General Discussion / goddamn ogres...
« on: July 19, 2010, 01:11:22 pm »
Some blind cave ogres are annoying my dwarves, I've only got miners.

How do I kill em?

9
DF General Discussion / Anyone notice...
« on: July 11, 2010, 09:57:54 am »
That Quite a lot of DF's newer features are based off of other games?

I mean, We'll be tanning hides soon enough, just like Monster hunter tri, and Arena mode is similar to Garry's mod...

I guess toady reads the forum for people's opinions on other game elements, and alters them to the forums popular opinion.

So when Fallout: NV comes out, and we critique on the weapon modification system, I'm sure there will be an ability to "alter weapons" or get descriptions from them:
Blackpacked the Short Sword of Engagement is an iron Short Sword. The hilt has a ruby encrusted engraving of a dragon. The blade is jagged. The handle is made from leather from a Wolf, decorated with Dragon teeth.

tl;dr: I think toady is mainly altering and improving featured from other games to make DF better and more appealing to the current audience.

10
DF Modding / Looking for a modified arena...
« on: July 09, 2010, 09:33:47 pm »
Are there any Mods to the arenas? I'm asking out of curiosity...

11
Here is the template and an example character, I need more values please...

Code: [Select]
Each value is taken from 1 to 12.

Physical:
*Strength: How hard can you fit? How much can you lift?
*Agility: How agile a character is.
*Endurance: How long you can go running before you get tired.
*Health: How much damage you can take before dying.
*Pain/toxin threshold: How mush damage you body can take before you faint, feel the effects of drugs etc...

Phycological:
*Intelligence: How smart you are.
*Sanity: How well you react to situations.
Emotional values: Sets your characters personality.
**Anger: Higher the value, the more violent and temper-mental you character is.
**Courage: Higher value = More daring actions.
**Selfishness: Higher values mean more greedy characters.
**Compassion: How does you character treat others? higher value means a more caring person.

Code: [Select]
Name: Mr Blake, Richard Blake

Physical: // Each Value is at six. You take away and add them accordingly.
*Strength: 7 //Roll a 1-4, you get a 6 in his reaction. Roll a 5-8, you get a 7. 9-12 Equals an 8.
*Agility: 6
*Endurance: 4
*Health: 10
*Pain/toxin threshold: 3

Phycological: // INTelligence and SANity are seperate from EMotional Values. you can't mix them. Period.
*Intelligence: 7
*Sanity: 5
Emotional values: // Number of values * 12 / 2 equals the points you can spend. for you personalty, anything from 1 to 12 can be used, as it doesn't give any advantage or take away anything, either.
**Anger: 12 // Extremely angry. anything under a six gets him an 11 in his anger reaction. Anything over 6 in the 12 sided die roll and well... run.
**Courage: 7
**Selfishness: 3
**Compassion: 2

As I said, I need more values, and any comments would be great, thank you.

12
DF Modding / 2010 idea dumpster.
« on: April 06, 2010, 12:04:55 pm »
With all these modding capibilities, you can easily have new mods, total redesigns and general fun.

Unlike the modding attempts thread, this is for the sole purpose of brainstorming ideas for major mods.

To start off, I have already came up with a Background for a halflife mod. All I need to do is get ready to add Combine and other assorted things.

13
Yeah, I reclaimed a fortress that was eaten to death by carp and Suddenly my dorfs are now elves.

This is irritating as I have no wood and there are 20 Miners and and 20 Woodcutters. CUT THE BLOODY TREE YOU ELF HUGGER!

14
DF Modding / Funmod.
« on: March 20, 2010, 09:44:10 am »
Funmod is a rebalance pack, focusing on adventure mode.

What it will do:

Seperate bodies to prevent stuff like both ears being cut off in one swing without hitting ayhing else.

More varioation in the speech folders.

More FUN

More entertaining civs and possibly a "Goblin fortress" mode.

Ex: Humans will be slow learning and will have most morals set to PERSONAL_MATTER.

Is it a good idea?

15
DF Suggestions / Seige variety, or harder seiges with race specifics.
« on: March 15, 2010, 09:04:36 pm »
We all know how seiges end up. Army comes, walks into fortress, beaten to death by traps and then killed with magma.

And that's because they do the same things when seiging.

I say races need variation in fighting.

Here:

Code: [Select]
Dwarfs:
    Mining (To damage the fortress design and ruin engravings)
    Biological warfare (To spread Miasma to ruin spirits)
    Small armies (To protect miners and kill dwarfs)

Humans:
    Waiting (Done, but longer waits.)
    Deforestation (Cutting every tree nearby, ruining supplies.)

Elves:
    Animal armies (Toady is doing this. - Mass amounts of animals decend upon the fortress attacking everything in sight.)

Goblins:
    Mass-Attacks (Bigger armies with (Toady is adding this) Dwarfs that were kidnapped and other slaves.)
    Demons and Generals (Is toady adding this?)

Kobolds:
    Better weapons ((Toady might be adding this.) Weapons stolen will be worn in later attacks.)

Basically, I'm looking for seiges with different styles, and done in a way which you'll have to adapt to before they happen or you'll loose a lot or resources/dwarves/the whole fort.

What do you think? Suggestions?

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