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Topics - Girlinhat

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31
Play With Your Buddies / Cataclysm: Mutant Play
« on: July 09, 2013, 07:39:24 pm »
So here's the idea.  I warm up Cataclysm: Dark Days Ahead and I roll a regular character idea, then use the debug menu to mutate myself.

So the first question is, what stats, skills, and traits would you recommend for a REGULAR character?
http://www.wiki.cataclysmdda.com/index.php?title=Stats
http://www.wiki.cataclysmdda.com/index.php?title=Skills
http://www.wiki.cataclysmdda.com/index.php?title=Traits

Then what mutations to take on?
http://www.wiki.cataclysmdda.com/index.php?title=List_of_mutations

I'd like to stick with a single type, personal preference towards 'bird' but other types are fine.  The thing I want to do, is begin with a regular old character, and THEN apply mutations.  If certain ones overlap then an upgrade may be made - for instance, if I naturally have 'night vision' then mutate into a form that has night vision, I might upgrade it to 'perfect night vision'.

Finally, what challenges, if any?  The only reservation is to allow vehicles, otherwise pretty much any rules are allowed.  Well, maybe not carnivore/herbivore, as diet can be extremely important depending on the amount of wolves/triffids nearby.

So what shall I go for?  Bird, tree, and insect look fun.  Beast, cattle, and rat look entirely less entertaining.

32
No promises, but I've been looking over some recent science, and some people asking for help.  I've got the idea now, to make a fortress dedicated to covering the basics all the way to the obscure water shotguns and magma pistons.  This is intended to be a detailed, in-depth cover of even the most basic farming methods and other simplicities, explaining how to do things, as well as WHY and different options.

With that in mind, is there any particular request for things to handle?  I'm thinking of a flat embark in a regular woodlands, with a river and aquifer (I usually don't deal with aquifers, mind), and cramming as much content into one fortress as I can, marking down every relevant expansion I make and how it's orchestrated.  Likely going with the standard Embark Now as well, using DFHack for mundane worries, like using Workflow to automate drink production, and Therapist for obvious reasons.  My rule here is "If I had more time, I could manually handle drink stocks, but this is something boring I could do by hand or put to automation."  Other things are impossible with time, for instance "If I had all the time in the world I could never make water appear in mid-air without hacks, so I will not summon water but instead I will build pumps."  Also, no mods, but a tileset might make things more visible (I've been in ASCII native for a while now).

Discuss.

33
So this thing happened.  And now I'm on a DOSBOX.  Staring at the "Select Difficulty" screen...

Superhuman looks terrifying.  Then again, fear is the mind killer.  I must have no fear...

I am also "blind" - do I fear the unknown, or am I too ignorant to know better?

What do I do, Bay 12?  Tell me!  Also I can post videos of this.

34
DF Dwarf Mode Discussion / Return to the Fray - What did I miss?
« on: February 26, 2013, 07:06:32 pm »
Yep, it's me.  Last version I played was actually just after minecarts were released.  If my records are to be believes, that was  34.10 - seeking to get back into the game, what's new and what's fun, or what's unknown and Fun?  Any new utility programs or changes or anything at all worth mentioning?

35
Other Games / War Thunder. Casual Dogfighting MMO.
« on: February 25, 2013, 12:00:18 pm »
http://warthunder.com/

First of all, this isn't a simulator.  You've got a plane, but if anyone's played World of Tanks they know what I mean.  You press 'shift' to accelerate and 'ctrl' to decelerate.  In mouse mode, you just point and the plane will bank and turn for you.

Granted, it's still not the classic 'space fighter shootem'up' cockpit view games.  As you raise altitude, you loose speed, leveling off can regain speed, and descending gains speed fast.  Gain too much speed and your pilot starts to black out from the g-forces, tunneling your vision down to a small cone in the center and going black and white.  Apparently go too fast and your wings can break off!  Go too far straight up and your engine can easily stall.  Take a banking turn too hard and wind up in a mountain.  Despite the casual elements of gameplay, flying can take a little to get used to, and learn how not to flop around awkwardly, or outright fall out of the sky.

It's also got some unusual ways to handle combat.  For instance, during combat you can be damaged and lose ammo (especially bombers, for both), but landing at a friendly airfield will allow you to repair, lower the fatigue from your crew (all those sharp turns and g-forces take their toll), and re-arm, which takes time depending on your crew levels.  However, sometimes you run into trouble!  I had my fuel tank hit one time, and suddenly ran out of fuel in the middle of a fight, so I decided to flee, hoping I had enough remaining fuel to make it back to the airstrip - I didn't.  I looked quickly, and found a stretch of road through a thick forest, so I swoosh down as best I can, and break my landing gear during a crash landing.  This provided me with experience points - for surviving a dangerous situation where I'm flying and all that's left is my gliding power.  I bail out of the plane and grab a new one.

There's also more than just planes.  Currently during a match, you can find ships and ground armor, and be tasked to destroy them.  They'll shoot back, and rarely kill but very often give a flak burst on your side and scare the hell out of you.  So, Assault planes can use the cannons and dumbfire missiles to smash them, fighters can attempt machinegun runs, and bombers of course can drop 400 pound carpet bombs.  Similarly for warships, you can attempt runs, dive bombings, torpedo bombings, or just suicide into their faces, as I tend to end up doing.

Oh yeah, also naval fights.  Good luck landing on the carrier!

As for the rest?  If you've played World of Tanks, you know the deal.  6 different nations (USA, Britain, USSR, German, China, Japan... I think...) and you gain experience points into your player level AND what nation you're using.  The higher your national rank, the better down the tech tree you can buy, once you've bought the previous plane.  There's also a handful of 'reserve' fighter planes, your no-cost-free-repair noob frames.  One thing that's nice, however, is that you gain crew points to spend.  Instead of 'the crew is better' you get skill points and decide if you want a better pilot or gunner - for that matter, you decide if you want the pilot able to see enemies from a further distance or if you want the pilot to withstand g-forces better.  Each crew has 5-6 different attributes to rank up independently, many of them on very long tracks.  Like gunner accuracy goes up to 50, and 3rd rank costs 2 skill points instead of 1.  So it can take a long time to fully rank up a single plane.  Fortunately, you get more than 1 skill point per match, if you're doing decently.

There's also lots of ways to earn exp.  Shooting planes, of course (enemy planes!) but also destroying enemy tanks or water targets, capturing runways by landing on them, even landing and taking off successfully will earn you a little exp!  Being critically damaged and making a 'saving landing' will earn you as well, and probably lots of other things I haven't discovered yet.  Unlike World of Tanks that merely encourages rushing and/or sitting behind a wall, War Thunder prompts the player to act as they normally would during a fight and rewards them for being active.

There's also development plans for allowing players to own and use naval vessels and land vehicles, although in open beta all they've got is airplanes.  Still, there's swap buttons that don't work yet, so that's promising.

http://warthunder.com/

36
Other Games / Wizardry Online - Permadeath Action MMO
« on: February 20, 2013, 09:56:42 am »
First of all, it's Sony Online Entertainment.  So drop your standards just a little.

PERMADEATH ACTION MMO!  If you've played Vindictus, you kind of know the setting.  Instead of general MMOs of standing and tapping hotkeys, it's more about moving around and striking.  Unlike Vindictus, it lacks the original design.  While Vindictus was essentially built from the ground up as an action game, Wizardry Online is an MMO converted to action.  It lacks much action - the trailer and the intro video are phenomenal, they actually play heavy metal grunting and it fits in context.  But when you get into play?  It's more enthralling than your generic WoW clone, but it's not as 'riveting' as games like Planetside 2.  That saying, you can play WoW-clones in your sleep and set them on hotkey macros.  You essentially need your full attention to play Planetside 2 since it's an FPS.  Wizardry Online needs your attention, but it doesn't require a massive amount of attention, at least not what I've seen so far.

It also falls into a lot of MMO traps.  There's a fantastic intro movie, it's brutal and amazing.  As soon as it ends, cheery music plays as you're put on a dock and sent through about 15 tutorial mini-quests to learn about the town.  "Do you know what happens when you rest at an inn?  You sleep and restore some HP!"  "Did you know that you can buy things from the shop?"  "Did you know that the blacksmith can forge equipment?"  I went through them all, there's -nothing- unusual.  You can skip them but not get the noob loot - turns out the 'noob quest loot' is a literal retard harness.  Like, I want to be politically correct, but it's a leather strap that goes around the forehead and back of the head, and a secondary strap that goes under the chin.  It looks like a harness you'd see someone wearing because they have a bad habit of letting their head fall on the desk and they need leather padding.  It might look better on other characters, and it might be different for other starting classes, but my fighter is currently not using that 5 or so defense.  There's also a LOT of NPC.  None of them do anything.  They're probably involved in one quest each so the writing staff could feel good, "This one is MY NPC, I made him and he was put in."

So what's good?  What makes me feel like this is Bay12 worthy?  The brutality.  Nothing regens on its own - your HP and MP are static numbers.  The ONLY way to regain points is to leave the dungeon and rest in an inn, chug a potion, or use a 'camp' that lets you restore HP/MP over time by staying inside a magic circle.  You can also restore full HP by dying, or exchange MP for HP by using Self-Heal - I don't know if all classes have it, but Fighter does.

Further, gear is damaged over use.  Whenever you get into combat, your gear drops in durability by degrees, able to restore at the blacksmith, and presumably better upgrades and/or skills can improve durability loss.  Currently this is actually a problem for me, as my sword is broken and I can't afford to repair it, but I went to sleep without figuring out a solution because it was late.  I'll figure it out later.  This can make gameplay brutal, though, unlike many games that just toss gear at you, you gotta care.

Mobs rarely drop gold.  In the first level sewers (the sewers under the capital city are FULL of zombies, like dozens) some mobs will drop 'shining stones' that resale for 30gp, some potions rarely, or small amounts of like 8gp.  For comparison, it costs ~500 to get newer gear at low levels.

Combat can be rough as well.  As a fighter, I'm specializing into shields and defense.  The fun part is that when you block with a shield it gives 0 damage, but instead reduces your shield rating.  When your shield rating drops to zero your guard is broken and you can't defend.  Shield rating restores over time, and there's passive skills to increase the regen time and amount, although for general mobs it seems to take too long to regen - if your shield rating breaks during a zombie fight, you're gonna have to finish it.  Since HP doesn't restore except by using gold, fights suddenly become a big deal.  Taking damage is losing cash!  Spellcasters also have a difficult time, as MP doesn't regen either and knowing when it's worth it to throw magic can be the difference between fighting the boss with nukes or just having a wooden stick.

What does it all mean?  Resource Deprivation is key, at least so far, as earning gold is tricky, and the brutality of it all discourages noobs, so by the time you get halfway through the first dungeon, it's become harsh.

I'm in game as Anura Girlyhat on the US server - your last name/surname is your 'account name' and it was too short to let me put Girlinhat.

I don't know how the gold farmers survive.

37
Play With Your Buddies / Girlinhat's Pathfinder: Failures of Ability
« on: February 16, 2013, 10:37:15 pm »
As some may be aware, I've begun to DM a game of Pathfinder (which is essentially Dungeons and Dragons 3.75).  With the first session done, a chronicle shall begin.

1 Feb. 16th 2013: The Worst Kind of Heroism.
2 Feb. 23rd 2013: Failures of Trust
3 March 2nd 2013: Failures of Ability

38
Forum Games and Roleplaying / Dungeons and Dragons via roll20.net
« on: February 07, 2013, 11:38:55 pm »
Essentially, want to set up a game.  I'm a total noob, and there's probably a lot of people here in the forums who haven't played, have barely played, are out of practice, or otherwise nooby.  To that end, let's set up some Bay12 D&D!

I really don't have anything concrete planned right now, since I'm not experienced enough to DM or anything, but I'm sure someone around here would be willing.  Since I've just learned the game rules, though, I can help explain them to people who are unsure.  (It's really a lot simpler than it looks at first, everything follows one core rule.  It's like Robot Unicorn Attack - you only have one button to push!)  So if anyone is totally new, we can discuss how to get started, and set up a timeframe to get together and who's gonna do what.

That's all I've got right now.  Anyone interested chime in, and we can figure things out from there.  Sorry this is already starting so disorganized, if I were more competent I'd be offering to DM and have a more concrete plan set up.

39
Other Games / Pathfinder Non-Sequential - Girlinhat is your DM!
« on: February 07, 2013, 02:15:26 pm »
New plan!  Starting... sometime, I'm going to start running individual dungeon sessions with little to no sequence - the dungeon this week is likely totally unrelated from the dungeon next week.  Characters may drop in and out freely, they will be persistent and whenever someone returns their character is still valid.

Also very likely to make a simplified character generator, to read and write text files and give myself an easier time shuffling through however many piles of characters eventually get involved.

So feel free to make a character, but don't submit yet.

http://www.bay12forums.com/smf/index.php?topic=122652.msg4151001#msg4151001

40
General Discussion / Help on upgrading my graphics card?
« on: December 29, 2012, 03:47:09 pm »
So I don't know a whole lot about hardware.  Like, at all.  I was pleased with myself when I realized the headphone slot on the back worked just as well as the headphone slot on the front.

This is the computer I have, all parts are still stock:
http://h20000.www2.hp.com/bizsupport/TechSupport/Document.jsp?objectID=c01969946&lang=en&cc=us&contentType=SupportFAQ&prodSeriesId=4079858&prodTypeId=12454

Just glancing at Newegg, and comparing the interface slot, along with my budget, these are the two that look most promising and/or the only ones available:
http://www.newegg.com/Product/Productcompare.aspx?Submit=ENE&N=100007709%20600007852&IsNodeId=1&bop=And&CompareItemList=48|14-129-091^14-129-091-TS%2C14-150-659^14-150-659-TS

If I go with the cheaper one, I'd need a new power supply, which would run about $20, and if I went with the more expensive card, I might be able to get a friend to give me her power supply, because she recently upgraded and has an unused 300W.

This is about my price range, in the $100 or less area for all parts.  As stated, I may get a 300W PSU for free, so that can go against the cost, if applicable.  I may end up not getting anything in the end though, because I have other money needs that may be more or less expensive than I previously thought.

41
Creative Projects / Dwarven Roguelike Shopkeeper Simulator (being created)
« on: December 11, 2012, 07:30:55 pm »
So some may recognize that I attempted to make a game before.  I'm still on that.  But some things just kinda stared at me and went "You sure you wanna tackle me, bub?" so I muttered something about my mother calling and needing to go because I was busy.

Then I thought a bit about what I enjoy.  Autonomous games, or the 'zero-player genre' as some call it.  I opted to do something similar, and make a shopkeeper sim, or 'item shop tale' as some may know it.  Except do it Dwarven.  And that means metal.  In fact, that means 'blacksmith sim' or 'bearded metal midget tale'.

What does that mean?
Material Choices: Every part of a weapon will have a different (or same, if you choose) material.  Axe head, axe shaft, axe handle.  The head can be metal, the shaft can be metal or wood, and the handle can be leather.  Cheap copper axe, oak handle, common leather handle for the farmer.  Exquisite steel blade, iron shaft, troll hide handle for the soldier.

Irrelevant Materials: Silver daggers wouldn't be good for combat.  But maybe a necromancer will buy one.  Solid gold short sword would be terrible.  But perhaps the local priest wants to hang one in the Temple of Eternal Warfare.  Black Bronze arrows are actually made from precious metals and cannot hold an edge.  But maybe an adventurer is hunting a night creature with a particular weakness.  Platinum plate armor is poor.  But it is fancy, and the duke needs something he can rub in everyone else's face when he attends the next royal court.  Steel will be standard, but every item will have its place... somewhere, probably.

Non-Specific Overworld: Nations and wars matter, in the sense that you get better business and it may affect who rules your area and how that ruler handles the market.  You may be approached by one general to make a cluster of spears for his men.  Accepting or denying his request may change the course of a battle, and the war.  Or it may not, and fate tips one way anyways and you're just along for the ride.

Non-Specific Instanced Dungeons: What's that?  Out of iron because goblins have taken the mine?  If only some brave adventurer would go down and clear them out?  Too bad you're a buggery old smith.  But you do have the funds to hire a mercenary...  You can also lend the merc a wheelbarrow.  Sounds like a perfect chance to score some free ore!  There's probably no one selling dragon leather either.  Might want to get a mercenary decked out and on his way to harvest the goodness.

Outfits Matter:  Goblin> "Oh I see you're wearing a metal helmet.  I'll just die then."  Nope.  If your merc isn't wearing leg armor, expect him to come back without shins!  If your plate armor has cheaply-constructed rivets, expect the pauldrons to fall off and expect your customer to hold a grudge over his recently-missing arms!

So what have I got so far?  Not much.  I've mostly been removing code from my last attempt (in a copy, of course).  Item shop doesn't matter about things like Line of Sight, or scrolling map view, or many of these nice things.  This makes it all much simpler and smaller and easier to handle.  I've been brainstorming and pecking at code, and am ready to open myself to Bay12 suggestions and get to work!

42
http://game.en.stne.net/main  There's also German and Spanish servers, but I'm personally on EN1.
Also screenshots from me: http://www.bay12forums.com/smf/index.php?topic=119940.msg3851539#msg3851539

Space Trek: The New Empire.  Yes, Space Trek.  I blame part of this because it's originally German, but mostly it's blatant.  Game's been around for years, at least longer than I've been a part of Bay12.  I've recently returned to the game, with a new Dwarven mindset and a pocketful of chaos.

How it works in basics:
Time is split on 5 ticks per day.  For Central US Timezone (GMT -6:00) these occur at 6am, 9am, 12 noon, 3pm, and 5:30pm.  In Germany, these are at 12 noon, 3pm, 6pm, 9pm, and 11:30pm, set to happen around the time when most people would be able to conveniently play.  In Germany.  Slightly less convenient for the US, but at least it's not 3am I guess.

You can own planets and asteroids, a basic account gets 4 planets and 2 asteroids, but you can spend RL$ to get a higher colony limit.  You start with one planet, an M Class, which has a smattering of different terrain types, and is unique in that it can build the Phaser Cannon, a massively overpowered planetary defense weapon which is basically there to make sure noobs don't get permafarmed.  It also makes your M Class into a good vault.  You may only own one M Class, and only one Phaser Cannon.  There are other basic colony types, like the Moderate that's very similar to M and not good for much, Deserts have a lot of potential solar energy, but not much else, making them good for high-energy activities, like producing starship fuel or research labs.  Lava planets are good for producing high-class ore used to produce starships, Rock planets produce low-class ore, and have a lot of radiation energy from their numerous craters, making them fair for most things.  Small asteroids are good for producing the fuel source Dilithium (always in very high demand) while Large asteroids produce more energy but less Dili, for varied uses.

It's generally possible to set up planets/roids to be self-sufficient, or nearly so.  Many will require something like 20 Deuterium (fuel type) per tick, while a single harvester ship may produce 800 daily, making their intake just about nothing.  It's also entirely possible to make very high-intake, high-output colonies, that may consume hundreds of ore per tick, but also produce hundreds of building materials.  Generally speaking, self-sufficient colonies produce less, but require less ship upkeep, while high-production colonies will need more ships to support them, with ore collectors, deuterium tankers, and transport ships.

A new player has 100 ship slots, but can expand this limit for RL$.  A single tanker takes about 1.5 slots, and so do ore collectors.  Light warships take 1 slot and heavier take 2 slots.  There's no middle ground, but the next step up is Carriers that take 15 slots, and Flagships that take 25 slots.  Stations can take anywhere from 1 slot to 25.  "Credit Ships" can be bought for RL$ or on auction, and are generally better in some way.  Most specifically, ore collectors and deuterium tankers consume the same slots but produce more materials, so you need less of them for a bigger economy.

Ships have a lot of stats on them.  Some games have "Is it alive?" and others have "How much damage does it have?" but STNE takes it further.  You've got shields, engines, energy banks, warp core charge, deflector charge (deflector is basically useless), along with things like crew levels and flight range and weapon power.  For the most part, combat in STNE is the "slugfest" variety.  The "standard warship" of most players is the Darinaya, which has 60 hull, 4 armor, 50 shields, and 1x22 Disruptor weaponry.  This means that every "battle tick" it fires 22 points of damage, which might miss.  Phasers are more accurate, but do less damage, disruptors are the only real good weapon.  Damaged shields will leak damage through to the ship, so the ship may need to be taken down to 20 shields before it's destroyed, and with 4 armor the dizzy hits will do 18 damage to hull.  It may take 5-7 hits for this ship to destroy itself, and the bigger ships only become more durable.  This leads to fights where you can face an enemy and actually retreat if you start to falter.

The map is made into a grid.  Most of it is blank space, with no special attributes.  Planets may have an increased flight cost, for instance if a Darinaya takes .6 energy per tile, then passing over a tile with a 2x modifier would consume 1.2 energy.  Not bad, but for some capital ships they already have 12 flight cost, making expensive terrain very expensive.  Certain nebulae will have effects as well, like deactivating your weapons on entry, deactivating your sensors on entry (good place to hide), killing your crew instantly, or just being costly to travel through.  Additionally, certain ships have solar panels or bussard collectors, with solars harvesting free energy from a planet they're over, and bussards harvesting deuterium from nebulae or certain planets.  Then there's also ore asteroids, with the obvious benefit of harvesting ore off them.  The overall result is that the strategic map does matter, and it can pay to set yourself in an awkward position or a particularly defensive position.

Perhaps my favorite feature of STNE though, is that things are expensive.  Unlike the majority of RTS games were you can spam out some tanks without noticing and not even follow them when they die, STNE has expensive units.  On my casual development, I can produce a Darinaya in about 2 days, but I don't have all the resources needed, and alliance members have been kind enough to donate the high-end resources to me.  I've scraped together enough for about 7 of these little ships, which is not much.  Most players have a real battle fleet that may be 50 strong.  Each of these requires fuel and crew, and optionally torpedoes, with torps being rather costly but with higher attack values.  This ultimately means that constructing and maintaining a fleet requires a significant amount of infrastructure, for building materials, fuel, cargo ships to carry more fuel, and torpedoes for blowing stuff up.  (For that matter, Disruptors cannot attack planet structures, only phasers and torpedoes, so bringing torps for planet bombardment is basically required.)  This ultimately results in a lot of cautious combat, with the ability to have weeks worth of construction tossed into debris in just minutes, the majority of players are far more cautious and alliance-wide warfare is a very special thing, which really gives a sense of scale.

There's also a unique feature.  NPCs are not NPCs.  The game has shamelessly named NPCs as Cardassians, Federation, Ferengi, etc.  All the Star Trek people.  But the majority of them have a human controller who abides by NPC rules.  Roleplaying is a big deal, and if you send a well-worded message to an NPC you can garner more favor than a fleet of warships.  It's all within reason, of course, for instance my alliance did a short RP claiming to fight someone, and contact one NPC who was an enemy of them, so the NPC slid us resources 'under the table' to fight a mutual enemy.  It wasn't much, but it was more than we had before, and it adds spice to the gameplay.  Many other NPC will set up server-wide events.  Like currently, the Suliban have begun an incursion and have several bases and fleets around, which players/alliances can make strikes on, for fun and for very special item drops.  This all leads to a very active and living game world.  The devs didn't just drop players down and turn their backs.  There's plenty of NPC/admin intervention to keep things interesting.

Now for a bit of the bad.  It is a "free to play" game which means the credit card holds power.  Players can but ships directly, albeit at somewhat extreme costs, and can buy resources indirectly.  "Credits" are the premium cash, and you can spend them to buy ships or premium time (more features for convenience), or you can offer them on the global trade exchange for game resource.  This makes it perfectly possible for a rich douchebag to buy a few hundred credits, trade them for materials, and build a fleet quickly.  This also makes it possible for me to sell my materials, get credits from a rich douchebag, and increase my colony limit without ever spending my own money to do so.  It's perfectly possible to get all the upgrades, eventually, without spending money for it.  To that end though, the game has a Ferengi Trade Exchange, where you can drop resources into a "bank account" (and lose some to taxes) and trade with anyone else on the server, and a Talaxian Ship Auction (getting Dune names now, I know right?) where NPC generated ships will go on sale for Dilithium.  Always Dilithium, except Christmas season when it gets more random.  Credit ships and special NPC ships will go on auction, so it's possible to horde enough resources to buy a premium ship when it goes on auction, or to sell Dilithium for great profit when people need Dilithium for their own auctions.  Dilithium is also a fuel source, making it one of the most highly-valued items available.  It's not the most expensive item, but it's always in demand and anyone producing Dilithium will always have customers.

TL;DR - it's a browser game, but it's a gem.  It's a bit more brutal and a lot more complicated than your average browser game, and lends itself to some nice gameplay.  Plus you can change your name after you make your account!  Alliance tags and colors for everyone!

Girlinhat is in game, currently alliance Black Sun Empire, [BSC] - a villainous hive of raiders and trolls who respect no other authority than their own and aren't afraid to lose ships.  After all, we didn't pay for our warships, we raided the construction materials to begin with!  A pirate has nothing to lose that wasn't stolen in the first place!

EDIT!  When you start the game, it puts you in a tutorial area, aka 'Noob Zone' where you cannot be attacked, or attack anyone.  When you finish most of the tutorial, it lets you join the 'real' galaxy.  It gives you a choice of where to spawn, or to spawn randomly.  Please PM Myself or Another Player to get a spawn location nearby.  Handing out coordinates openly will invite you to be raided, so it won't be posted on thread.

Keep in mind though, noob accounts get two extra ticks, per tick, so they can gather a lot of resources more quickly, and a sufficiently smart player can stockpile building materials and then construct a lot of new buildings on their new area.

43
Other Games / A Question on Pirating Games
« on: November 24, 2012, 01:07:22 am »
Not games about pirates.  But when someone steals a game.  Also applicable to music, I suppose.  And I know this isn't really the intent of this forum but it's more fitting here than elsewhere.

A long, long time ago, I was a young black boy (and some of you are wondering if I actually was) and I had this game.  Legend of Legaia for the original Playstation.  At the time I was niave, and I allowed the disk to become damaged and forfeit the ending of the game.  Now, I've found the old disk, and I've found that the PS3 will play it.  But it's still damaged, and when I enter one of the first scenes it hangs up on the load screen and plays background music while it doesn't load the new zone.  This is the same problem I had years ago, but on a different area.

So I swiped an ISO of it and an emulator.  Why do I justify this?
1: I already bought the game (or my mother did for Christmas or something), so it's not as if I'm playing without paying.
2: Even if I wanted a new copy, it's nearly impossible to find anyways.
3: Even if I did find a copy, I wouldn't be supporting Contrail/Sony.  They've released the game and sold and shut it down.  If I bought a copy now, I'd be support Joe Schmoe Ebay by buying a used version.  Even if I DID buy it again, the developing company wouldn't get any profit off it.
4: This game is of such age and such popularity that it's basically abandonware.  Roller Coaster Tycoon or Sim City 2000 are similarly aged, but are still of such a franchise that they could still turn a profit.  Legend of Legaia is a tad less popular and wouldn't even show up on GoG.com.

Is this justified, and when is it 'ok to pirate'?

Apologies to Toady for when he has to lock this thread because it's discussing illegal activities.
And apologies to any black people for my earlier comment.  Also apologies to any boys or any young.  Just cover all the bases.

44
Other Games / Games with Teamwork?
« on: November 11, 2012, 07:38:17 pm »
So me and a friend really want to play a game that encourages and rewards good teamwork.  We were both thinking about WarZ and being snipers, using voice chat to call what shots we're taking and stuff.  Unfortunately there don't seem to be many games that are good for this, as the majority are just "get with anyone else, shoot in the same direction."

45
Play With Your Buddies / Girlinhat's DINOSAUR PARK!
« on: October 29, 2012, 02:21:49 pm »
http://www.bay12forums.com/smf/index.php?topic=117472.0

Jurassic Park: Operation Genesis.  Or, more vaguely known as "Jurassic Park Tycoon".

The premise is simple - you work with the mad scientists to resurrect long-dead dinosaurs and put them in tiny cages for posh tourists to gawk at.

The Dwarf is more complicated - what can we get away with?

There are, at core, a few basic themes...
1: Dinosaurs may go anywhere, in or out of cages, and can cross water without a problem.
2: Herbivores will "socialize" with other herbivores, which generates Happy Thoughts for guests who view socializing creatures.
3: Carnivores will "hunt" herbivores or sometimes other carnivores, which generates Happy Thoughts for guests who view a hunt.
4: Having same-era and same-era dinos in the same enclosure generates a Happy Thought for guests who view them.
5: Guests take random pathfinding over any given road tile.  They will vaguely follow their needs and make their way towards bathrooms and attractions, but are much more likely to accidentally walk by one and use it.
6: Guests dying will generate extreme unpopularity and cost a lot of money - unless you're in Emergency mode, which makes all death into the guest's fault.

Beyond that, there are four types of guests:
Mainstrea don't care.  They want to gawk.
Fun-Lovers are pansy elfs.  They want to witness Socializing behavior and watch herbivores do plant things.
Thrill-Seekers are goblins.  They only want to witness bloodshed, especially when one dino kills another.
Dino-Nerds are probably Kobolds or something.  They like to see same-era and same-location species together.

Herbivores get an increased score when paired with their "Preferred Friend" - another dino that they get along with.
Carnivores get an increased score when they hunt their "Preferred Prey" - a herbivore that they enjoy hunting.

Herbivores will actively run away from all carnivores, and small carnivores will run from larger carnivores.  This can go on to the point that many herbivores in a small enclosure will actually starve to death as they become so fixated on running that they fail to eat.  Any dino-hunting must be given a LARGE enclosure.  Carnivores may also eat cattle, more cheaply, but provide less thrills.

Guests become distraught when any dino is within view and not behind a fence.  A T-Rex behind a piece of cardboard is fine, but a turtle on the path will make them flip the fuck out.  Guests who feel the park isn't secure will run to a nearby Security Shelter - assuming you've built one - or directly leave, and give the park a very bad score.  Unless you're in Emergency Mode, in which case nothing counts.  Automated turrets may also be deployed to shoot down any dinos that begin to "rampage" or otherwise scare the guests.

Dinos are expensive.  Cheaper small herbivores cost around $1,500 and default entry fee is $200 per guest.  T-Rex costs more towards $7,500.  Food for dinos costs about $50 a month, but carnivores enjoy eating live dinos, which can put their meals into the thousands.  Guests fees will easily cover this cost with a popular park.

NOW!  There's a fairly in-depth shakedown of how this works.

What am I going to do and how many lives will be lost?

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