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Topics - The Architect

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1
DF General Discussion / Great things that start with "M"
« on: October 26, 2010, 10:15:20 pm »
Well, I think we all know what we're here for. I'll start us off with a good ole dwarven standby, though not the most obvious possibility.

The great copulation of Armok's rage, the power of virtual death, I call upon...

[M]anslaughter!

2
Creative Projects / Team Fortress Tower!
« on: June 03, 2010, 01:58:56 pm »
Well, Here is the beginning of our entry. It's all hush-hush, so no pictures or details yet. But we can have a permanent discussion here soon. I'll ask competitors not to look. I haven't looked at their threads, so I'd like the same courtesy. I know they didn't ask for secrecy. I am; I want our towers to be mutually uninfluenced.

3
General Discussion / MOVED: Bubble Tank Defense
« on: June 01, 2010, 03:54:46 pm »
This topic has been moved to Other Games.

Let's hope I can use this new topic mover properly.

http://www.bay12forums.com/smf/index.php?topic=58486.0

4
Other Games / Bubble Tank Defense
« on: June 01, 2010, 03:21:50 pm »
So, I went onto this game --being a Tower Defense fan from the genre's origin on Warcraft III Battlenet-- expecting a failed attempt to mimic greatness with a flash game. And I was wrong. It is indeed challenging and complex, and more importantly the mechanics are very difficult to overwhelm/break.

http://armorgames.com/play/4962/bubble-tanks-tower-defense

After a few levels, I decided to try the one-way infinite challenge. I made it to level 1000. I could have gone on much longer if I hadn't sent the last 100 levels at myself simultaneously, and if I hadn't lost all but 2 lives in the first few levels, or if I hadn't destroyed my anti-air tower and rebuilt it wrongly, or of I'd simply juggled the creeps. That's a lot of mistakes. But hey, it was a first try and it's a sure bet I don't want to try it again.

My challenge to you, fellow Bay12ers, is to beat me. You'll need to play the short tutorial to unlock the infinite one-way challenge. I think the score counter broke during my game, so you can use the remaining cash tally as your marker. I don't think that one looped. That would just be insane.

So, who will be the best!? Certainly I won't sit at the top long.

Architect: ~Level 1000, $5,445,922

Spoiler: Screenshot (click to show/hide)

Edit: Ah, I forgot to mention: this could take around half an hour to an hour, depending on your success. You have the option of sending the waves of enemies as quickly as you want, which is what will keep you sane and prevent it from taking forever.

5
Creative Projects / "Art"
« on: May 17, 2010, 05:46:43 am »
Allllrighty then.

A general discussion thread in the Creative Projects forum. Because I want to talk about "Art", and its meaning. The interested people will mostly be in here.

Art, basically, is an expression of the human soul. That's the only universal definition.

It used to be that in order to be called "art", it also had to have some sort of appeal. At one point this was defined as "universal appeal", but that's silly. Even if something is truly beautiful, some people won't be able to see that it is so. I would argue that this is due to both man's inherent imperfection and resultant inability to perfectly create nor perfectly observe. But that's beside the point, as long as we can all agree that there can never be anything with "universal appeal".

And, thus, came the broadening of the definition of art. If I were to symbolically express this, it would be in the form of a container of liquid developing a rapid leak. Art's meaning and purpose has diluted and spread in such a way that it will never be gathered again as it was. Not that it's a bad thing, but one must wonder what the value is of viewing everything artistic subjectively.

So, you have my definition of art: An expression of the soul. I don't believe anyone would dispute that definition, but some would wish to define art itself (not the word, the thing) by the viewer's imposed perceptions. I think that's pointless, and thus ridiculous. I also think art must have intent behind it. I don't think someone toasting bread and accidentally getting an image on it, or someone slinging paint as randomly as possible at a canvass, or giving a monkey a paintbrush, or insert generic example of randomized "modern art" here can be considered art. Art must have intent.

Thoughts? Your expression and point of view won't be suppressed by me, so feel free to write what you wish. It may be disputed. Try to actually say something, as the less wishy-washy you are on subjects like this, the more meaningful your statements.

6
Alright, I need to make an interactive list of clients for my family's small business. I have MS Office, but I'll be @!#$ed if I can figure out how to do it with that. So, alternative programs or an explanation would be appreciated. I basically need it to function like this:

Heading
Client name
Contact info (collapsible text with a link that would pop it up to display on screen as in a website menu, somewhat like a Spoiler tag in these forums. Need to be able to close it again as well. So, I guess, almost exactly like a Spoiler script.)
Various other links/tabs with the same function

Next client
Same thing.

Is there an equivalent of a text editor or readily available program with which I can do this? Even a homemade script that I can run or a function within MS Word? I am quite sure MS Word should have something like this, but the !!@#* 2007 abomination is rather difficult to navigate and explore, as I'm sure anyone who has used it knows.

7
Other Games / Help me identify a game
« on: May 01, 2010, 12:38:45 pm »
So, there was a game I played once with a friend way back in elementary school. That would mean it was out, say... at least 12 years ago. It was (I believe) a turn-based game.

It was about naval combat (schooners, frigates, and various other ships with cannon) around the colonial period. You could even build bases on the shoreline if you brought the right ships to a location, and continue your player vs player conquest.

I wish I could give more info, but I can't. I just want to know if anyone has any idea of what game this might have been. Ideas?

8
DF Dwarf Mode Discussion / Supercow!
« on: April 23, 2010, 10:33:25 pm »
So, I noticed a cow calf moving at unbelievable speed. I don't know if anyone else has been messing around with breeding to get certain animals (a force of jet black superdogs, for instance). I've been wanting to, but bugs tend to keep one busy. However, I am now ready to breed this beast!

Quote
She is gigantic with incredible muscles. Her hair is golden yellow. Her skin is brown. Her eyes are black.

9
Yeah, how exactly is that done? I don't want this 'tard with a smashed hand wandering around getting infected, considering he is my expedition leader. I didn't get the traction bench installed before he wandered off.

10
DF Dwarf Mode Discussion / DF Wiki Work
« on: April 07, 2010, 02:01:51 am »
Alright, the Wiki badly needs updating.

The wikipedia system of communication is absolutely terrible, as you can see if you check the attempt to create a "multiplayer league" there. It's just not flexible enough to serve the purpose of a forum in addition to an encyclopedia. So, this is where we will discuss how the Bay12 forum community is working to update the wiki.

WARNING: Do not post untagged spoilers. If you do, you will be reported. No one wants to hear all about the new HFS without getting to explore it and be surprised, just because some people on the forum won't use the spoiler button.


Spoiler: Related Project (click to show/hide)

11
Alright, something is fishy here.

First: migrants pour in, an unceasing flood. I have to say that the old system worked quite well and seemed reasonably realistic. This one seems nothing of the kind. 20 dwarves will arrive in summer, right after you've landed. I suspect this is just an unexpected symptom of the new underground counting for architecture just as the old HFS did.

Second: migrants are more useful than your starting dwarves. MUCH more useful. A high master weaponsmith just arrived, and a talented carpenter who is also a skilled clothier. You might as well just bring farmers now.
I get that it makes more sense for migrants to have experience and professions, but combined with the fact that the immigrant system is in overdrive (these people arrived mid-summer) --it's insanity. It should be very difficult to attract such valuable dwarves.

12
General Discussion / The Pacific
« on: March 12, 2010, 01:40:44 am »
Oh, hey, did you like Band of Brothers? Maybe you didn't see it at all. Either way, if you are interested in the American conflict with the Japanese in the Pacific during World War 2, or more specifically the experiences of the 1st Marines and some of the 7th on Guadalcanal, Peliliu, etc., then you will be interested in HBO's new series from the producers of Band of Brothers. I've had a privileged preview (for review purposes only), and it's really magnificent. It gets better and better as the episodes go on.

It's called The Pacific. It's a miniseries following the lives and experiences of 4 men and their comrades during their tours of duty in the Marine Corps. If you want to see a presentation of the reality of a vicious war on a level that it has never been portrayed, from the first-person point of view of several authors and a winner of the Medal of Honor, this is your chance.

First a disclaimer: It's not for children. It's bloody, brutal, and doesn't pull the punches. The details and story are taken from the writings of three authors and another veteran: Eugene Sledge, With the Old Breed (1st Marines), Robert Leckie, Helmet for My Pillow and a career of professional publication (1st Marines), Sidney Phillips, You'll Be Sor-ree (1st Marines), and John Basilone (7th Marines, winner of the Congressional Medal of Honor for service on Guadalcanal).

Basilone is a little out-of-place, being from another Division and also unable to supply a personal account, but his story is quite magnificent and worthwhile. The rest of the series comes almost exclusively and moment-by-moment from the personal accounts of men who fought as members of the 1st Marine Division.

Sledge's book With the Old Breed is required reading for all marine officer candidates, consisting of the experience of the most brutal battle participated in by Americans during World War 2 (and the rest of his tour of duty) from the perspective of a highly intelligent Christian southern gentleman. His Christianity and his genteel demeanor are downplayed for the benefit of the audience, so that won't be obstructing your view of his story. He's a gentle young man surrounded by the reality of the worst kinds of human suffering and human behavior, juxtaposed to heroism and bravery.

Leckie was a quiet man in the war, an author before and after. Later a respected historian, his writings have been said by his compatriots to include exploits and events of various members of the 1st Marines. The acting and the part are both incredibly good, and the story of the man's experience spans from the trenches of the islands as a machine-gunner and intelligence runner to the streets of Melbourne and even through a military mental hospital. He's a quiet emotional man, a stoic but a person of profound and deep emotion as portrayed by James Badge Dale. If talent is what it takes to get around Hollywood, this man is going places.

Sidney Phillips was an unexpected addition. He had written a small book of stories and recollections about the War, for the benefit of his family and excluding the gritty details. Although he has mentioned his combat experiences at times to individuals, he has no desire to recount them in detail and sees no need to revisit and record them. His best friend Eugene Sledge was haunted by them for decades (to the point that he would arise shouting in the night from his dreams), and there is no knowing what it cost those like Phillips to put them behind him. Sledge and Phillips were childhood friends from the same hometown, and ended up both serving as mortarmen in the 1st Marine Division. They saw each other only for a few days on Guadalcanal, but Phillips provided a vital link between Leckie and Sledge, and the experience for these men of meeting and parting on the miserable edge of the abyss is telling. Phillips is thus included as a less-prominent main protagonist, and his humorous book provides countless details and entertaining flavor throughout the early episodes.

Of course, artistic license was taken with some elements. Foul language enters at appropriate points and is an integral part of the reality of the situation, but rather than including the realistic 4-5 words per sentence (veterans say they didn't use any real adjectives during the conflict) this film spares you from drowning in obscenities and uses them just enough to let you know their place in the Marines' lives.
Extreme care and attention to detail resulted in a stellar work of art in every respect, but sitting with a veteran who was on the scene, one is witness to several comments on the little details that could have been fixed by the oversight of such a veteran. For instance: the marines must climb rigging nets to enter the ships at some points, and a veteran will tell you that only a fool would grab the crossropes unless he wanted to risk the full weight of a man in heavy gear under the influence of the ocean's sway standing on his hand. The realism and attention to detail is quite good, although they do make a small number of typical "Hollywood-approved" breeches in reality such as clustering comrades for dramatic scenes on shrapnel-filled battlefields. Nothing says hand grenade like 25 men standing in a 10-yard radius.

A few liberties were taken with permission as to their activities in Melbourne, though names of the girlfriends were changed due to the fact that the events portrayed didn't actually occur. Another disclaimer: HBO has a certain niche market to satisfy, and there's a long "soft-core" pornographic scene that dwarfs anything seen in 300 or Watchmen. It's just actors acting, but ... well, it's graphic. And long. Whether a long scene of an attractive naked woman pretending to have sex with an artfully covered man is a draw or a discouragement is up to the individual viewer.

Any complaints aside, I can't stress enough what an awesome piece of cinematic achievement this film is. This film is truly not to be missed, and in the words of Tom Hanks "I wish I could lock everyone in the theater for 10 hours, but we can't really do that. Can we?"

13
Other Games / Dead Space!
« on: February 16, 2010, 05:52:12 pm »
Ok, an oldie but a goodie here, one of 2008's best, Dead Space!

Any fans out there? If you haven't played this game, you need to go out right now and rent it or buy it. It's something you can have in your library just to goof off on or for the sake of showing your good taste, like the original Bioshock. However, you can get everything out of it in a few days of rental.

This thread is going to be chock-full of spoilers, and if you haven't played the game then I recommend you leave now and play it while knowing nothing. Even knowing the basic game mechanics will ruin half the fun for you. I'm playing this for the 3rd time, and only now did I realize the absolute depth of detail in this game! I want to brag on it, and to analyse it in detail.

So, my second time through (Impossible, Plasma Cutter / Line Gun / Force Gun / Contact Beam) I noticed that while things are surprising and so detailed and varied that some events seem randomized, every single event in the game is actually scripted. The only exceptions are a few spawns that only occur when you visit certain areas (mainly stores) at very specific points in the timeline.

Everything from the monsters' appearances, entry points and times, and even relative value of their drops is scripted. Some variance will occur with some of these due to the game's AI. I actually find this level of detailed attention, with every factor from the exact movements and noises down to the timing and triggers preset, to be beautiful. They literally experimentally fine-tuned every single moment in the game to be as unsettling and frightening as humanly possible. They used every cliche'd trick in the horror book, and they did it so perfectly that it's possibly the scariest game ever made and no one seems to find fault with it on any level.

Next, the physics. The physics are excellent. They made only two sacrifices to realism, and both are interrelated and necessary for smooth game play. 1, everything movable except certain scripted objects gives way to Isaac Clark as if it's made of styrofoam. 2, monsters grip surfaces like they have superglue-strong bonds until they die, at which point they become much like any other movable object. The fact that everything weighs almost nothing means you won't be doing much damage by slinging large objects at creatures, sadly. You CAN pull yourself off into freefall in zero-g environments by goofing up your Stasis/Kinesis and overloading the safety measures built into the overly-realistic physics engine, though.

More physics: The weapons. Ok, there's one goofy thing where limbs that could take huge damage during life are severed instantly and easily after death. Otherwise, the weapons' interactions with the environment are stellar in every way. The Force Gun, which is difficult to use and often considered buggy, is actually a triumph of vision and detailed realism. It actually creates a concussive blast by compressing air about a foot away from the gun and releasing it (mostly forward). If the monsters are on your side of it, they get bumped into you (resulting in the OMGWTF!? moments often suffered while using the Force Gun). If they're a little off to the side of the compression, they take small damage and are flung away from it sideways. If slightly on the far side (taking the full blast), they're blown to itsy bitsies, if too far away or dead center, only knocked down with less damage. Contact Beam should have been modified to be just as deadly against center-of-mass as against limbs; it seems silly that blasting something in the chest with a gigantic laser cutter does less damage than shooting off one of its legs with it (2 chest shots in Impossible, 1 leg shot).

The Flamethrower is included for all those who insist on it with every zombie (erm, Necromorph) video game release, but its damage is realistically portrayed and it's near-useless. That's the way to be completionists and stick it to everyone who wants to burn scorchproof aliens!

Ripper: wow, another beautiful original addition from the same people who rewrote the book on the futuristic shotgun and slung a grenade launcher on it (orgasming over the Force Gun again). A kinesis- or magnetism-projected rotating saw blade... they may have shown the Flamethrower for the weak piece of nothing it really was, but at the same time they introduced a new weapon to take over the flamer slot and outshine it in every way!

The Line Gun and Plasma Cutter... don't you want these in every zombie game you play? Can you imagine storming through L4D with a Plasma Cutter or abusing the Line Gun's mines and dismemberment?

Pulse Rifle / Contact Beam, well-done reincarnations of classic weapon functions with futuristic twists and secondary fire modes to make them unique, interesting and more useful.

More to come if people are as interested in the game as I am. I'd love to hear what other people think of the weapons and features, and I've figured out all kinds of things about the plot. The origins of the whispers, chanting and singing, the meaning of all of the acronymns, the true nature of Nichole...

14
DF Modding / Editing pack animals
« on: February 08, 2010, 08:45:52 pm »
Hey, I want to know what creatures to mod if I want my pack animals to be beastly and not limit the amount of stuff elves and others can bring. I'd also like to know what changes to make.

I did do some topic searching, but the list was too populated to effectively search because anything related to "Pack Animal" picks up on the tags in all of the topics.

15
DF Dwarf Mode Discussion / Helping new DF players with a unified guide
« on: January 30, 2010, 09:30:12 pm »
Edit 1: This is a project to provide a unified guide to all of the practical knowledge a player needs to play DF. It is motivated by the constantly repeated forum questions and the trouble many of us have personally had at various times playing the game. Version 2 of the outline is up. *End Edit 1, part one

We have the wiki, monster that it is. A repository of generally accurate information, filled in with the apocryphal and fictious in places.

I'm not here to complain about the wiki. It's a wonderful tool. My objection is to the difficulties presented to a new player attempting to learn the information necessary to play! I had to read the wiki for hours on end to learn what I needed, and only an insatiable curiosity and the captivating complex nature of the game itself kept me going. I want to create a new wiki page, linked to the relevant pages, which will guide a new player starting with the basics through a complete and thorough knowledge of everything needed to play the game.

I hope experienced players and newbies like myself alike will read the following outline and give me their opinions along with suggestions for improving it. Keep in mind that it is just an outline, and things such as "ways to designate a meeting area" will describe things like making rooms from statue gardens, dining halls, and the area Designation type.

All suggestions from the general to the specific will be appreciated. I'll begin writing once I feel we have reached a concensus of what is needed, and hopefully it will be a collective project.

http://docs.google.com/Doc?docid=0AfoBcbukFaehZGdrNzlqcnNfMGNkMzViemR3&hl=en

Edit 1, Version 2 is up and everything new is highlighted for convenience:

http://docs.google.com/Doc?docid=0AfoBcbukFaehZGdrNzlqcnNfMWR2d2czd2dk&hl=en

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