Wednesday, February 15, 2012
Dwarf Fortress update
Monday, February 13, 2012
PSTN Intro
An interesting project is starting up to help pre-service teachers establish their own personal learning network. Boringly named The pre-service teacher's network, it is an awesome idea.
While mulling over David's How to get rid of the lecture, I'd come to the conclusion that the highest priority should be in establishing contact points between students. The lecture not only provides information for students, but also binds them into a shared experience of time / place / content. Without that common binding, it's very easy for students to feel lost in the content and become overwhelmed. What is needed is a simple way to connect to another student travelling on the same learning journey. Really simple. Like looking around the room or nudging the person next to you simple.
PSTN has the opportunity to be just that. A simple way of nudging someone to see if you're on the right track. The learning journey isna't a specific class, but a profession that cries out for additional support.
Manual activation of Office 2010
Monday, February 06, 2012
GameLog 236-237
Fallen Enchantress beta (23h) - Much, much better than Elemental ever was, but it feels a little slow paced. I know it gives more time for the heroes to do their stuff, but it sometimes leads into a position where you disturb a giant and have no chance of defense, so you may as well keep pushing.
Grepolis (15h) - Big push by EN.
Dwarf Fortress (10h) - Built another colony with a valley below the river. ttempting to see if a dam is possible.
UFO: Alien Invasion (5h) - Open source UFO: Enemy Unknown. Good buildup to Jagged alliance coming soon.
OpenTTD (5h) - Multiplayer with Sandy & Cam
Blight of the Immortals (4h) - Ironhelmet online board game. Worked well for LAN.
Jupiter's Folly (3h) - Ironhelmet online board game for LAN.
Hacker Evolution: Duality (3h) - They have changed it, but it still feels too artificial. It's more like a puzzle than a sim. Uplink remains my favourite hacker game.
League of Legends (2h) - LANTF2 (1h) - LAN
Terraria (1h) - Quick couple of games with cam.
Crusader Kings II demo (1h) - Woohoo!
Tuesday, January 24, 2012
GameLog 232-235
Total War: Shogun 2 (60h) - Still trying to win the legendary campaign. Got very close with one Shimazu game, but am now finding it hard to even conquer Kyushu.
Grepolis (50h) - Couple of coordinated assaults. Looks like I might have to give this one away when school starts back up though
Might & Magic: Heroes VI (30h) - Kinda got into this after remembering about the Kingdoms online game. Campaign is still somewhat enjoyable as an optimised exprience, but has still lost something.
OpenTTD (20h) - Went hunting for Railroad Tycoon and ended up finding OpenTTD. Plays pretty well multiplayer, but is a little obtuse to get into.
Dungeons (5h) - A little more through it. Campaign has some quirky triggers that have detracted, but it's still a good baseline for comparing Notorious to.
EYE (5h) - LAN fun with guns
Demigod (5h) - On ultrafast setting it's more action oriented, but misses some of the subtler elements of the game. Still, as a multiplayer it gets the game over quickly.
The Ship (1h) - LAN fun with paddles & knitting needles.
TF2 (3h)
LoL (3h)
Blight of the Immortals (5h)
Kingdoms (2h)
Tuesday, January 17, 2012
Wooden Starburst Puzzle
Tuesday, January 03, 2012
No more coal ..
This holiday sale has reached a significant milestone in my love / hate relationship with Steam. I KNOW that the achievements are made to get me to buy new games (even old games with achievements are there purely as a reminder that the game was good, and you might want some DLC or new version before you're done), but I just don't care. It's fun. The first day had Dungeons of Dredmor and Orcs Must Die on sale along with snowy achievements. Both of those games I'd looked at in the past, but the achievements and cheap price were enough to get me to buy and play both of these. And it was fun. The next day the same. Wake up and load up steam, what will I be playing today? I trusted Steam to look after my holiday entertainment and it duly delivered.
Toward the end of the sale my interest had waned a little from that initial excitement, but looking back over the whole 12 days I've probably played 75% of my games directed by the achievement list. I was a little disappointed that there wasn't a list of things that you could win, or what you might be able to craft coal into, but rumours of winning all valve games was enough to keep converting the coal into something.
There has also been 2 significant advancements in the steam interface; you can store gifts instead of immediately passing them on, and you can now open gifts yourself. I know you used to be able to wangle both of these previously, but the recognition that people want to do this is what I'm happy about.This leads to a new purchasing method for me, especially in sales. If I like the game, but am not going to play it immediately, I can now buy it as a gift for myself, then only open it when I want to play it. This way if I haven't gotten around to opening it and someone else wants it, I can pass it on or trade it rather than having it sit uninstalled and locked into my steam account. I know it means that I'm probably going to buy even more 75% sales as speculators, but it's purely because it's making it easier for me. Convenience = win!
Steam is doing more and more things right. And best of all, it's getting out of the way for me to just play the games I want to play. I haven't had too many intallation or game issues recently, and my gripe list is getting smaller.
Speaking of the gripe list:
- Please default games to NOT automatically update. I'm sick and tired of firing up the PC in the morning and having TF2 download another 2Gb. There has got to others that are conscious about their bandwidth usage.
- "Do not automatically download this game" means DON'T DOWNLOAD!! There's been a couple of games that keep updating regardless of the setting. The only fix seems to be to pause it during an upgrade and never unpause.
- "This game is currently unavailable" meand that the game wants to be patched before you can play. Don't know why because most were single player games. It's getting in the way of me playing the game. Remove it or at least make the message a little more informative.
- DX11 / .NET framework checks. Why does every single game want to install one or both of these common components? Can't steam detect that they are installed and skip this step? I know that they are probably embedded within the actual game installs, but I'd like Steam to be at least be able to provide games an idea of what's currently installed. Actually if this causes more games to not run on load, it can stay as it is, but I'd see this as the way of the future.
- Allow an option to be less viscious with the SteamGuard checks. It feels like every month I've had to verify myself again, even though I have Steam open almost constantly. Yes, it's me. I'm still here. Considering turning it off, but I do like the idea and I do have almost $2000 to protect.
Monday, January 02, 2012
Creative 15
While teaching I noticed that I was needing to go to bed earlier and earlier each day; an odd occurrence as I'm usually craving for more night time and can usually get by with 4-5 hours sleep. By the end I was taking a power nap straight after work before tea to keep some sort of regular pattern in my day.
There have been other times when I've used power naps to solve problems. If I'm stuck on a difficult Programming problem, I'd take a 15 minute nap and almost always wake up with the correct solution.
While writing assignments for Uni it felt like what I need to start writing is a good sleep. I had put this down to my finely honed procrastination skills, but maybe there's more to it?
Teaching has been far more creative than I'd expected. Even fully prepared lessons seem to go awry and require to to think on your feet to get the topic covered another way, and most of my lessons weren't as prepared as I'd have liked. It seems that I can easily function in a logical and analytical manner on hardly any sleep, but to be creative I need a good sleep.
To test this theory, I'm planning on spending the first 15 minutes of each day on something creative. Drawing, building, writing, blogging, coding, designing, singing, playing. Something. Hopefully 15 minutes at the start of the day won't take out too much from the craving to catch up with what's going on in the world, and maybe even make enough time to get some ideas down.
First creative15 was to get the blogger app for the iPad so that I could quickly write if that's what I wanted to do. Turns out 15 minutes is out to about 45 by now, but I'm Ok with that too.
Here's a picture done on the iPad in procreate when testing the concept. It's not finished, but I'm happy with the result and it felt good to draw again.
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| Hmmm, colours on the iPad screen seem different. Oh well .. |
Friday, December 30, 2011
Notoriously Databased
Notoriously Databased
Dungeon stats
At the start of each round, your dungeon is essentially a couple of stats:
Notoriety: How much the town fears you. Expect an attack each turn at a level based on this number.
Treasure: The amount of gold / equipment / tradeable stuff you have in your dungeon
Dungeon size: The amount of space dug out so far.
- Minion living space: Amount of space dedicated to housing minions
- Prisoner Space: Amount of space dedicated to housing townsfolk to help dig. Prisons can hold 10 prisoners per space.
- Fortification space: Amount of space for traps / secret doors / dungeon layout.
Total defense: Total defense = Dungeon security + Minion security
- Dungeon Security: Provides additional defense, as well as maintaining this amount of gold if a wipe occurs.
- Minion Security: Total amount of security offered by elites and normal minions.
Minion Defenders: Amount of minions allocated to defence.
Minion Elites: Elites are 2x more effective at fighting (Defending / raiding)
Minion Diggers / Builders: Amount of minions allocated to expanding your dungeon size.
Prisoners: Amount of captured townsfolk currently expanding your dungeon size.
Actions
Each turn a player assigns these actions to their dungeon:
Order digging: Amount of minions ordered to dig instead of defend
Raid town for treasure / prisoners: Choose the amount of minions to send on the raid and the amount of treasure / prisoners to go after. Monsters on a raid will not be in your dungeon next turn. If successful, returns the amount of treasure / prisoners requested. Can choose to disguise as another player to give them the notoriety instead. Raid success is calculated by the amount of town security compared to the amount of monsters sent. The town's prosperity will indicate how deep into the town they will need to go to get the required resources.
Raid another dungeon for treasure / prisoners: Choose the amount of monsters to send on the raid. They will not be in your dungeon next turn. Note that dungeon raids happen AFTER heroes have softened them up.
Ransom prisoners: You will receive 1 treasure per prisoner ransomed and reduce notoriety.
Increase fortifications: Requires 1 space and 5 treasure
Equip Minion: Requires 1 treasure per minion converted to an elite. Elites fight 2 times better and are last to be killed.
Hide Hide this many elites. Implemented as raiding 'no-one'. They just spend time away from the dungeon when you expect a wipe.
End of Turn resolution order
Hidden minions / treasure are set aside
Raiding parties are set aside
Ransom prisoners - Remove prisoner.
Convert minion to elite
Assign minion diggers
Increase fortifications - Remove money
Raid town - Add ALL player town raids together to calc total desired resources
Raid town - Calc defense per treasure and per villiager
Raid town - Assign defense to each player's raid and kill off raiders per defense. If they have minions remaining, raid is successful
Raid town - Successful raids either set (disguised) player notoriety to amount stolen, or increases notoriety by 1 if already higher
Hero Attack - Heroes (elite) of fighting skill equal to player's notoriety attacks. Player with highest notoriety has 1.5x notoriety heroes attack.
Hero Attack - Hero kills off an amount of minions equal to their fighting skill. If any heroes remain, wipe.
Hero Attack - If no heroes remain, add treasure to dungeon per hero (= 1/2 fighting power = 1/2 notoriety)
Raid dungeon - Add ALL player dungeon raids against that player together. If greater than the dungeon defense, wipe.
Raid dungeon - If multiple players attacking, highest army kills others and takes all spoils.
Raid dungeon - Successful raids remove all gold & prisoners
Amount of space is increased by remaining (diggers + prisoners) / 10
Increase fortifications - Assign fortification space if not wiped
Ransom prisoners - Add gold, reduce notoriety
Successful raids return
Hidden minions / treasure return
Fill remaining space with minions (or remove minions if space smaller)
Allocate 1 notoriety to each player that an adventurer didn't return from.
If all actions gain no notoriety for the player, and they have been wiped by the town, reset notoriety to 0.
Town report - Build a notoriety list
Town report - Add all actions against the town
Player report - Collate all actions that the player knows about
Wednesday, December 28, 2011
GameLog 228-231
Ahh holidays!
Grepolis (100h) - Holidays started out with a big revisit to Grepolis with many operations and defensive maneuvers to dive back into.
AI War: Fleet Command (50h) - The first of many games to be wheeled out again for the steam christmas achievement list. I'd given this one a go a while back, but I couldn't get into it. 2 things changed, both from replaying the tutorials:
1) The game is more of a puzzle / grand strategy rather than RTS. The unique starting positions with the AI owning everything and you with nothing makes a very interesting tak on the Genre.
2) Turn on the option for ships to be automatically placed into defensive mode, and engineers to be on auto fix / help too. Makes the game actually playable rather than incredibly frustrating that you'd missed one single ship attacking and he'd wiped out half your main base while 100's of ships watch on.
Gratuitous space battles (14h) - Another one that I'd tried the demo of earlier, but couldn't get into. Was the sweetner on a very good Humble Bundle. Once again it was understanding what the game was about; you don't just beat a fleet and move on, the whole game is about beating the fleet again and again with smaller and smaller fleets. This one is definitely for the optimisers, and that's me.
Demigod (12h) - Early 4-pack pickup from Ben for LANs. Older than LoL and it feels like it's from a different time. Plays Ok. No real bugs that I'd heard about on launch.
EYE Divine Cybermancy (10h) - Steamy sales. Had kept a bit of an eye on this one, but for less than 5 bucks it's definitely worth a go. Hacking started of being pretty cool (in all the things you can hack), but turns out to be rather boring. Game itself is interesting enough to continue regardless.
Dungeons of Dredmor (10h) - Interested in this one after listening to a dev chat on Roguelike Radio, and a steam sale + steam chrissy achievement was certainly enough to get me into it. Pushed enough to get the achievement, but will probably leave this one for later.
Orcs Must Die (7h) - Another cheapy with christmas coal at the end. Good atmosphere, but moved on to other coal-givers.
Civ 4 (6h) - LAN game with Levi. Bit of a blast going back after Civ 5.
League of Legends (5h) - Always the LAN staple.
Grand Prix Story (4hrs) - More of less completed it. Once I found out about accessing better cars and parts purely through upgrading the current parts (rather than seeing the investment as pointless) it was pretty easy.
Guardians of Graxia (2h) - More Coal.
Jametown (2h) - Humble Bundle for coal!
Frozen Synapse (2h) - Indie coal!
Terraria (1h) - New patch with hardcore mode. Lasted an hour by the looks.
