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Topics - Teneb

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16
DF Suggestions / Forgotten Beast number on Advanced Worldgen
« on: March 11, 2016, 03:08:33 pm »
Forgive me if this has been suggested before, but I did a quick search using both the search box as well as reading thread titles in the most recent pages and haven't seen anything of the sort.

Currently, we can change the number of pretty much all procedural creatures (Titans, Demons, Bogeymen, Night Trolls, Angels, Werebeasts, Necromancers, Undead) with the exception of the Forgotten Beasts. My suggestion is to simply add that option to advanced world generation so they can be disabled or have their numbers increased by the player.

17
Forum Games and Roleplaying / Nightfall (Suggestion Game)
« on: February 24, 2016, 08:55:56 pm »
NIGHTFALL

You sit at the counter of the Tombstone bar. You slowly sip a nondescript drink that may not even be alcoholic. The tombstone is not known for being a very good bar. It makes most of its earnings from mourners since it sits on top of actual catacombs. One might even say they are making a killing. One would earn the narrator’s scorn if they did.

 You are here for a reason, though. Not an important reason though. Those are for people who are actually important. Did someone die, are you meeting someone or do you just enjoy low-quality drink? Your pondering is interrupted by one of the patrons, looks like one of the wanderers. She wears the garbs of the Ignited. Which is to say, normal, if somewhat singed, clothes and a diverse collection of burn scars. Not the most original group when picking names, but they can’t all be winners. You are currently ambiguous in your opinions about their kind and their presence in the City.

You were trying to remember why you are here. This narrator suspects you are just trying to justify your questionable tastes in beverages. It’s okay, there’s only a little shame in admiting you have a problem. Well? Don't keep us in suspense!



What is this?
A suggestion game. It came about when I decided to indulge into a bit of worldbuilding to pass the time, and ended up not only getting attached to it, but liking where it was going. So why not make a forum game out of it? Might as well practice my writing while at it, too.

18
DF Modding / MOVED: Warhammer Mod r1: Stormhammer
« on: February 20, 2016, 03:37:17 pm »

19
DF Modding / [MODDING] 0.43.x QUESTIONS THREAD
« on: December 01, 2015, 02:59:40 pm »
The new version is out! The old version is dead, all hail the new version.

Any questions related to this new series of versions go here, as well as any potential discoveries about RAW modding you may want to share.

21
DF Modding / Experimenting with a possible siege fix
« on: July 31, 2015, 06:18:46 pm »
Some time ago, DVNO proposed the following as a solution to the sparseness of sieges, as seen in the quote below:
For some reason in the entity files, PLAYER_FORTRESS is a functional site tag but no one uses them, not even Dwarves. Can setting the Goblins to only have a preference for player fortresses aid with the Siege drought in 40.24? 

setting [LIKES_SITE:PLAYER_FORTRESS] and removing all other preferences, even tolerance for an Entity's own default site, got me *a* siege in 40.24 at least. I don't know if that was just astronomical odds that I happened to get my only siege in six RL months with 40.24 while using those modded raws or not. Could never get it to happen again, but I haven't been playing DF much since then.

Some independent testing would be nice to have, I'd like to know if I'm going crazy or not. :P
As far as I am aware, sieges in the current version seem to be influenced by distance and whether or not the entity in question has a particular preference for the target site. If I said anything that is known to be wrong, please do say so.

If what I said above is correct, it may explain why there are so few sieges. Player sites use the PLAYER_FORTRESS token, rather than that used by the rest of the entity they are playing as. So, as suggested by DVNO, making an entity like PLAYER_FORTRESS will increase attacks. Or so I hope. I've yet to see any real testing on this, so I decided to try it myself.

What I am going to do is take the fortress defense mod, as it currently stand in its thread in Mod Releases, and add [LIKES_SITE:PLAYER_FORTRESS] and [TOLERATES_SITE:PLAYER_FORTRESS] to each entity. I will also do the same to standard DF humans, elves and goblins. I will then create two fortresses near as many civilizations as I can, which I will then try to keep alive for at least a few years. After those two are done, I will create another two, but this time in a position that is as far away from civilizations as possible while having them still remain in the neighbors menu. I will later compare it to a non-modded DF with only the changes stated above, and afterwards to a completely unchanged DF.

I will post the results here as they appear.

EDIT: The world was generated with advanced worldgen, medium region. The only changes were a 100 years of duration, minimum cavern water to 5, 2000 embark points and mineral scarcity to 1000.

As a bonus, the civilization I picked is dying to the point I got a warning about it.

22
Mod Releases / Teneb's D&D Content Pack 1.2
« on: July 20, 2015, 06:01:23 pm »
DOWNLOAD HERE

HOW TO INSTALL: unpack the contents in your DF folder.

OPTIONAL: Modified base game

The aim of this mod is to provide a pack with creatures, basic (non-playable) entities and various interactions. Secrets, curses and entities will be grouped in their own files that can be easily deleted in case the user doesn't want them. Said additions do not replace anything already present in DF. So while the mod adds, say, a scrag (aquatic troll), it will not add regular trolls (since DF already has that, even if somewhat different from the D&D one). I tried to make it compatible with as many mods as possible, but there may arise conflicts if any vanilla DF metals are removed.

Some interactions may not work properly with non-mod creatures (for example, smite evil requires the target to have [CREATURE_CLASS:EVIL]), the classes I used are in the spoiler below.

Spoiler (click to show/hide)

If you do not want any new entities, secrets or curses, go to /raw/object/ and delete both entity_dnd.txt and interaction_dnd_class.txt.

This is not a total conversion! If you want a D&D total conversion, I suggest this

Spoiler: Version Log (click to show/hide)

Spoiler: Upcoming Changelog (click to show/hide)

23

EYE: Divine Cybermancy. A game unlike any other. Mostly in the aspect that it is a very strange game that doesn't necessarily make any sense at any time. It is a good game though. Probably. It's also not a very long game, grinding for money aside. Since I very much like this game, so "why not LP it?", I asked myself. And here we are.

But what is EYE? Well, maybe this picture can explain it:
Spoiler (click to show/hide)
If you are still confused, worry not: it will still make no sense when this LP is over.

Mechanically speaking, it is a First-Person Shooter with some, but not many, RPG elements as well as a whole lot of WTF. It is probably one of the few FPS's that would actually work for a screenshot LP. The AI in this game has a single tactic: swarm you, non-stop. I actually had to tweak the AI for this, making it less aggressive and omniscient, because otherwise I'd have no time to take screenshots.

For those wondering about my KotOR LP, this won't interfere with it. EYE has far, far less dialogue to transcribe, so I will keep irregularly updating both LPs.

First update will be out as soon as I finish uploading the images.

24
Mod Releases / Warhammer Mod r15 (???)
« on: June 05, 2015, 06:55:21 pm »
READ THIS FIRST: I am slowly reworking this. I will make another thread when it gets released. Should you download what is in the link below, expect no support.

DOWNLOAD HERE

The Manual

HOW TO INSTALL:
   1. Make a clean install of Dwarf Fortress
   2. Delete the raw folder
   3. Install the latest DFHack (link here)
   4. Extract the compressed files you downloaded from the link at the top of this page into the DF folder, overwrite everything it asks about

Failure to follow the above instructions may result in one or more things not working as intended.

ALSO IMPORTANT: I have included a manual with the mod. Please read it. I've also posted its contents in the thread, but that may be harder to find.

ON TILESETS: Sadly, my drawing skills could be classified as crimes against humanity, which means I can't make a tileset for the mod. Unless some brave soul volunteers (there are a lot of creatures), this will remain ASCII only. I suppose you could try to install a tileset of your choice if you don't mind mod-specific stuff appearing in ASCII among the tiles.

As always, report bugs. Please.

On using any of the content in your own mods: First, check if it is really something by myself rather than someone else. If it is by me, then feel free to use it, no need to ask permission. Credit would be nice, but I'm not going to waste time going after someone over it.



A long time ago, there was a thread. In it, Krantz proposed a bold undertaking: to make a Warhammer Fantasy mod to which anyone could contribute to. I myself contributed to the mod (said contribution was crap. I plan to correct that.), as did many others. Eventually, only SDood had been keeping the mod updated. After exchanging PMs, we agreed to revive the mod and get development going again. Due to a lack of interest from anyone but myself, I ended up making this a personal project.

Spoiler: Feature list (click to show/hide)

I'm pretty much starting from scratch, since it was a true and complete mess, which I guess happens when you got a lot of people messing with the same thing.
Much better now.

Credits:
Krantz, SDood, Shintaro Fago, mrtspence, Crazy Cow, Teneb(then Deathsword), Dbuhos, MiguelMO, Phoebus, SethCreiyd, Moogie, TastyMints: The old version
(If I forgot anyone, either PM me or post in the thread)

Teneb: The new version
Everyone who contributes to DFHack: Integrated from (upcoming) R3, these wizards allow me to do stuff that would otherwise be impossible and bother to answer my questions on how to use the various scripts.
Dirst: For allowing me to use a script present in his The Earth Strikes Back mod in R3.
Boltgun: For allowing me to use one of their scripts from Succubus Dungeon starting with R7.
Meph: Helped me finally fix the creature spawning stuff.
Roses: For use of some of their scripts from R12 and onward.

Spoiler: Changelog (click to show/hide)

25
Other Games / DOOM: KNEE DEEP IN THE WAD
« on: June 04, 2015, 01:26:45 pm »
DOOM will be revealed at E3, as I think a few scattered posts on the forums have mentioned it already. DOOM, or Doom 4 if you prefer, is a reboot of the series.

I actually have a lot of hope for this one, first because the two new Wolfenstein games have been excellent and second because, according to eyewitness who went to a private demo of the game in a previous expo it looks a lot like Doom 2 with a few elements not present in any previous Id games, such as double jumping.

Let another hype thread begin.

(Talk about other DOOM games in general is also encouraged)

26
Mafia / Beginner's Mafia LV: Masked Trouble - Scum Victory
« on: May 24, 2015, 01:43:30 pm »
    Beginner's Mafia LV
    Masked Trouble
    Luchabowl LV. The most anticipated event in La Bahía. All the best luchadores gathered together to provide the greatest wrestling spectacle in the world. Since you were kid you dreamed of taking part in it. And now you are here, living the dream. Here you've made great friends (though you don't actually know who they are, thanks to the masks), great fights and greater suplexes. But there are dark whispers in the locker rooms. Rumours of fixed matches. Participants blackmailed into leaving. You will not stand for this. You will save Luchabowl, or fail trying.


    Player List [7/7]:
    • Graknorke  - Killed N1
    • Loud Whispers[color] - Lost D3
    • FallacyofUrist - Lynched D2
    • Urist McCoder - Won
    • Tawarochir - Lost D3
    • H4zardZ1 DoctorMcTaalik - Won D3
    • Hiddenleafguy - Lynched D1

    ICs [2/2]:
    • notquitethere - Killed N2
    • 4maskwolf Shakerag - Lynched D3

    Scum IC [1/1]:
    • Persus13

    Replacements:

    Introduction

    Welcome to Beginner's Mafia LIV. As the title suggests, this game is for beginners. If you have no idea how to play or you have some experience but you're still not quite sure what to do, then this is the right place for you. If you sign up, you have one goal: Learn how to play the game of mafia. Since this is not an easy thing to do on your own and we wouldn't dream of forcing you to do it, you will be assisted by two 'inexperience challenged' players, or ICs. The ICs are experienced players on the board who have signed up to help you learn. You can always trust that the advice they give is genuine, however, you cannot always trust the IC, as they are players in the game and have the same likelihood of being scum as every other single player.

    If this is your first time playing, keep in mind that games of forum mafia take several weeks, and can sometimes run longer than a month, and that you are expected to be able to play continuously through that time. If you can't anticipate being able to play for that long for whatever reason, then maybe the game of mafia isn't for you. But if it is, then welcome to the mafia subforum, and I hope you have a great time playing.



    Gameplay and Concept

    The game of mafia has a simple concept. A large group of players known as the town plays against a smaller group of players known as the mafia. In this setup, there are nine players, with seven town and two mafia.

    Before the game begins, each players is given a role and an alignment by the moderator. There are two alignments in this setup: Town and Mafia. The town outnumber the mafia, but each individual member of the town does not know the alignment of any of the other members. The mafia know the alignment of everyone on their team and they can discuss the game privately in a special mafia chat. The mafia has access to a nightkill that they may use in the Night phase, while the town occasionally has roles with abilities that are used during the night.

    Once everyone has a role, the game begins in the Day phase. During the Day phase, players may discuss the game and each player has a vote that they cast publicly to lynch a player. At the end of the day after some predetermined amount of time, the player with the most votes is lynched. Lynching does two things: it reveals a player's role and alignment, and it removes a player from the game. Once lynched, a player is no longer allowed to post in the thread.

    Once the day ends, the game proceeds to Night. During the Night, discussion is prohibited. The mafia team picks a target to nightkill. If available, any town power roles use their actions as well. At the end of the night, the target the mafia chose to nightkill has their role and alignment revealed, and that player is removed from the game in a similar way to being lynched. Once the night ends, the game proceeds to another Day.

    Both teams win by eliminating the other. However, due to the nature of the teams, they win very differently. The town win by finding and lynching the mafia, while the mafia win by avoiding being lynched and nightkilling.

    Potential Roles

    Vanilla Townie - A member of the town with no special abilities.
    Vanilla Mafioso - A member of the mafia with no special abilities.
    Cop (Town) - A cop may choose to inspect a single player during the night and learn that player's alignment.
    Jailkeeper (Town) - A combination of a Roleblocker and a Doctor, a Jailkeeper both protects and blocks the target from acting during the night.
    Role Cop (Mafia) - Much like the Town Cop counterpart, the Role Cop investigates a single other during the night to learn their role, instead of their alignment.

    This is still an experimental setup

    The only role that receives the success of their results in this setup is the Cop and Rolecop. All other roles are not informed if they were successful or not.

    One of the following setups is used:
    1. 1 Mafioso, 1 Mafia Role Cop, 5 Vanilla Townies, Sane Cop, Jailkeeper.
    2. 1 Mafioso, 1 Mafia Role Cop, 6 Vanilla Townies, Sane Cop.
    3. 1 Mafioso, 1 Mafia Role Cop, 6 Vanilla Townies, Jailkeeper.

    Spoiler: Possible Role PMs (click to show/hide)

    Notes about the ICs

    The ICs are here solely to teach new players how to play, but remember, they are also players in the game. This means they have the same chance to be scum as any other player and it is entirely possible for one IC or even both ICs to be scum. Regardless of their alignment, they are obligated to provide you with genuine advice, so that even if you don't trust the IC, you can trust the advice they give. Some ICs will use a special 'IC voice' to alert players that they are delivering honest, unfiltered advice, while some don't.

    The ICs have the special privilege of being able to talk while dead. This is so that they can continue to give advice even if they are killed during the course of the game.



    Rules
    • Voting - Votes are cast in red and should include the name of the targeted player. Other colors may be ignored. Teneb, Scumneb and Scumbucket Teneb, are all acceptable ways to cast a vote if the target is clear enough.
      • If you want to remove your vote, you may put unvote in red text. You must explicitly state this to remove your vote. You may put the name of the player you are unvoting in red after the unvote, e.g., unvote Teneb, but it is not required.
      • If the day ends with two or more people having the same number of votes, the day will end with no player being lynched.
      • It is also possible to vote for a no lynch to explicitly end the day without a lynch.
    • Death - When you are dead, you are prohibited from posting in the thread. You may make a single 'bah' post after you die, however, it must not contain any game-related information. You may be asked to edit out any information that breaks this rule.
    • PMs - PMs between players are prohibited. You may freely PM the moderator to ask game-related questions, what the moderator may reveal, however, is limited.
      • Do not quote any direct correspondence with the moderator, including role PMs and rule-related queries.
    • Edits - Editing posts is prohibited. Do not edit your post for any reason, even if your post comes out as a train-wreck of formatting, spelling, punctuation, and/or grammar. The preview button exists; use it.
    • Replacements/Activity - If you find yourself unable to play, you may, and should, request a replacement. We may try to talk you out of it if it's for any other reason besides you not having enough time to play.
      • Prods may be requested for a player. If they have not posted in the thread within 24 hours, excluding weekends, they will be prodded.
      • If you stop playing altogether without notifying me, you will receive a warning after 48 hours, and a forced replace after 72 hours.
      • Please be active. The greatest killer of beginner games is poor activity.
    • Day/Night Length - Days will last 72 hours. Nights will last 24 hours, or until all night actions are received. Weekends are not counted in terms of day or night length. E.G., if a night starts at 12:00 PM Friday, it will end at 12:00 PM Monday.
      • If the game is in a LYLO or MYLO situation, there will be no formal deadline. >50% Players must vote to end the day, or votes must not change for 24-hours.
    • Extensions/Shortens - A player may vote for an extension to increase the length of the day. It requires >33% of the current number of players to request an extension for an extension to be granted. A player may also vote for a shorten. It requires >50% of the current number of players for a shorten to be granted. Extensions increase day length by 48 hours, while shortens will immediately end the day as soon as possible. There are only two extensions per day, with other extensions being granted at the moderator's discretion for special reasons.
      • Votes for extension/shorten are done in boldface. Extend, Extension, Extend it up yo, Shorten it out y'all are acceptable ways to vote for an extension or shorten
      • Extensions or shortens can be opposed. Opposition to extensions or shortens are done in boldface. Oppose Extend, Opposition to the Extension, Oppose Shorten, are acceptable ways to oppose an extension or shorten. Oppositions count against the total number of votes for an extension or shorten.
      • Extensions count as opposition to hortens. Similarly, shortens count as opposition to extensions.
      • Extensions, Shortens, and Oppositions will be counted and processed by the moderator in the order that they are cast.
    • External Participation - While the game is ongoing, if you are not a player, an IC, or a mod, refrain from posting in the thread.
      • Play to win! There is no hopeless situation, so don't ever give up. And remember, be bold! You learn nothing and you gain nothing by holding back.
    • Miscellaneous - Use of cryptographic hashing is not permitted.  If you want to have hidden/obfuscated messages in your posts for later use, come up with them using your own wetware.

    Resources and Guides

    Our own Bay12 Mafia tutorial
    The Mafiascum wiki. Lots of theory, terminology, and game analysis.
    An Interactive Flash tutorial by one of the Mafiascum.net people. Helpful visualization!
    The Notable Games archive. Read a famous game from start to finish! Learn some Mafia history.

    Spoiler: On D1 No-lynches (click to show/hide)






    Frequently Asked Questions

    Spoiler (click to show/hide)
    [/list]

    27
    Forum Games and Roleplaying / Hotline Bay12 [SG]
    « on: May 05, 2015, 05:43:59 pm »
    Code: [Select]
    The Newsletter

    Greetings, Citizen! Thank you for subscribing to our newsletter!

    As you know, our great City has been brought low by the hubris of those who would guide us. As you know, strings of self-serving decisions have left the City on it's knees. As you know, the politicians, the oligarchs, the CEOs seek only to fatten themselves, and bleed the rest of us dry.

    And, as you know, nothing is being done to fix that.

    The City will need heroes. Paragons to defend it in it's hour of need. Those who are willing to resort to unorthodox methods to restore things to what they should be.

    A bright future and a brighter life, Citizen. That is what we seek. That is what you seek. And by working together, we can achieve that. Believe in yourself, Citizen, for we do. It takes few to enact change. You can be one of them. We will keep in touch. Meanwhile, we would be delighted if you could fill in the attached form.

    May the wise light the path in the darkness.

    This is a suggestion game. While I've already written most of the plot (in broad terms), I left it ambiguous enough that it can adapt to whatever suggestions are given. I will try to describe situations and environments as best as I can through a mix of text and ASCII art.

    Please create a character using the sheet below. (There will be a single protagonist, whichever suggestion gets the most support wins)

    Spoiler: Character Sheet (click to show/hide)

    28
    Mafia / Elements: Cataclysm - The End: Endless Forest
    « on: April 04, 2015, 08:23:11 am »
    Elements: Cataclysm

    Once, in aeons long forgotten, five elements emerged from the void, and immediately set to vying with each other for dominance. After a long struggle, Earth, Fire and Air were subjugated, and Water and Wood used their dominance to forge a world in their own image. A world of swamps and oceans, teeming with life, silent and stable.

    But, in the depths, Fire churned in rage. Through that rage, it roused Earth from its slumber and together they plotted against Wood and Water. When the time came, when the dominant elements thought themselves secure and their reign absolute, they struck. Great tremors shook the planet, and volcanoes spewed ash and fire onto an unsuspecting world. Taking advantage of the turmoil, Air saw an opportunity, and struck itself. With all elements freed, old alliances crumbled and they fought once more.

    But this age would not follow the example set by the past. For in the end, only Fire and Water stood, the most bitter of enemies. Each knew they could not win, and yet refused to concede defeat to the other. Each plunged into the other, in a mad dash of hate and despair, intent on annihilating the other, regardless of their own fate.

    They failed. Fire and Water became mere shades of their past glory, joining the other three, who also became that way in the wake of their last conflict. The world they'd forged was scorched, drowned, but still there, still allowed to perhaps one day be reborn. And so they gathered their strength, plotted and waited. And when they were strong, powerful, confident, war was declared.

    But something went wrong. The declaration of this third conflict had unexpected consequences, for an old force had awoken, one more ancient than any of the five. The Void. It joined the battle, but refused any compromise. Its sole goal: complete destruction of creation. None know what happened next, not even the elements. Some speculate a temporal instability occurred, others argue that it was instead intervention by outside forces. But the end result was clear: a massive cataclysm that sundered the world, left it broken, on the brink of death.

    But the situation can still be reversed, the world remade, if one or two of the elements achieved dominance... or it could spiral back into the oblivion of the Void.




    Elements is a mafialike game for six players. Each player plays an element secretly assigned to them: fire, air, water, earth, wood and void. Each element is naturally allied with two other elements and is enemy with two other elements. The exception being void, who has no allies. A player wins when all their enemies are dead and they are still alive.

    The allegiances are:

    Fire is allied with Air and Earth, enemy to Water, Wood and Void.
    Air is allied with Fire and Water, enemy to Earth, Wood and Void.
    Water is allied with Air and Wood, enemy to Fire, Earth and Void.
    Wood is allied with Water and Earth, enemy to Air, Fire and Void.
    Earth is allied with Wood and Fire, enemy to Water, Air and Void.
    Void has no allies and is enemy to all.

    Each day every player may take two actions, which must be either an attack or a protect. Each player may cast both an attack and a protect. They may instead cast two attacks or two protects, but doing so exhausts the player (see below). No player may cast more than one action on the same target, nor are they allowed to target themselves.

    Each element has one or more special powers (listed below) which can alter the gameplay. In addition to these abilities, every element has the ability to start up a private chat with one other player of their choosing. Only one power, regardless of being a one-shot, can be used per turn.

    When a player dies, they may choose one other player to be privately informed whether the deceased was an enemy or an ally of theirs, but their true element is not revealed until the end.


    Resolving Attacks
    At the end of the day, all abilities are resolved and the total attacks and protects are tallied. Each protect nullifies one attack, (unless stated otherwise).

    If a player suffers only 1 attack, then they are injured for the following day instead of killed. If a player suffers 2 or more attacks, or if they suffer at least one attack while injured, then they die.

    An injured player may only take 1 action. (If they survive a day while injured, they are no longer injured on the following day) All players are publicly informed when a player is injured at the end of the day.

    Injuries are announced publicly when they happen.

    Exhaustion (and injury)
    The first day will start with all players exhausted.

    An exhausted player can take only 1 action. Exhaustion lasts for one day, and then expires.

    A player that is both exhausted and injured may still take 1 action.

    A player that is either exhausted or injured may still register 2 actions, but only one of them will function. If the player does not specify which one is "real", then the most recently cast action will be chosen. The actual actions taken will be shown accurately in the final tally.

    While all players are publicly informed when a player is injured, they are never informed when a player is exhausted, or when or if they may have healed from an injury.

    Faking Exhaustion: Players may fake exhaustion by PMing the mod with their intent to do so. Faking exhaustion allows a player to register two actions, and then have one of them fail, as if they were exhausted.

    Basic Mafia Rules (adapted)
    No PMing anyone but me, the mod.
    No quoting the mod in regard to PMs.  You may quote anything in the thread.  You may also paraphrase.
    Weekends count for 0 hours.

    Additional Rules
    -All valid Attack votes must be contain the name of the person the player wishes to attack in red, like: deathsword, or attack deathsword
    -All valid Protect votes must contain the name of the person the player wishes to attack in green, like: deathsword, or protect deathsword
    -Unattack, unvote, unvote or unprotect to remove your votes.
    -You cannot target the same player with more than one action
    -The day ends when all votes are given, or when no new votes are placed for two days (if you have voted then your vote is no longer counted as new, no matter how many times you change it)
    -To initiate a private chat, please send me a message with whom you want to talk to. All players have one chat by default.
    -Modifying posts in this thread is forbidden. Do what you like on quicktopic
    -Private messaging is not allowed outside of the quicktopics
    -Fakeclaims are allowed and encouraged
    -Once all votes have been placed, the day will end within 24 hours.
    -No quoting of private messages from the mod is allowed.


    Spoiler: roles (click to show/hide)


    Players:
    1.origamiscienceguy
    2.TheDarkStar
    3.notquitethere
    4.4maskwolf
    5.Deus Asmoth
    6.Peradon

    Replacements:
    1.Persus13

    29

    Some may remember that a while ago I set up a thread not unlike this one, but it was silently aborted before it even begun. That was because I upgraded my PC from 32 to 64bits and turns out the disk version of KotOR simply does not work in the x64 version of win7. Thanks to humble bundle, I have now the steam version of KotOR, which DOES work.

    But what is KotOR? If you never heard of it, it's a pretty popular Star Wars RPG taking place roughly 4000 years before the movies. Or at least that was the case, except now it was retconned out of the continuity along with pretty much the entire expanded universe. It was made by Bioware, so if you played any of their rpgs you know what to expect.

    This will be a screenshot LP, and I will leave the big decisions up to the thread (assuming there is enough interest, if not I'll choose on my own) will pick the decisions myself due to the challenge, which is to finish the game neutral. The first choice, of course, is going to be character creation. What needs to be chosen is name, gender, appearance, class and alignment.

    Name is purely cosmetic. That is all that needs to be said about it.

    Gender is pretty self-explanatory. There are some changes depending on gender, especially regarding the (optional, of course) romances. Male is the canon for this one

    Appearance has zero effect on gameplay other than the fact that you'll have to stare at that face for pretty much the entire LP. Below you'll see the appearances available, and the canon one is highlighted in blue.

    Spoiler: females (click to show/hide)

    Spoiler: males (click to show/hide)

    There are three classes in this game: scoundrel, scout and soldier. This choice affects what skills are considered class skills (and thus cheaper to level) and how much and how often we acquire skill points and feats. In short, soldiers have more health, more feats, but the least skill points. Scoundrels have the most class skills and gain a lot skill points per level, but have few feats and are fragile. The scout is basically a jack of all trades. If you are interested the boring math for each are:

    Spoiler: Scoundrel (click to show/hide)

    Spoiler: Scout (click to show/hide)

    Spoiler: Soldier (click to show/hide)

    Of course this would not be a star wars rpg without alignment. Through actions, a character may go towards either the light side or dark side (or, through a lot of effort and bipolar behaviour, stay neutral). Aside from the affecting plot itself, it has gameplay effects: If you are deep into the light side, light powers are cheaper, while dark powers are more expensive. Neutral characters get a mostly equal price for either, but get no discounts either. There is no influence system for companions in this game, with dialogue being decided based on previous choices and character level nearly exclusively.

    Lastly, while this is not blind, please do not spoil anything that hasn't happened yet, or, if you absolutely must talk about it, use spoiler tags.



    Below are links to each update.

    30
    As suggested in the sad thread by both LSP and Dutchling, South America is now joining all the cool kids with the continental politics threads. I doubt there's enough intrest, but here it is.

    To start it off, one of the candidates for the presidency of Brasil died a few hours ago in a plane crash on a residential area. It appears all 7 passengers died, and quite a few pedestrians were injured. So now the candidates to presidency (with even the most remote chance of succeeding) have been reduced to three: the current president, a conservative and a very radical priest.

    Please keep it civil, or the thread gets locked.

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