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Messages - Azerty

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661
Curses / Re: Other games like LCS?
« on: August 30, 2014, 03:40:51 am »
Arcanum: of Steamworks & Magick Obscura, one of the best single-player RPGs for computers ever made, which is for MS Windoze

You've sold me. GOG's current 60% off also helped.

This game looks interesting but I've not the money nneded to buy it.

662
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 27, 2014, 09:14:34 am »
Canine-American. Yes. I want this

Also Liberal Elitist didn't you say once that your dad was a mad scientist complete with wandering into the forest to eat weird plants and document their effects? Also gosh, you sure know some interesting people. Though I have to agree with Reagan that stripping people of their freedom is immoral and should be reserved for only the time where you can absolutely prove that they are a danger to society. Also, I believe in witchcraft, but Satan is a Christian figure and that directly opposes what witchcraft is aboot so that confuses me.

You have quite good memory. Yes, my father is exactly like that, and I know a bunch of strange people. He really does do that. I guess maybe the reason there are so many strange people around me is, I'm in sort of an economically depressed part of the country in upstate New York and all the NORMAL people left here a long time ago... this area was having a long-term economic depression locally even during the 90s economic boom. So the town I live, Binghamton, in is kinda full of odd and strange people. And since I'm a little bit weird myself (inheriting this from my somewhat weird parents), this makes me kinda a magnet for other weird people, while people who are a bit more normal aren't as likely to befriend me. I guess us weird people tend to associate with our own kind... regardless of what physical race we most closely resemble.

If you ever saw an episode of the Big Bang Theory TV show where Sheldon was experimenting to see how much ground-up moth he could put into some food and have Leonard still eat it without noticing it was "mothy"... well then you know what my dad is like... kinda. Except my dad isn't quite as weird as that Sheldon character. My dad might be a mad scientist but he's only slightly mad... he fits in very well with ordinary physicists and physics professors. They tend to all be slightly eccentric... if you ever look at a physics teacher catalog to see the kind of stuff they're interested in you'll see what I mean, physics teachers have quite a childish side and a lot of stuff in physics teacher catalogues is toys. As one example you can look at this physics teacher catalog: https://wardsci.com/store/catalog/category.jsp?id=PM10354946. It has some funny stuff in it and some toys, although the physics teacher catalog my dad gets in the mail every month has much more interesting stuff in it than that one.

Oh and as for the young woman I know who thinks her dad is Satan but also believes in witchcraft... well she isn't Wiccan or anything, she's a lapsed Catholic who was brought up by abusive step-parents and mostly the stuff she does with witchcraft is ouiji boards to hold seances and talk to the dead and other spirits. She does believe her dad was probably Satan since her birth number at the hospital was 666 and nobody really knows who her biological father is anyway. But she isn't really a Wiccan or neo-pagan type, she's more like a Satanist... not the LaVeyan Satanist kind, I'm talking about people who actually believe in the Judeo-Christian Satan and choose to follow him instead of the Judeo-Christian God (LaVeyan Satanists don't believe in Satan, he is just a metaphor they use, mostly for shock value). I wouldn't consider her a full-fledged Satanist though, she just thinks she was born as the spawn of Satan and that there's nothing she can do about it. As for why nobody knows who her biological father is... well that's what happens when your biological mother was promiscuous and had many partners and didn't keep track of them very well... I'm trying to avoid slut-shaming here, slut-shaming is sexist. She also had rather an abusive upbringing after her mother got married to a step-father who was more than a little violent towards everyone else in the family, and they moved around often, from one state to another, around the country. Traumatic childhood experiences often lead to mental illness, as has been well-documented.

Very interesting people!

... and back from my reply to FinetalPies to the topic everyone else is discussing now ...

As for the question that was raised about compression formats I would suggest the standard .ZIP container format using standard Deflate encoding. Also I'd suggest using FileOptimizer (currently at version 6.80) to get the file size of your .ZIP files optimized as small as possible.

The change from RAR to ZIP has been done, and I hope people such as SlatersQuest download it.
FileOptimizer will maybe be used in the future releases of my future projects.

Apropos, what are the differences between RAR and ZIP?

663
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 26, 2014, 05:44:19 pm »
Yes, please! :)

Done.

Unfortunately, the computer I works habitually on has problems, so I fear any updates will be delayed.

664
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 26, 2014, 01:45:05 am »
Should I replace the .rar by a .zip?

665
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 18, 2014, 04:20:55 am »
.zip I would say.

Unless I'm misunderstanding the question entirely.

Thanks you for the advice!

The changes from .rar to .zip will be made soon.

666
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 16, 2014, 11:07:23 am »
What is the best compression format to share my mods?

667
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 14, 2014, 12:48:24 pm »
How and in which format? (I'm running on Windows 7)

I am having trouble opening the package at all as a .rar file.

What I want to do is see how you did it so that I can plan incorporating it into the TV mod, which I'd like to keep updated.

In which compression format can I send you the sources?

I will look at your source to see how you managed to make the makeup of the profession depend from politics; I will probably introduce variables such as WASP_ASCENDENCY or MIGRANT_BACKGROUNG for the generation of the races and, later, the culture.

The only thing that it does is adjust the probabilities of where you find Amerindians (which are in newencounter.cpp), and the skills that they get in makecreature(). I also have an additional function which changes the names of Amerindians depending on the laws.

Thanks for the tip!

668
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 13, 2014, 12:32:03 pm »
Azerty, can you post the source code in a format other than .rar? Thanks!

How and in which format? (I'm running on Windows 7)

The Terra Vitae mod does account for Amerindians.

Amerindians in the TV mod are job classes, which ideally would be exchanged for a separate race variable later down the line. However, since job mainly is important because of its effect on skills, it works for the moment.

Amerindian skills depend on the Amerindian Rights laws. At C+, they are a discriminated minority and have criminal-type skills (e.g. Street Smarts, Stealth, Security, Seduction), but as the laws improve they become factory workers, and then finally scientists and businessmen when the laws are L+, implying that they have fully equal rights.

I would suggest that the same be done with other races, using Civil Rights of course instead of Amerindian Rights (and possibly Immigration for Latin Americans). The more liberal the laws, the less discriminated against they are, and so the more likely they are to be found in high-paying respected jobs such as lawyers, scientists, businessmen, and so on, while at extreme conservative laws they'll be gang members, prostitutes, crackheads, and so forth. Their stats will vary according to race, but only because stats are driven by jobs, and jobs are connected to race in less-than-elite-liberal society.

I will look at your source to see how you managed to make the makeup of the profession depend from politics; I will probably introduce variables such as WASP_ASCENDENCY or MIGRANT_BACKGROUNG for the generation of the races and, later, the culture.

669
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 10, 2014, 07:34:59 am »
Hello!

Having resumed my work on this mod, I would like to know how to update the source code with TortoiseSVN of my mod to put here the updates from after April 7th so as to get the bugfixes and other additions.

670
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 05, 2014, 08:01:23 am »
Good job on programming your own mod, I list the mod authors and their mods in the main project's AUTHORS file and now you're in it too. Not sure if this will be in the main game or not. Race is a sensitive issue after all, it has to be dealt with in a non-offensive way, like the way the game deals with gender identities.

The bolded part is why I'm hesiting to bluntly indicate any racial slurs in future scenes of pursuits and trials, and will instead put froms such as "Prosecutor evoked the accused's racial predisposition to crime" or "The pursuers were shouting abuses related to the ethnicity of the Liberals" to replace "Let's fry this nigger" or "Hands up, you wetback!"

I might point out you left out Native Americans, who are actually the native ethnic group here in the United States of America. Also there are mixed race people, and people who identify with more than one culture. [..]

OK so that family's a total mess too... but at least my own family is perfectly fine! Anyway, that might have been SLIGHTLY off-topic... but I WAS talking about mixed-race people and their lives and their families, which is SORTA relevant, because my original point was to point out that mixed-race people exist and you aren't accounting for them in your mod. So getting back on topic, you should add mixed race people to your mod.

  • I didn't know then how Native cultures should be implemented (tribes such as Navajo ot Apache or areas such as South-West or Plains) and, this, I reported this implementation to a later release
  • Mixed race people are sort-of already available during the generation of the founder, given race and culture rolling are separated; in future releases, the ethnicity algorithm could give a proportion, depending of Civil Rights (0% at C+ vs. 10% at L+) of people for whom culture would be outside of the ones expected from their race

671
Curses / Re: [MOD] Race and Ethnicities Mod
« on: August 04, 2014, 11:47:25 am »
[Reserved for eventual future use]

672
Curses / [MOD] Race and Ethnicities Mod
« on: August 04, 2014, 11:45:31 am »
Hello,

Presentation of the mod:

several months ago, I proposed the inclusion of race and culture as an attribute of the personanages in Liberal Crime Squad.

Then, after assisting, at my electronics engineering school, to courses of C language, I wanted to test my new-acquiered knowledge in programming and projected to make a LCS mod when I will have the time to both going in this website and coding.

Finally, in July, I found the time to code this mod.

Description :

This mod introduce five different races and ten cultures, now only used for name generation:

  • The White race, composed of the Anglo-Saxon, Jewish, East, West and South European cultures
  • The Black race, composed of the Anglo-Saxon culture
  • The Asian race, composed of the Chinese and the Japanese cultures
  • The Latino race, composed of the Latino culture
  • The "Eastern" race, composed of the Indian and Middle-Eastern cultures

If it does sound limited, this is only a Beta and demonstration version.

Downloading : Here

Special thanks to : this thread, and especially to ed boy for learning me how to share my eventual mods.

PS: This is my hundredenth post on this forum!

673
DF Suggestions / Re: Enhanced Kitchen control
« on: August 04, 2014, 11:18:10 am »
It would be a good idea to specify quantities, both by numeric (ego. 50 apples maximum to be brewed or a minimum of 10 floor to be cooked) and proportion (no more than 60% of milk to be used in cooking).

674
DF Suggestions / Re: Mannerisms, for Civilizations
« on: August 04, 2014, 11:14:04 am »
Weah, it would be interesting to have different cultures, such as fur-clad Humans living in the cold regions, jungles Elves and temperate lake Kobolds having different dresses, cuisines, dialects - it might be too soon to introduce full-fledged languages families - and religions - ancestor worship, animism, polytheism, monotheism.

675
Curses / Re: So... what are the other two games?
« on: August 04, 2014, 11:08:46 am »
I did absolutely not try playing any bay12 subgames just now. Nope not at all. Those poor Stumpy-Wumples I'm sorry :'(
How these "games" can be played on a Windows 7 operating system?
They run fine, but the content is... lacking.

For running, it does not even that on a laptop under Windows 7.

And who exactly coded these games?

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