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Topics - Quarque

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Introduction
The year is 2788. Lucy, the board computer, awakens you from an unprecedented period of hibernation. A century and a half. You feel sick and exhausted, but you are alive. You are one of a small elite crew that just arrived at its destination: Delta Pavonis C. It is an Earthlike planet that is known to harbor life. What kind of life, no one knows. Yet. You and your small team will finally discover it now.
There is no way back. You will spend the rest of your life here and colonize the planet -- or die trying.

In this game you will play as a member of the first crew to colonize a planet outside of the solar system. Compete with the other players for influence. Come up with the best ideas for development of the colony, then convince other players they are in fact the best ideas.
Lifespan isn't necessarily a limiting factor, because progress in medical science made it possible for human beings to live up to hundreds of years. However, if you deliberately behave recklessly (or if everyone else agrees to have you sentenced to death) you can still die.

Rules
Spoiler: Creating a character. (click to show/hide)
Spoiler: Turns and phases (click to show/hide)
Spoiler: Starting the game (click to show/hide)

Discoveries about the planet so far
Spoiler: miscellaneous facts (click to show/hide)
Spoiler: World Map (click to show/hide)

Lifeforms discovered to date

Pteroleons: large flying creatures. They make chattering and clicking noises and are extremely curious.
Spoiler: Pteroleons (click to show/hide)

Large thrashing creatures: unnamed large creatures roaming the wetland forest in groups.

brightly colored bugs: unnamed brightly colored bugs. Attracted by light.
Spoiler: brightly colored bug (click to show/hide)

Crawling things in the wetland: They´re eaten by Pteroleons

Bioluminous large flying thing: Observed near one of the Light Posts at night.
Spoiler (click to show/hide)

Lorelei: A thing with tentacles that has been spotted in the river. It has consumed two Preroleons; they didn't offer resistance.
Spoiler: Lorelei (click to show/hide)

Striker: Observed in the dryer parts of the forest, to the south of the base. These animals seemed to be moving slowly and didn't make a single sound. The stand about 4-5 meter tall.
Spoiler: Striker (click to show/hide)

shy creature that the drone caught a glimpse of in the wetlands: It hid itself between the trees as soon as it spotted the drone.

Prickly Weed: A common type of plant in the wetlands.
Spoiler: prickly weed (click to show/hide)

Oddly shaped mushroom: An oddly shaped mushroom, found in the wetlands.
Spoiler: oddly shaped mushroom (click to show/hide)

Softwood tree: The most common type of tree in the wetlands turns out to have a trunk made out of spongy material, too soft for solid construction.

Hardwood tree: A less common and smaller type of tree in the wetlands does turn out to be made out of sturdy, dark woodlike material.

rotting peanut tree: These trees, found in the dryer parts of the forest to the south, look almost terrestrial, although the trunk is really tall and quite thin. Grace thinks that this might be a result of the slightly lower gravity. Its bark and wood smells a bit like rotten peanut.
Spoiler: rotting peanut tree (click to show/hide)


Further Background Information

Characters
Spoiler: Phryne de Lys (click to show/hide)
Spoiler: Grace Rayland (click to show/hide)
Spoiler: Turo Celsa (click to show/hide)
Spoiler: Nigel Rosenburg (click to show/hide)
Spoiler: Lea Webster (click to show/hide)

Credits
This game was heavily inspired by the Founders game, authored by Man of Paper

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The level at the start of the game: the Halls of Abaddon.

Introduction: what is this?
This is a war where you will create pixel art units that will brutally destroy each other. Choose a color (not red), claim an unclaimed door and start pumping out units to conquer the Halls of Abaddon!
It is a sequel to Rosehearts Forum Platoon game. Hosted with their permission. The rules have changed slightly.

Turns and actions
  • Each player can play one turn per day. (A day starts at 00.00 GMT.) You're allowed to post an announcement of your turn and edit your post later to finish it. Please finish your turn within half an hour of such an announcement.
  • On your turn, you can take a maximum of two actions (such as creating or moving units). Post a .png format picture of the resulting state of the level.
  • Attacks work differently from other actions! Attacking does not cost an action, but can only be done once with each unit each turn. See unit-specific actions for details.
  • There are two types of Doors: 9 Airlocks and 2 Armories. At the start of the game they are Red, this is a special color, reserved to show that a door is unclaimed.
  • Join the game by picking a color and claiming an unclaimed Airlock. Paint the door in your own color. This counts as one action, so you can immediately create your first Engineer.

Definition: Accessible Squares
A Square is Accessible from another square if it is adjacent and there is no wall between them. If there is a wall between them that belongs to you, the square counts as Accessible for you, but not for other players.

Creating units, Types of units
  • There are three types of units: Engineers, Soldiers and Flamebats
  • You may spend an action to create new Engineers. For each Airlock, you may spawn a new Engineer on a square that is Accessible from the Airlock. It's not allowed to spawn more Engineers if you already have two times as many units as the number of airlocks you own.
  • You can only gain Soldiers or Flamebats by transforming Engineers at an Armory, see Common Actions.

Common Actions
  • Any unit may move to an Accessible square. Note that this can be applied twice to the same unit in one turn.
  • Any unit may sacrifice itself to claim an unclaimed door (Airlock or Armory), provided that the door is Accessible.
  • Any unit may disown a door owned by another player, provided that the door is Accessible. The door reverts back to unclaimed (red).
  • Any unit may transform into a different type, if you own an Accessible armory.

Teleporters
  • Any unit may jump through a teleporter, but the same unit can only do that once per turn.
  • If the teleporter is horizontal, you end up at the opposite end of another horizontal teleporter of your choice.
  • If the teleporter is vertical, you end up at the opposite end of another vertical teleporter of your choice.
  • This action is only possible if the exit square is empty.
  • This action is only possible if the entry and exit are both Accessible.

Special actions for Engineers
  • Attack: destroy an enemy unit if it is Accessible.
  • An engineer may move to an adjacent square that is blocked by a wall. However, this costs two actions!
  • An engineer may build a wall in your color. This wall is owned by you and makes the square Accessible by you alone. You may build at most two times as many walls as the number of Airlocks you own.
  • An engineer may break down a wall belonging to you or another player.

Special actions for Soldiers
  • Attack: a soldier can shoot from any distance in a straight line u/d/l/r. The first wall or unit belonging to an enemy that it hits is destroyed (no friendly fire). This attack is blocked by the fixed (black) walls.

Special actions for Flamebats
  • Attack: a flamebat can fire, destroying all units and owned walls in a line of three squares u/d/l/r. Includes friendly fire! Also disowns any doors it hits. This attack is stopped by the fixed (black) walls.

Winning the game
The first player to capture a total of six doors wins the game.

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OOC thread for a game created and hosted by Roseheart.

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DF Modding / require water for booze?
« on: June 10, 2022, 10:33:04 am »
I would like to modify the brew reaction, such that you need water first.

The reactions seems to work, but getting the dwarves to fill empty buckets with water is awkward.
I have built a well and designated a flat area as a pond. Then you can cancel the pond when a dwarf has filled a bucket. But is there any better way to do this? Perhaps by adding another reaction?

And can the reactions for booze be improved? What I have now is:
Spoiler (click to show/hide)

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DF Dwarf Mode Discussion / getting rid of feather tree egg yolk?
« on: September 05, 2021, 07:45:45 pm »
A known bug: elven caravans drop "feather tree egg yolk" into your trade depot. From what I read, it's probably because the game doesn't have a model for eggs yet that includes shells, so the yolk just splashes on the ground as soon as the game checks it. Either way, it piles up there and it clutters the trade screen.

So, question: can I safely change the raws to mod this stuff out of the game?

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DF Dwarf Mode Discussion / merchants suddenly die near volcano
« on: July 18, 2020, 03:36:00 am »
This happened on a new volcano embark. There is a trade depot, somewhat close to the edge of the volcano. Merchants arrive and unpack their goods. Not needing anything, I just ignore them. Suddenly I get a message about merchants having been found dead. I take a look, there are great clouds of smoke around the depot, as if a cave-in had happened.

I check the (r)eports: nothing. No fighting happened at all.
Check the units: 8 units are reported as dead/missing.
- Two wagons
- two merchants
- a hammerdwarf
- a macedwarf
- a horse
- a yak bull.

The only wildlife on the map is a moose bull. There is a pile of forbidden equipment on the edge of the volcano that must have belonged to the hammerdwarf. A few surviving merchants are wandering near the trade depot but they refuse to trade any more. They refuse to leave either, even months later. What could possibly have happened here?

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DF Dwarf Mode Discussion / Perfect obsidian trap?
« on: July 11, 2020, 02:30:44 pm »
So I've been trying some trap designs to kill forgotten beasts, in a fortress with access to magma and water.

The plan was to lock them up in a hallway with bridges, flood it with magma and then add water. Kill any type of fb safely, leaving no poisonous excretions, poisonous blood or whatever. It works, but I'm looking to improve the design. What I have right now, sideways view:


__W__________W__    <- water chamber, floor is a retracting steel bridge, can be filled to 4/7 from reservoir
__W__________W__    <- magma chamber, floor is a retracting steel bridge, can be filled to 4/7 from reservoir
__W----------W__    <- floor covered with steel floor grates
__BD________DB__    <- killing zone: steel doors surrounded by raising bridges


As soon as a forgotten beast turns up on any of the three cavern layers, I open another raising bridge that opens a path from its cavern layer into the fortress, leading through the killing zone. (It first leads through a hallway with engravings of all the forgotten beasts that died before in the fortress). As soon as the FB is in between the two steel doors, I lock both of them. Then I order the two raising bridges to the left and right of the doors to be closed, dump the magma, wait a moment to enjoy the sight of a burning FB if it is fleshy, then dump the water. They can't destroy the grates from below, because they can't path there.
They should be able to destroy the doors, but that takes long enough to have the bridges close first. Actually, for some reason no FB seems to be able to destroy the doors at all - I think this might be a bug in the most recent version of DF.

However, the problem is that cleaning up afterwards is time consuming. Digging out the obsidian from the killing zone is fast enough, but on the level above, the grates are choked, because the obsidian casting forms a floor there.
So I need to deconstruct the grates, channel out the floor and then rebuild the grates before the trap can be reused. A cumbersome step that I would like to skip.

Is there a way to make the trap more efficient? I have been thinking of making the hallway of death 2 z-levels high, but then a flying fb might survive?  ???

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DF Gameplay Questions / Squad eq?
« on: July 05, 2020, 06:14:00 pm »
When you define a barracks, you can pick a number of options per squad.

You can switch Training on and off.. and you can switch an option called "squad eq", as well as "indiv eq". What do the two latter options mean?

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DF General Discussion / why I love dwarf fortress
« on: June 23, 2020, 03:45:56 pm »
It's not the catsplosions. It's not the somewhat masochistic learning curve. I am very fond the ridiculous details like the thousands of stone types, but here is what I really love about the game. To my knowledge, it is the only game that models warfare in a way that even remotely resembles reality.

Take the second world war. A major deciding factor was the fact that a large portion of the best German troops were encircled in Stalingrad. Once cut off from the frontline, they ran out of supplies and eventually, their surviving starving soldiers had to surrender.

In most computer wargames such a thing could never happen. You build some sort of barracks, pay some abstract resource and you get fresh soldiers out of thin air. Never mind whether you even have enough people left who are fit for duty. Once you have "built" them, you can move them to the edge of the world and leave them there for years. They never starve, never complain.

At best, a few sophisticated games might include some form of upkeep or maybe an ad-hoc rule for supply lines.

In Dwarf Fortress, things like supply lines can they arise naturally. You can send your troops to kill something, but you need to draw them from your population first. Then you need to feed them. That can be a challenge if they are far away from your foodstores. If they get cut off by a horde of bloodthirsty monsters and have to hide, they may starve and you have replayed Stalingrad. Admittedly this won't often really happen in a game because the map isn't big enough, among other limitations. But the point is, the basic logistic problems of a war are modelled far better than any other game I know of.

edit: removed spoilers

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I have the exact same question as someone asked this post from 2012:

http://www.bay12forums.com/smf/index.php?topic=98535.0

Question: the entrance of my fort to the caverns is filled with dead crundles, all covered in a dangerous forgotten beast extract. (The crundles have frozen blood.) Is there any safe way to clean up the mess, except for magma? In the old post I link to, I see some differing answers: some think that a shower is a safe way to keep your dwarves clean, others say it still isn't safe.

I am starting a new topic because we are many versions later now and some things may have changed, especially tracking of contaminants.

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DF Dwarf Mode Discussion / burrows and preventing paths
« on: June 06, 2020, 07:43:32 am »
You can use burrows to prevent dwarves from picking up jobs outside of an area..

But what if I want to forbid my dwarves to leave the burrow at all? For example, a dwarf might figure out that he can pick up a sock within the burrow by taking a weird path through a mile of dangerous terrain far outside of the burrow and he will immediately do so. I already lost two dwarves to this behaviour.

Is this a bug, or is it intended? Why do burrows not simply mean you have to stay inside of them, period?

And is there a workaround?

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DF Suggestions / make old trees die
« on: June 05, 2020, 03:22:05 am »
If you have a long running fortress, tree growth becomes way too extreme. Even a savannah with `sparse´ tree growth becomes an impenetrable jungle.

It´s very unrealistic and not good from a game perspective. Easy solution: make trees die after a number of years. Assume their old wood rots away, so they just disappear. Tree growth should reach a natural equilibrium if you never cut them.

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My outpost liaison keeps throwing tantrums, randomly attacking dwarves and toppling buildings. He has a yellow flashing exclamation mark. What could possibly be causing this?

- he's not a werewolf
- I haven't locked him up
- I never attacked the caravan
- For the first 10 years, I had my tavern set to "allow residents only", however a few years ago I changed it to "allow everyone". Could he still be mad about that?

And what can I do about it, without causing a loyalty cascade or war?

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DF Gameplay Questions / Selling food outside of barrels?
« on: May 30, 2020, 04:32:15 am »
I have a few prepared food stacks that are too large to fit into a barrel.

Can I trade them away to a caravan? All I can find in the item list for trading is 'barrels'.

Is it possible to split them, perhaps?

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DF Dwarf Mode Discussion / How to stop the vicious cleaning cycle?
« on: May 29, 2020, 05:23:29 pm »
Once cave adaption kicks in, I noticed this pattern.

Urist notices that there is a spot of dirt somewhere outside, far away from the safety of the fort.
Urist decides this must be cleaned right now!
Urist walks out into the sun and feels sick. He leaves a trail of vomit, but he must really clean that faraway spot.
Ducim notices some dirty bit of vomit outside, left there by Urist. Ducim decides this must be cleaned immediately!
Ducim leaves the safety of the fort.
Ducim cancels clean: interrupted by goblin. Ducim runs away, leaving a trail of blood on the ground.
Tosid notices a dirty bit of blood on the ground outside of the fortress. Must clean now!
Meanwhile, Erush the miner opened a cavern and his sharp eyes spot a speck of crundle blood at the far other end of these strange caves. Must clean now!

The worst thing is, I know of no way to stop a dwarf once he decides on a cleaning job. Even disabling the labor does not cancel the current job. Help? Is there any way out of this nonsense, except for disabling the job forever on everyone?

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