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Messages - LostCosmonaut

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61
The farthest I've ever gotten is about 750k, but I hope that by disregarding quality of life, health, environment, and other important things, we can get more.

Warning: Largish image.
Spoiler (click to show/hide)

How's this look as the terrain for Deimos?

62
It's possible to engineer disasters?
You haven't played SimCity, have you? :)
You can start disasters in your city at any moment, from fires and earthquakes to giant robot rampages and UFOs.
It's a standard feature in the SimCity series.

How about starting a random disaster in the LP cities every 20 years or so, to add some fun?

I'll definitely do this in the crappy city, at least. Expect a definite increase in chances of !!fun!! if we every get nuclear power.

I think what I'll do, is in the dystopia, after about 20 years or so, at the start of every year, I'll roll a d20. If we get a 20, a disaster will occur. We'll start out with small stuff like fires and the like, but by the time we get a million people we'll be dropping meteors on the place. I like to think of at as the city being an affront to the gods, who start trying to destroy it as it grows.

63
Alright, based on the voting results, the dystopic hellhole will be named Phobos, with the nearby utopia being named Deimos. I'm quite a big fan of the idea of having a council made of forumites, so go ahead and start picking positions for yourselves, and I'll get something up in the OP.

64
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 14, 2012, 09:15:47 pm »
Basically, the maintainence modules will use the minerals on the planet to do maintenance. For example, if you have 8 maintenance facilities on a planet, and a ship with 8 modules shows up, it would pretty much be the same as having 16 facilities on the planet.

65
Poll's up. I'll choose the result earlyish tomorrow, and then the fun starts.

66
Play With Your Buddies / Re: Sim City 4 Community LP: Setup
« on: January 14, 2012, 05:35:39 pm »
Here's the region we're going to be working with.

Spoiler (click to show/hide)
The region currently has a population of just under 200,000, with the majority in the city in the northwestern part of the developed area.
I plan on having the dystopia occupy the large flat area to the north of the existing cities. Highway and rail connections have been created to existing cities. This should speed development of industry. Also, in order to facilitate development, taxes on dirty industries in all existing cities have been increased to 20%.  This should ensure that all dirty industry is concentrated  inside the dystopia. The utopia will be located on a yet-to-be created island in the bay, to the west of the dystopia. Ideally, there will be no land connection between the two areas, with only sea transport possible between the two cities.


With this done, if there aren't any issues, I'll start taking name suggestions.

67
Play With Your Buddies / Re: Sim City 4 Community LP: Setup
« on: January 14, 2012, 03:49:51 pm »
That would actually work fairly well, since two of the large sections in the SF region are directly adjacent to each other, although one is mostly water, so I would have to raise an island out of the bay. Shouldn't be a problem, though.

68
Play With Your Buddies / Re: Sim City 4 Community LP: Setup
« on: January 14, 2012, 03:40:51 pm »
If there's a terrain map somewhere for it, I'd be willing to do it. I mainly suggested the San Fransisco region because it has a good mix of coastlines and mountains, and I also have some smaller cities in the region already, so we could get going quicker.

69
Play With Your Buddies / Re: Sim City 4 Community LP: Setup
« on: January 14, 2012, 02:54:53 pm »
I managed to acquire some texture packs as well as some models for additional dirty industry buildings. Also, if it's ok with everyone, I was planning on using a section of the San Fransisco region for our city's terrain.

70
Forum Games and Roleplaying / Re: The Firestar
« on: January 14, 2012, 08:38:56 am »
Acquire more details to confirm that it is your cargo ship.

If it is, strip everything valuable out of the ship, leaving pretty much just an empty shell. Blow up the shell, collect money, sell cargo ship components for salvage/scrap.

71
Forum Games and Roleplaying / Re: Yo Mama
« on: January 14, 2012, 08:36:53 am »
Yo mama's so fat that scientists are testing the area around her for evidence of relativistic frame-dragging.
Yo mama's so fat that her mass exceeds the Chandrasekhar limit.

72
Play With Your Buddies / Re: Sim City 4 Community LP: Gauging Interest
« on: January 14, 2012, 08:32:12 am »
I have rush hour, with the Network Addon Mod, which reduces the sims' pathfinding derpiness somewhat. If anybody has any other mods to suggest, I could install them also. If not, I'll start working on the setup later today. Also, I could download some terrain maps off the tubes if anyone has any requests.

73
Forum Games and Roleplaying / Re: Yo Mama
« on: January 13, 2012, 11:38:09 pm »
Yo mama so fat that she is at risk of heart disease and diabetes.
Yo mama so ugly she is unappealing to look at.

74
I'm running a community LP of Sim City 4, the city building game by Maxis. The basic idea is that there's going to be two cities; one is a grimy dystopia, and the other a shining utopia. We'll be using the San Fransisco terrain map that's included with the program.

This is my first LP, so feel free to provide any criticism or comments. Hopefully this (the LP) won't go down in a massive ball of flame.


Council Positions

Mayor: Sheb

Zoning / Planning: MaximumZero

Utilities: Guardian GI

Waste Disposal: Monkeyhead

Health / Education: Taricus

Environment: Andrea

Transportation: Japa

Public Safety: Redking

Financial: Orb


Chapter One: Strike the Earth
Chapter Two: Love and Rockets
Chapter Three: Life During Wartime

75
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: January 13, 2012, 10:08:47 pm »
When you jump into a system, it takes a while before your sensors and fire controls become operational again. This is generally a bad thing if there is a crapton of enemy ships camped at the jump point. Squadron transit helps to reduce this downtime.

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