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Messages - Rowanas

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631
As long as you don't wear a tinfoil hat or consult the magic healing crystals, fantasy is whatever isn't included within, or a reasonable extension of, principals found in the real world. Narwhals aren't fantastic, because they can be tamed by anyone, while Unicorns are fantastic because they can only be tamed by virgins, and gallop about the place all magical-like. Komodo dragons aren't fantastic because they'e quite large and have a poisonous (yes, poisonous. The whole "saliva bacteria" theory has been completely debunked, they have venom sacs) bite, while Dragons are fantastic because they soar overhead, breathing fire at things. Platypi get a free pass, despite their best efforts.

632
I dunno. Of the short time I've played, pretty much all of it was on Esamir (I switched continent by accident once, but found my way home) and I've run across the snow dunes taking out errant tanks a good couple of times now. I would take the open over a tight, enclosed building with a doorway any time of day.

633
Other Games / Re: DMing a Rogue Trader game
« on: January 17, 2013, 07:03:37 am »
A pre-set adventure? Nonsense! In the grim nightmare of the future, there is only improvisation!

634
Other Games / Re: My post-apocalyptic steampunk P&P RPG
« on: January 17, 2013, 05:02:48 am »
Hmmmm. Fair enough. At first, your description of the modular system had me thinking that it was essentially GURPS-like, but I'll admit that the deeper reveals that that's not really the case. Cheers.

As for CthulhuTech, the initial setting is kinda lame because it tasks the players with defeating eldritch monstrosities with mechs and guns instead of the old Lovecraftian way (with screaming and soiling yourself), but with some fairly minor tweaks it can be easily turned into a successful game of cosmic horror, just like the original. The main difference between good CoC and good CthulhuTech is that CoC will have you survive things that should not be, while you desperately hang on to the threads of your sanity. CthulhuTech will see you wrestling with yourself and the world, with eldritch abominations pulling strings from the darkness. It sounds similar, but the focus of conflict is waay different.


635
Other Games / Re: My post-apocalyptic steampunk P&P RPG
« on: January 16, 2013, 05:04:57 pm »
When I first saw this thread, it struck me as being much like CthulhuTech, and that feeling has only grown over the page of discussion. The AP, though, sounds a little like Deeds in the Legends Of Wulin system, which allows each player to reward a Deed at the end of a session to one other player, where the first player gets to pick something interesting for the other player's character, ranging from plot hooks to reputations.

The religious apocalypse is a fairly tried-and-true setting, but I'd be interested in seeing the mechanics before making a judgement. Unfortunately I won't have any time to test it, so I can't in good conscience ask for a copy.

My main question, I suppose, is: What's the schtick? Generally, games have a unique(ish) mechanic or theme that makes them worth playing. What's yours?

636
Why would you do that? It's not like XP and certs are shared.

And for factions, I just like the NC alot more than the TR, haven't tried vanu tough.

Because eventually I'll want to get all the upgrades for all three factions (or at least, all the HA ones), and that's the most efficient way.

Incidentally, do the other factions have easier-to-pilot aircraft than the Vanu?

637
DF General Discussion / Re: Dwarven energy production
« on: January 13, 2013, 07:51:40 pm »
Unfortunately, we've developed better methods of using green energy, so this is kinda useless. It would've had to come... 100 years earlier. I dunno, maybe 50 years. We had electric engines in 1899, but they might not've been as efficient as this new, inefficient process.

638
DF Suggestions / Re: Homosexuality
« on: January 13, 2013, 07:04:41 pm »
Ummm. Whether you're for it or against it, I don't think anyone believes they don't exist (Unless your name is Ahmadinejad)

639
Come on VS, at least -try- to conquer a continent once in a while. I will go TR if I have to!

I have 3 characters, all on Miller. I use whichever one gives me the best XP bonus at the time, but apparently the VS are under-represented whenever I log on, so realisticially, I only play VS. Still can't fly those fucking planes, though.

640
Well, kinda both. I reckon that eventually you should be able to plant spies throughout a civilisaton (although primarily in the major cities, rather than the tiny villages) for information and security. Some of your spies might be leaking info, while others are just there to keep you out of trouble and whisper lies in the ears of the king.

641
When people started suggesting courts and laws and whatnot, my first thought was Liberal Crime Squad. Go, download it, get hooked. I'll wait.











Pretty cool, huh? That's kinda how I picture laws and imprisonment to work, with some... alterations.

642
DF Suggestions / Re: Homosexuality
« on: January 12, 2013, 06:59:20 pm »
The solution is simple... when more sexual orientations are implemented you could recruit only gays and lesbians for your army, and never worry about babies again.

Huh. I hadn't considered that homosexuality could have actual in-game uses.

643
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)
« on: January 12, 2013, 11:33:35 am »
I'm getting pretty much to the end of my tether trying to make Dwarf TheRapist read my dwarves. I own a mac, so all of those helpful "34.11 included" versions like the splinterz branch, won't work for me. After searching a while, I found someone asking the same thing, and I've done both. Either way, DT connects to my game, but when I try to read my dwarves, it tells me that my game isn't running, or that I've unloaded the fort. I brought the fort out of my sidebar, just in case that was screwing it up, but it gives me the same message every time and it's driving me nuts. It's like DT is aware that I'm playing, but can't see the actual game. Any help?

This topic is a bit too technical for easy reading so I haven't bothered to read back to the posts from June to see if the situation is any different from when I was first trying to get it to work. If it is, please dont moan.


To get Therapist to work properly with 34.11 on the mac, you will need to manually insert the required memory layout into the program's 'package contents'. To get there, right cilck on the Dwarf Therapist application, click show package contents and navigate to Contents>MacOS>etc>Memory_Layouts>osx

Within that you will see that there haven't been any added to the program since .07
Amending the download would save a lot of people a lot of hassle

I dont know where to find the .11 memory layout online but you can make it yourself by opening textedit and pasting the following into a document

Code: [Select]
[info]
checksum=0x8f421f9c
version_name=v0.34.11
complete=false

[addresses]
translation_vector=0x01636a88
language_vector=0x01636a70
creature_vector=0x015f56ec
dwarf_race_index=0x015dcf80
squad_vector=0x01633600
current_year=0x01fb1f21

[offsets]
word_table=0x001C

[word_offsets]
base=0x0000
noun_singular=0x0004
noun_plural=0x0008
adjective=0x000C
verb=0x0014
present_simple_verb=0x0018
past_simple_verb=0x001C
past_participle_verb=0x0020
present_participle_verb=0x0024

[dwarf_offsets]
first_name=0x0000
nick_name=0x0004
last_name=0x0008
custom_profession=0x003c
profession=0x0040
race=0x0044
flags1=0x008C
flags2=0x0090
sex=0x00A6
id=0x00A8
recheck_equipment=0x0158
current_job=0x0288
turn_count=0x0540
states=0x0
souls=0x05fc
labors=0x0618
happiness=0x06a8
squad_ref_id=0x070c

[soul_details]
skills=0x01D4
traits=0x01EC

[job_details]
id=0x0008
on_break_flag=0x0011
sub_job_id=0x0040

[squad_offsets]
id=0x0000
name=0x0004
members=0x0044

[valid_flags_1]
size=1
1\name=Not from around these parts
1\value=0x80000000

[valid_flags_2]
size=1
1\name=Dead. Deceased. An Undwarf!
1\value=0x02000000

[invalid_flags_1]
size=7
1\name=a zombie
1\value=0x00001000
2\name=a skeleton
2\value=0x00002000
3\name=a merchant or diplomat
3\value=0x00000040
4\name=outpost liason
4\value=0x00000800
5\name=an invader or hostile
5\value=0x00020000
6\name=an invader or hostile
6\value=0x00080000
7\name=an invader or hostile
7\value=0x000C0000

[invalid_flags_2]
size=2
1\name="dead, Jim."
1\value=0x00000080
2\name=from the Underworld. SPOOKY!
2\value=0x00040000

Save it as the following:

v0.34.11.ini

and then put it into the folder navigated to above.
This makes Dwarf Therapist useable, but it still has a tendency to be temperamental.




(This must have been typed out several times in this thread now)

I'll try that. I did search back to page 162, but when you've got so many pages to read over, it's easier just to ask again :D

644
DF Modding / Re: Slenderman!!!!
« on: January 12, 2013, 10:45:57 am »
Alternatively you could make them incredibly rare vermin. Vermin teleport around the place rather than moving, although at the moment, you can't mod in creatures that can perform the ghost thing of driving people insane. The only problem would be with cats eating all your slendermen. With some science, you could double-raw the required creatures to "accidentally" generate a slenderman civ, like the croc civs and whatnot of old.

645
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)
« on: January 12, 2013, 10:40:35 am »
I'm getting pretty much to the end of my tether trying to make Dwarf TheRapist read my dwarves. I own a mac, so all of those helpful "34.11 included" versions like the splinterz branch, won't work for me. After searching a while, I found someone asking the same thing, and I've done both. Either way, DT connects to my game, but when I try to read my dwarves, it tells me that my game isn't running, or that I've unloaded the fort. I brought the fort out of my sidebar, just in case that was screwing it up, but it gives me the same message every time and it's driving me nuts. It's like DT is aware that I'm playing, but can't see the actual game. Any help?

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