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Messages - bsmith

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31
If I remember correctly, the blockers were temporarily removed from The Steel Mines Of Kessel at the same time as bombers were changed to be untimed.  I think part of the uproar about the change was suddenly having to learn a new solution with the new bombers.  In hindsight having the untimed bombers makes a no-blockers solution easier to execute; it may have been gold worthy with timed bombers but not with now with untimed bombers.

Do not add steel to stop the route Akseli found.  In my opinion The Steel Mines Of Kessel is a lot like If at First You Don't Succeed.  The point is NOT to find a specific route, rather the point is just to be creative with a restricted skillset to solve the level.  In Kessel, the restriction is that your only excavator is the bomber; similarly, the restriction in Succeed is that you have fewer bashers than a straightforward solution would use.  These are levels in the original Lemmings; back then everyone, including the developers, was just trying things out and learning strategies.  Editing the levels to enforce certain routes (other than major backroute removal) undermines how they were designed.

Finally, the proposed talisman distribution of 8-16-8 bugs me a little.  I think 12-12-8 might make a nicer split.

32
Forum Games / Re: Battleship Free-For-All
« on: October 19, 2017, 06:01:11 PM »
Round 1 results are attached.

A reminder that the grid goes from A1 to O15.

For round 2 we will again have four shots per player.  The deadline to submit shots for the second round will be Sunday October 22nd, at 12:00 noon Central time.  Shots should be sent to me by PM.

33
Forum Games / Re: Battleship Free-For-All
« on: October 16, 2017, 05:33:18 PM »
No more signups, so we will go with three players: Simon, Mobius, and Dullstar.  With this few players, each person will have seven ships and in each round players will make four shots.  I am sending PMs to each player with your respective ship positions.

The deadline to submit shots for the first round will be Thursday October 19th, at 12:00 noon Central time.  Shots should be sent to me by PM.

34
Forum Games / Re: Battleship Free-For-All
« on: October 14, 2017, 04:56:55 PM »
Only 3 people interested so far?  I think I will extend the signup deadline to the 16th, see if anyone else checks in over the weekend.

35
Most of the items in the Definite list I have no issues with including; anything from that list I don't mention is good to go.

Perseverance: I much prefer the no digger talisman.

LEMTRIS: either one is good but we don't need both, I don't have a strong preference.

I have a cunning plan: I assume you put this one in for its pass-through blocker solution, easy but not obvious.

If at first you don't succeed: I prefer the one basher talisman for this one; as mentioned earlier this can be done with the 6 builder constraint added to it.  Since we are not fully de-backrouting Final Impediment, can I assume that a lightly modified version of If at first you don't succeed will be used - a piece steel under each pillar to stop the bash under everything to make the talisman worthwile.

The Great Lemming Caper: I assume you want to enforce the catch a climber solution.  No blockers still allows another solution.  The six skill assignments restriction you suggested earlier would (I think) enforce catching the climber, but in this case I recommend dropping the release rate so that the execution does not need to be pixel perfect.

Get a little extra help: The talisman idea was 100% with only 10 builders. I do think this is a nice one to include, not too builder heavy for being a builder only solution.

Downwardly mobile Lemmings: Nice idea but probably too easy to be worth including.

Keep your hair on, Mr Lemming: The talisman idea I had for this one is 100% with only 10 builders and 1 digger.  This should enforce a solution similar to M. C. Escher 100%.  Otherwise the no builders talisman is a good option since the skillset no longer has enough diggers to just go all A.T. on the block.

Lemming toast: Nice but too easy.  If we want a talisman for this level I suggest use only 1 builder.

Where do you see lemmings?: A 100% builders seems a lot more tedious, no I would rather not include this.

Let's be careful out there: We already have a fast-route talisman for the harder repeat.  I suggested the 3 blocker + 3 builder since it does enforce the long route.  If we do have a talisman for this level I think it should enforce the long route.  I like my idea and want to see it included but I do realize it is not a very exciting talisman.

PoP YoR ToP, Plethora of Presents, MENACING !!, Time waits for no lemming: All these are variations on the regular solutions.  These seem like things to look at if we decide the other choices don't make the list of talismans long enough.

Izzie Wizzie lemmings get busy: I thought this was a good idea, bit if the engine will no longer support it then there is really no way to include this one.

And then there were four: I was thinking about this one too, the needed multitasking may make it worth a talisman.

Poles Apart: I think the ceiling route relied on direct drop, which was taken out of Neolemmix a while back.  Otherwise 100% seems like a good talisman.

Water processing plant: I don't think 100% is possible in Neolemmix.

36
Forum Games / Re: Battleship Free-For-All
« on: October 14, 2017, 03:52:03 AM »
I plan on having each round last 2 or 3 days, if people are prompt in submitting their shots I will try to stick to 2 days.  I estimate about 10-12 rounds to complete the game.  So about about a month long total.

37
Forum Games / Re: Battleship Free-For-All
« on: October 13, 2017, 03:56:35 AM »
For each round I will make a short writeup announcing if a player has a ship sunk or anything else I find notable.  Also I will attach a screenshot showing the hits and misses played so far; hits will identify whose ship was struck.

I have attached a screenshot from one of my DROD Battleship games as an example.

38
I have one more solution for If At First You Don't Succeed. This one is the only solution I have found that uses only one basher and does not bash under the three pillars. So now I propose this: Add a steel plate under each pillar to close off that route and make a talisman for using only one basher while solving the level.

39
Nice job IchoTolot, you backrouted my level so hard I don't know how to fix it.  That steel block was supposed to stop a backroute, not add one.
My intended solution is similar to the solution by joshescue18 earlier in this thread.

40
17/21 is impressive, best I figured out was 10/21.

Also I have spent more time with If At First You Don't Succeed and have complied 10 solutions to the original version.  This could be Nessy's next episode in The Many Solutions Of series.  At this point I think that no alterations should be made to this level.

41
I think the only solution we lose out on by restricting The Great Lemming Caper is my no bashers solution.  Half on Nessy's solutions already fit in the 2 of each destructive skill limit and the others can be tweaked by substituting a miner for a basher.  So, lets go ahead and trim the skillset.  The fastest solution is still the catch the climber solution, which can be the talisman for the level.

I attached my replay for Everyone's a hard nut.  The third lemming is rescued through the one way wall but uses a much different route than Proxima's solution.

I did find a solution to If At First You Don't Succeed that did not corral the horde of lemmings.  I still don't like the extra water since it seems like a rather drastic change.  I still think we should go with my version and then remove the blockers and bombers (which I have not used in either solution I have).

42
Why is bash-bash-mine through the pillars a backroute for If At First You Don't Succeed?  When not using the bush under everything route (which I agree is a backroute) I solve this level by using the space between the last pillar and its right side stairs for containing the crowd and save 100%.  Difficultywise, this was Taxing 1 in the original game; its not supposed to be too hard.

One more level with a potential backroute is The Needs of the Many.  Bombing at the extact top of the climb allows a basher to go all the way through the terrain without needing to use the two builders to get on top first.  It is an easy fix by adding a little bit of terrain near the top, but it may also be a case of close enough to the intended solution.

I say definitely keep the blockers in The Great Lemming Caper.

It may be possible to enforce the solution that uses the subplatform in Dolly Dimple by changing the climber to a floater.

I can't say much about Everyone's a Hard Nut since I don't know what might have been intended.

43
I spent some time today going through 0.3.5 looking a individual levels.  There are some I feel needed changes, so I made some and attached the results in the zip file.

Konnichiwa Lemming-san, Haunted Botanical Garden, and Temporary Peace converted to use the regular Dirt set instead of dirt_md
Boulder traps changed to beartrap kind in Haunted Botanical Garden to make them visible
I made a different way of making the traps visible in Worra load of old blocks.  I think this looks nicer than Proxima's version.
A shortened version of Tension Sheet, should cut about a minute of mining/bashing time off the solution.
I really don't like the water where Proxima put them in If at first you dont succeed, so I made my version to block off the floor backroute.
A version of Lets Go Camping without the digger and some terrain changes to seal a backroute and make the trap on the right visible.

Also some talisman ideas of my own:
Spoiler (click to show/hide)

44
Forum Games / Battleship Free-For-All
« on: October 07, 2017, 05:22:37 PM »
Back when I was active in the DROD forums I ran a multiplayer Battleships game once in a while.  Since I am now active over here I thought I would see if there was enough interest to play a game at this forum.

Battleship game rules:
Quote
- I will not play, instead I am the moderator.
- Everyone will have their ships on a 15x15 grid. Opposing ships may touch but will never overlap.
- All the ships are three-tile length ships. I already have a grid with 30 of these ships spread out at random. Which ones a player will get is decided at random.
- The number each player gets will be determined as follows: 5 players=5 ships; 6-7 players=4 ships; 8-10 players=3 ships; 11-15 players=2 ships.
- Five players is the minimum. If more than 15 people sign up then I will draw a larger grid; a 20x20 grid for up to 25 people or a 25x25 grid for up to 40 people.
- At the beginning of the game I will send each player a PM stating where their ships are located on the grid.
- Each round will take two stages:
--- Stage 1: Each player sends me a PM specifying coordinates of the squares they want to attack, 3 squares per player per round. The number of shots may increase as players are eliminated. There will be a time limit for players to make their submissions.
--- Stage 2: I will post a composite list or image of all the shots and whether the shots were hits or misses. I will then announce the beginning of the next round.
- A player will be active as long as he has at least one ship still afloat. As soon as all of a players ships are sunk he is eliminated.
- If a player misses a submission deadline, then that person's shots will be chosen by a random number generator. The RNG does not care if a shot has already been called or if you hit yourself.
- If a player misses two or more consecutive deadlines, then only one random shot is made for that round.
- I will be tracking the game's progress using a spreadsheet made for that purpose.
- One Shot at a Time Rule:
--- This rule will only come into play once there are two or three players remaining.
--- The rule is I will check for eliminated players after each person's first shot, then again for the second shot, and then again for the third shot. Effectively three one shot rounds will play out.
--- Players still send all three of their shots at once for the round.

I will wait a week to see how many people are interested and if any questions come up.  If I see enough interest then the game will start on October 14th.

45
The 0.3.2 nxp is much larger than 0.3.1, is there a way to use a more compressed or smaller song file for the Sunsoft music?

Gentle 29 errors out with "The graphic set dirt_md.dat could not be found".  The _md versions of the graphic sets are not included with Neolemmix be default anymore.  Opening this level in an editor and changing the graphic set to the regular dirt one should fix this and keep the graphics in the pack consistent.  I would also check the other new additions.

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