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Topics - Osmosis Jones

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1
Life Advice / In Seoul for the weekend, any advice?
« on: September 13, 2012, 09:14:18 am »
Hi guys, I'm looking for some advice.

I'm currently in Japan for a few months. Due to visa shenanigans, I need to leave the country for a brief period so that I don't piss off immigration. As such, I'm hopping across the Korea Strait and visiting S.K. this weekend. I'm landing in Seoul noon on Sat (leaving monday afternoon), and have my accomodation booked, but I'm kinda at a loss for what to do.

I'm currently planning around what I read on wikitravel; it's good, but it pretty much takes a shotgun approach to listing sights and attractions. So, I was wondering if I could instead get the advice of peeps who have been or, better yet, lived there.

What are a few awesome things to do in Seoul in a day or two? I'd prefer not to bankrupt myself, but I'm not adverse to spending a few hundred dollars either.

Any advice would be greatly appreciated,

Cheers!

2
In the interests of inspiring inquisitive intellects to initiate independant inquiry into interesting items, I feel this forum needs a dedicated science thread. Basically, here is a repository where you can dump all your cool links about insanely awesome scientific discoveries.

Railguns? Invisibility cloaks? Warp drives?!

Of course, this thread was originally inspired by the discovery of the Higg's boson. Open the spoiler below and educate yourself on this truly monumental event :P

Spoiler: Original Original Post (click to show/hide)

3
General Discussion / Looking for real tough mudders in Melbourne.
« on: January 09, 2012, 10:44:52 pm »
Hi guys, I'm thinking of signing up for the Tough Mudder competition on March 31st or April 1st this year, and I was just wondering if anyone else is keen. This needs to be run as a team (well, you can run solo, but it's practically suicide) and ends with free beer.

If we can get enough interest together, I'd like to register a DF team.

If you're curious as to what it involves, here's a breakdown of the course (click the view full map button, mouseover each challenge to see details). Pay special attention to the last few challenges :P

Finally, here's a training program, to whip you into shape as a tough bastard.


So, any takers?

4
General Discussion / Lego just got hardcore
« on: July 13, 2010, 07:40:33 am »
CLICK ME

At first I was like :)
...
Then I saw the para, and was like  :D
...
And then I saw the obliterator, and was :o  ;D ;D ;D

5
Life Advice / Job interview coming up...
« on: May 13, 2010, 06:51:39 am »
Howdy. I recently graduated from a science degree, and have applied for a graduate development program with these guys. This is a 2 year program at one of Australia's premier scientific establishments, that happens to pay 64k a year as well. Naturally, when I heard my application made it through the first round of vetting, I was bloody ecstatic.

The thing is though, I now have a job interview coming up. Considering my previous jobs consisted of supermarket storeboy (interview was walk up to manager, ask for a job, get hired on the spot), research assistant (walk up to head of research group, ask for a job, do a week training course, get hired on the spot) and Physics 101/201 tutor/lab demonstrator (get asked to teach, accept on the spot), my experience with interviews, particularly ones with large corporate/government entities, is somewhat lacking. Which is a problem, since I have an hour long phone interview on tuesday, and if I'm successful, they'll fly me across the country for a face-to-face.

So, I'm asking those who have said experience, particularly on the hiring side; any advice?

6
General Discussion / It's scientist music!
« on: May 06, 2010, 10:36:53 am »

7
DF Suggestions / Graveyard Screen
« on: November 01, 2009, 03:32:48 am »
I'll keep this short and sweet; basically, what I'm thinking is we need a [G]raveyard screen, which displays a complete list of all dead named creatures, the architect, cause and date of their death, and possibly a feature that allows you to zoom to the site of a creature's death AND the last recorded location of the creature's skull.

Incidentally, I've searched around, and all I've found related to the idea are throwaway lines in some suggestions for new rooms or noble roles.

8
General Discussion / Voytek
« on: April 10, 2009, 07:15:15 pm »
Pure awesome.


That is all.


9
Other Games / Go
« on: March 27, 2009, 10:12:14 am »
Just wondering, does anyone else play the ancient Chinese game of strategy Go?

10
DF Bug Reports / [40b] Crash in unit screen
« on: August 26, 2008, 04:37:18 pm »
Vanilla DF, on an asus aspire lappy. I'm getting a semi-repeatable crash when I'm in the unit screen, specifically when I zoom to a building (using b) that the dwarf is constructing. It doesn't happen every single time, but maybe one in every 40 or so uses. Of the 6 or so times I've observed it, 4 have been zooming to walls being constructed, and the other 2 were to beds.

Only possible cause on my end I can think of is a couple of save-scums at the start of the fort.

I have a save handy if you need them as well, if you can tell me how to upload it.

11
DF Suggestions / Cave-in Mechanism
« on: August 19, 2008, 12:28:49 am »
I came up with this idea as a mechanism to bring back cave ins in 3D DF while reading the I miss cavein threads

http://www.bay12games.com/forum/index.php?topic=23090.msg255789#msg255789

Any comments?

12
DF Suggestions / Siege 2.0
« on: August 14, 2008, 08:24:56 am »
Basically, a revision to the current sieges/megabeast/snatcher system, with a focus on modabillity.


Some of this is probably already planned for the army arc, but I just wanted to lay out an idea for the game mechanics.

Rather than the current system of sieges etc being pretty much a yes/no option, this would allow players to dictate when, where, how many and of what attacked your fort via the creation of specific event files in the raws.

Each event would be listed as a new raw entry, like a creature, and would be comprised of three parts; triggers, behaviour and fluff.

Triggers would be things like [WEALTH:#:#:#] (wealth lies between some value), [SEASONAL:#:#] (number of seasons between visits), [ETHICS:Y/N:#] (ethics clashes can trigger) and so on and so forth, with the final hash in each tag dictating whether it's an optional or required trigger (kill a hundred of some race AND their one king, kill a hundred of some race OR their one king).

Behaviours would deal with what race can trigger it, how many people will come if you do trigger it, whether they charge in or sneak, etc. Thus, players could make the event result in a single kobold thief, or a thousand angry dragons spewing FPS-death. Incidentally, these would not generally spawn a character etc out of nowhere, rather it would command an existing entity to leave their current locale and move toward the fortress, meaning events may occasionally occur sometime after they were triggered.

Fluff is basically what appears on the screen when the creature/s arrive or are discovered. The player can write text ranging from "For [civ name]!" to "You slaughtered my home, my race, my blood and kin. I will not rest 'til you lie bleeding and broken before me, so help me [character's god's] you will..." yada yada. Basically, it let's you create as much or as little atmosphere for the events as you wish. Incidentally, the []'s indicate tags that would tell the game to draw relevant information from the history folder etc.

While it would be a bit of a hassle to create too many of these things, it would be easy to trade them on the forum, allowing players to build up a library of the best events.

Here are some situations I thought of while typing this;
  • An elven champion, seeking to end your tree slaughtering ways, will arrive and call out your mayor/count/king (whoever is highest ranked) for a challenge. He will wait a short while for you to send out said dorf, before coming in after him.
  • A human prince (and his trusty page Jenkins) comes to slay you all for your repeated slaughter of his merchants, and brooking no argument charges straight through your front gate, slaying every dwarf he can find.
  • A pair of goblin brothers comes seeking revenge for their father, who was killed by a guard that recently migrated to your fort. After sneaking to the dwarf's quarters, they lay in ambush for their quarry's eventual return.
  • Envious of your fort's skyrocketing wealth and power, a noble back at the mountainhomes engages an assassin to slay your mayor. Arriving at your fort dressed as a peasant, he requests a meeting with your mayor, then stabs him in the face.

What say you?


TL:DR? Basically, modular scripting for sieges and other invader events that could be easily constructed and traded among forum goers.

13
DF Suggestions / Gearing; speed and torque
« on: August 06, 2008, 10:58:30 am »
A few more ideas regarding machines and power. (It may have come up before, but I doubt it. Closest I could find was flywheels)

Basically, I say replace the current mechanics system (power) with 2 values; speed and torque.

Torque (basically the rotational force) is approximately analogous to the current power, in that a certain threshold value is needed to move a bridge, pump etc. Further, like our current power, it is conceptually possible to have it stack linearly (in non-science speak, pump only works if you have more than x torque, and it makes sense that you can get more torque by bolting on another windmill). This on it's own is by no means any great difference to our current system, but it is the second component that makes the difference.

The speed component is a value which, as the name suggests, indicates how fast the gears etc are turning. In DF, the two power systems used are both (relatively) high torque, low speed methods of generation. While this is great for moving big, heavy things (basically millstones at present, though in future maybe bridges etc as well), smaller lighter systems are going to be operating at low speeds with torques far in excess of that necessary.

However if you introduce a speed value, systems with high torque and low speed (the windmill farms etc of the current system for example) could be converted to high speed, low torque systems via a transmission (can be as simple as two meshed mechanisms of different sizes, also works in reverse), which would be more useful in a variety of different situations.

While I'll admit that, at present, there isn't much point in creating overspeed millstones, except for maybe hilarity (Urist McUrist cancels mill plants; pulled through machine), it would be great for controlling how fast your screwpumps operate, turning your current gentle water feature into a firehose capable of blasting Urist across the map.

Ideally however, if Toady ever gets around to upgrading the mechanics system available, it could conceivably let you control things like conveyor belt and elevator speeds, the rate at which spike traps fire (imagine a spike trap firing ten times faster than a Superdwarvenly Agile with Pull Lever/R), or even forcing a windmill to spin faster than the surrounding wind, causing a stiff breeze. I'm sure the rest of you can come up with even more ideas as well.


So anyhoo, what do you reckon?

14
DF Dwarf Mode Discussion / Nobles: Collect the whole set now!
« on: July 08, 2008, 08:25:13 am »
At my latest fort, I got myself a nice count / countess consort duo. The countess consort was easy enough to care for, liking cabinets, querns and sterling silver. Her husband however liked no standard, buildable items, and liked tin and yellow zircon, neither of which was on the map.

Naturally, I slowly drove him insane by not designating him any rooms (when even the lowliest peasant had a decent bed), having a detested vermin (roaches :D ) in a cage by the dining room, and generally ignoring him. After he threw himself in the well, all was happy and peaceful for around a year or two.

Then it happened. I got a message Uvash Dorenolor, Countess has arrived, bringing with her a new hammerer (old one died single-handedly saving the fort from speargobs), a philosopher, and another consort, this one male.

Apparently if you kill the count, they replace both parties.

Sooo... now I have 3 count level nobles, and, though I hate to say it, am seriously considering killing the new countess so I can get some more.
With this in mind, I pose the question, has anyone done this before, and if so, how many consorts have you collected?

Edit- Typo

15
DF Dwarf Mode Discussion / Oh bugger...
« on: June 05, 2008, 09:34:00 pm »
I have a large, healthy fort. Somewhere on the order of 115 dwarfs, nearly all ecstatic, lots of monies, more food than I can poke a stick at, and 3 miltiary squads that can wade through arrows and annihilate every siege I've yet encountered.
Hence, as you might of guessed, I was starting to lose interest.

Then I get the message; Zuglar McDwarf has gone berserk.

Okay, buggger, I'll get my military on it. Then I encounter my first problem. They're all asleep. Crap.
Then I see my second problem; Zuglar is a Fortress guard one level short of becoming a swordmaster, equipped in full *Copper Plate* or better, with a mastercrafted obsidian short sword. Ohhh crap.
3rd problem; She just brutally slaughtered her husband (a royal guard, who is now evenly distributed across the 3x3 bedroom), is drenched in dwarf blood, and is chasing my haulers down the corridor. Ohhhhhh crrrraaappp.

Corners a hauler in a bedroom, hacks him to pieces in blink of an eye. Runs straight past my hammerer, who ignores her completely (collusion!), up the ramps and into the dining room.

Kills three more dorfs (knocked one down the trash disposal chute into the magma), a cat, and then runs headlong into my champion Zon Igelmush, who just woke up and was on his way to get a nice +kitten roast+. In solid exceptional steel plate, artifact bone shield, legendary in all combat skills except sword (grand high master) with a mastercrafted obsidian sword...

The tile blinks red, once, and then I'm digging Zuglar chunks out of odd corners a z level away, while Zon strolls off to find something to eat.

I love this game.


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