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Author Topic: Screw the Next Player Over! A Succession Game  (Read 97957 times)

Rumrusher

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Re: Screw the Next Player Over! A Succession Game
« Reply #105 on: July 25, 2011, 05:45:52 pm »

I direct you to rule #1.
Code: [Select]
1) Don't kill the fort.
Other than that, go crazy.
though you can't go too crazy because
Code: [Select]
3b) Your "present" cannot make the use of hacking programs in any way
Spoiler (click to show/hide)
« Last Edit: July 25, 2011, 07:56:17 pm by Rumrusher »
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ImBocaire

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Re: Screw the Next Player Over! A Succession Game
« Reply #106 on: July 25, 2011, 08:32:53 pm »

For the benefit of those who can't be bothered to copy and paste into, well, anything, here's the tiny bit.

Though you could fiddle with a creature raws to make an automatic reaction in all workshop buildings that forces a certain profession to always work and cut productivity on the next player by taking any random resource and making a toy that vaporize

If you can make that happen without any third-party programs, be my guest. Kind of sounds beyond the scope of even Dfusion, though.
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Rumrusher

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Re: Screw the Next Player Over! A Succession Game
« Reply #107 on: July 26, 2011, 12:23:18 am »

For the benefit of those who can't be bothered to copy and paste into, well, anything, here's the tiny bit.

Though you could fiddle with a creature raws to make an automatic reaction in all workshop buildings that forces a certain profession to always work and cut productivity on the next player by taking any random resource and making a toy that vaporize

If you can make that happen without any third-party programs, be my guest. Kind of sounds beyond the scope of even Dfusion, though.
well making an item vaporize is easy in Dfusion, getting the automatic reaction means someone wants to do a custom reaction on a item that can't normally accept custom reactions, which means diving into the building commands and see how reactions work. Now doing so seem out of my range as I'm no coder but give a week or 5 with darius and could find a way.
Also what do you think about thrapist and micromanaging utilities?
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DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Crazy Cow

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Re: Screw the Next Player Over! A Succession Game
« Reply #108 on: July 26, 2011, 12:32:29 am »

Micromanaging utilities are perfectly fine. I get by without them, but if you need to use them go ahead.

ImBocaire

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Re: Screw the Next Player Over! A Succession Game
« Reply #109 on: July 26, 2011, 12:58:18 am »

Yeah, you can't do anything with Therapist that you couldn't do much more tediously by hand. I use it, and I've been using it during my turn.
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Supercharazad

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Re: Screw the Next Player Over! A Succession Game
« Reply #110 on: July 26, 2011, 10:39:39 am »

My "present" won't kill the fort. Not the for, anyway. Or the dwarves. It will kill nothing except one thing.
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davros

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Re: Screw the Next Player Over! A Succession Game
« Reply #111 on: July 26, 2011, 10:59:51 am »

Two things:
First, is modding acceptable? If so, creating a present would be too easy, as all you would have to do is turn beak wolves into bronze colossi or something.
Second, should we have a rule that cave ins have to be turned on? I think we should, as turning cave ins off would probably ruin several traps, thus making the guy with them off have a turn that boils down to a walk in the park.
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ImBocaire

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Re: Screw the Next Player Over! A Succession Game
« Reply #112 on: July 26, 2011, 12:06:38 pm »

My "present" won't kill the fort. Not the for, anyway. Or the dwarves. It will kill nothing except one thing.

The player? Are you going to make a megaproject that turns out to be a memetic kill agent on whoever looks at it? Because that would be amazing.
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TheOddDemon

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Re: Screw the Next Player Over! A Succession Game
« Reply #113 on: July 26, 2011, 12:08:18 pm »

Two things:
First, is modding acceptable? If so, creating a present would be too easy, as all you would have to do is turn beak wolves into bronze colossi or something.
Second, should we have a rule that cave ins have to be turned on? I think we should, as turning cave ins off would probably ruin several traps, thus making the guy with them off have a turn that boils down to a walk in the park.

Dwarf Fortress is never a walk in the park.
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ImBocaire

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Re: Screw the Next Player Over! A Succession Game
« Reply #114 on: July 26, 2011, 12:16:24 pm »

Anyway, personally I would shy away from meta-traps, like raw editing. For one thing, there's many bits of raw editing that subsequently require a regen (for instance, any entity changes or new reactions), which means that many of the more creative raw-editing traps one could create wouldn't take effect. Also, you run the risk of either totally destroying the save or making the game crash if you edit them too extensively (although here I'm mostly thinking of deletion).

As for init options, well, we'll just have to hope that people keep cave-ins and invasions turned on.
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Rumrusher

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Re: Screw the Next Player Over! A Succession Game
« Reply #115 on: July 26, 2011, 08:28:23 pm »

Anyway, personally I would shy away from meta-traps, like raw editing. For one thing, there's many bits of raw editing that subsequently require a regen (for instance, any entity changes or new reactions), which means that many of the more creative raw-editing traps one could create wouldn't take effect. Also, you run the risk of either totally destroying the save or making the game crash if you edit them too extensively (although here I'm mostly thinking of deletion).

As for init options, well, we'll just have to hope that people keep cave-ins and invasions turned on.
  There is a world save utility that bypass some(reactions and buildings and entities more to I haven't check) of the worldgen issues.
edit:though I guess the rule 3b kinda hinders that.
« Last Edit: July 26, 2011, 09:07:21 pm by Rumrusher »
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

ImBocaire

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Re: Screw the Next Player Over! A Succession Game
« Reply #116 on: July 26, 2011, 08:51:18 pm »

Anyway, personally I would shy away from meta-traps, like raw editing. For one thing, there's many bits of raw editing that subsequently require a regen (for instance, any entity changes or new reactions), which means that many of the more creative raw-editing traps one could create wouldn't take effect. Also, you run the risk of either totally destroying the save or making the game crash if you edit them too extensively (although here I'm mostly thinking of deletion).

As for init options, well, we'll just have to hope that people keep cave-ins and invasions turned on.
  There is a world save utility that bypass some(reactions and buildings and entities more to I haven't check) of the worldgen issues.

utility

And there's the stumbling block with that idea.
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Rumrusher

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Re: Screw the Next Player Over! A Succession Game
« Reply #117 on: July 26, 2011, 09:12:46 pm »

Anyway, personally I would shy away from meta-traps, like raw editing. For one thing, there's many bits of raw editing that subsequently require a regen (for instance, any entity changes or new reactions), which means that many of the more creative raw-editing traps one could create wouldn't take effect. Also, you run the risk of either totally destroying the save or making the game crash if you edit them too extensively (although here I'm mostly thinking of deletion).

As for init options, well, we'll just have to hope that people keep cave-ins and invasions turned on.
  There is a world save utility that bypass some(reactions and buildings and entities more to I haven't check) of the worldgen issues.

utility

And there's the stumbling block with that idea.
It's more of simplifying someone uncompiling a save and editing the raw section of it to include what ever they want.
similar to using therapist.
My "present" won't kill the fort. Not the for, anyway. Or the dwarves. It will kill nothing except one thing.

The player? Are you going to make a megaproject that turns out to be a memetic kill agent on whoever looks at it? Because that would be amazing.
if it's cross breeding then that's one way to "kill whoever looks at it."
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Urist_McArathos

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Re: Screw the Next Player Over! A Succession Game
« Reply #118 on: July 26, 2011, 10:59:33 pm »

I think, in the interests of creativity and fairness, the traps should be purely something that can be done in-game.  Init options, raws, all that seem a bit too meta.  This whole thing was inspired by a fairly clever water-trap, and I think we should keep to that spirit.  Be cunning, people.  Surely we can manage some inventive traps in game; we're the fanbase that built a computer with pumps and magma!
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Grath

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Re: Screw the Next Player Over! A Succession Game
« Reply #119 on: July 26, 2011, 11:02:07 pm »

I'm gonna toss my vote in with the In-Game Traps crowd. You can do something brilliant if you put your mind to it. Hell, some traps even make themselves, like just putting un-labeled levers everywhere.
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