Hello everyone! :) I like Mazes and Labyrinths. My Maze program "Daedalus" (see Daedalus Engine, or my homepage link) works with them in several ways, including as a platform for several games based on Mazes.
Yes, the general design philosophy of the Hunger Games Simulation is that anything you can do, computer AI tributes should be able to do too. :) AI may claim leadership from you or from each other. If they take it from you, you can always use the command again to take it back, which simulates arguing for who should be leader. Note if you use the command when you're already a leader, it can be used to pass on leadership to somebody else (such as you no longer want to lead, or some tribute gave you leadership when you didn't want it).
Yes, wild animals would be a nice addition. They'd be like mutts, but weaker and less aggressive. If you hunt and kill the animal, it would leave a body which can be eaten (and presumably needs to be cooked first, although note that presently Fish don't need to be cooked). The existing Net traps would then be able to act as snares to help you catch them.
For an existing example of light sources at night, press Enter and type "@SCorn 3", and notice in new games that the Cornucopia and launch platforms will be lit up at night. :)
Ok, for the next version each tribute has a "leadership" number. The default is for "aggressive" districts (i.e. Careers) to have higher leadership than "normal" districts, and within those categories leadership starts out random. If you use the "come here" command when an ally is already right next to you, that will set your leadership to one higher than theirs, so they will tend to follow you around (unless of course an ally with even higher leadership is nearby). That means if you want to become alliance leader, then you need to do that with each of your allies, to ensure you have the highest rank and everybody follows you. :)
Sometimes you really do just want an ally to come to your location once. However, a more long term "follow me" request option would be useful too. Internally, all tributes have a waypoint they head toward when not doing anything else, and the "come here" command just sets that waypoint to your current location.
Also, allies are attracted to each other, but each alliance has a "leader" everyone follows so that packs will actually move around instead of always hover around each other. The leader is always the earliest tribute (e.g. Careers follow the D1 Girl around preferentially). Play D1 Girl yourself and allies will follow you around much more than if you're say the D12 Boy.
A command that would allow you to declare "I want to be alliance leader" (or "I no longer want to be alliance leader") would be useful too. Of course, anything you can do AI should be able to do as well, so it would be nice if other tributes would ask you or others to follow them around, or have others try to declare themselves alliance leader at times too. :)
No, not easily: The way to start would be to replace "MTree" in the command line with "Add MTrib 0", where "0" is the tribute index (0=D1 Girl, 1=D1 Boy, etc). However, tributes/mutts are harder to make look good, because tribute bitmaps are always changing, as they wield/wear different weapons/armor, as their health changes, and even when you select their hairstyle. Each tribute bitmap has other smaller bitmaps being copied over it at fixed pixel coordinates (so the new texture really needs to be the same size). Also, solid bitmaps may not look as good, since the existing transparency makes it easier to see past tributes in crowds.
As you apparently found out for your other question, for Daedalus command lines press "Enter" then paste in the command line text to run. For these command lines that change textures, you can also make them permanent by adding them to your hunger.ds file, in the second to last line right before the line saying "*FStart".
The script constants JGre, JBlt, JPck are the object item indexes for Grenade, Blowtorch, and Pick weapons. The indexes are defined in the same order as their full strings are listed elsewhere. In other words, search for the script line starting with "SetStrings %ZObj %JMax" to see the object list in English.
The previous discussion about making custom bitmaps be textures in the game can be read on page 29 here (read the thread started November 17, 2014 for examples of how to update the tree and axe item textures): Indiedb.com
You've been posting here since 2013. :) I'm impressed that the Hunger Games Simulation has kept its charm for two years now, which is a long time in the video game world! Indeed, I've described the Hunger Games Simulation as like a board game before, given its turn based grid architecture, although it's really a Roguelike genre game just played in first person: Roguebasin.com - The above are all great suggestions that have been considered and are "on the list" in one way or another, but since they are significant enhancements it will take time to add them, which is why releases are generally months apart. :)
Thanks! :) I became a HG fan after seeing the first movie, which inspired me to read the trilogy. I've always found "last person standing" contests interesting, e.g. I've been a fan of the TV show "Survivor" since its first season. More info about me including a link to my personal Web site is at: Indiedb.com
Nice! :) Note you need to remove the space between settings "Z" and "a" when copy/pasting into the Hunger Games "all settings" command dialog, which will give an error if passed the space character.
If you want a total random arena, there are a few more settings you can change for the second arena. Add in B4G240O6S0f0h0i0j12 and you can also randomize the day/night cycle, landscape transparency, tribute arrangement, arena size, max food, max health, max inventory, and hill frequency. Of course, random isn't necessarily better, such as one might not want "S0" since that will occasionally create a very small size arena.
This can't be done in the current version, however it's an easy modification. :) The number of fallen tributes is easily computed (it's simply total tributes minus current tributes, which are the two tribute count values on the status line in the game). The game simply releases that many Mutts, instead of the number in setting variable "n". I've indeed added a new setting for the next version which does this. :) You just need to have the total number of Mutts (setting "m") at least equal to (total number of tributes - 2), e.g. for a 24 tribute game, there may be up to 22 Mutts released if it happens at Final 2.
For the next version, I've added preset arena "R" (standing for Random) which will set every low level setting that has a "choose randomly" value to do that. For the current version 3.1, to have new arenas be as random as possible, press ";" and enter the following:
Guest, your settings make for a nice challenge, with max difficulty ("q3") so you don't even know how many tributes are left unless you keep track yourself, combined with low health ("h3") and small inventory ("i4"). :)
Tribute hairstyles are already randomized every game. The only time tribute hairstyles don't get randomized for a new game is with settings "s2" or "s3", which give tributes the fixed names (and fixed hairstyles) like those the tributes had in the 74th or 75th Games.
Variable "@SX" is the item given out at Feasts. If 0, there's no Feast, and if 33 or more, the Feast consists of random different items. This variable corresponds to setting "X" in the All Settings Dialog. For example, press the ";" key in the game, enter "X99", and Feasts will consist of random items. For more details about this setting, see: Astrolog.org
You can do this with a command line: Press the "Enter" key, then type "@Sz Rnd 1500 3000" (minus the surrounding quotes). That will change setting "z" (i.e. the turn that the firewall begins) to be a random number from 1500 to 3000 for future games. :)
Hmm, are you downloading and installing the file dae31zip.exe? If so then you definitely have version 3.1. If you still see 3.0 come up, then you probably have 3.0 installed in a separate directory and are accidentally launching it instead. If you don't have dae31zip.exe, install it directly from links such as Astrolog.org or Indiedb.com
1: Yes, it makes sense that if a computer sometimes thinks Nightlock is normal Berries, then that should make them occasionally pick up Nightlock when foraging, as well as accept and eat Nightlock from "allies".
2: Throwable Nets are more overpowered for D4, who can immobilize you from a distance with 100% reliability, then "pincushion" you before you have a chance to do anything. I agree it's riskier when non-D4 throws a Net and it lands at their enemy's feet, and their enemy then picks the Net up to use back against them.
If you want starvation to do more damage, it's better to make dropping to 0 food only regenerate 20 food for 1 health, instead of regenerating 100 food for 5 health. In both cases starvation loses 5 health over 100 turns, but the former case is more gradual. I've added a @SStarve setting for the next version which indicates how much food you regain per health, which is 100 by default. You can change this in the current version by modding hunger.ds: In the line containing "feeds on itself", change "100" to whatever number you want. :)
1: Once thing added so far is more alliance options. For example, when tributes offer an alliance to you, instead of always accepting there's an option to autoreject, or bring up a message box asking whether you want to accept or reject. Also, the Ctrl+c hotkey on an existing ally will give you the option to break the alliance. Usually the more allies you have the better, but you have the freedom to reject and end alliances if you want. :)
2: You can set the number of Districts from 1-13, but can't exceed 13. That would require setting District color, District specialty (e.g. "Coal Mining"), favored weapon(s), random names, and so on for each District.
3: Yes, there will be a new setting in the next version which is the starting health for Mutts. By default Mutt health is set to be the same as tribute health. You may also want to mod Mutt Teeth to do a bunch more damage to really have an ubermutt in the arena! :)
5: Press the tilde "~" key (which is Shift+backquote in the upper left corner on many keyboards) to show the alliance grid. The text version of the alliance list (limited to the feelings from/to a selected tribute) is available in Audience mode when pressing Ctrl+c (which means it can't be accessed as a tribute, although you can switch to and then back from the Audience).
8: Yes, a way to show recent messages from previous turns has been requested before. Another thing the next version will have is a command to show the most recent X messages that have been displayed. :)
1: If computer tributes potentially don't notice Nightlock Berries given to them by an "ally", then they should also potentially pick up Nightlock off the ground. That of course requires flagging Nightlock as recognized or not. For example, if the tribute's full, they might not eat the Nightlock until a few dozen turns pass.
2: I think throwable Nets would be overpowered. One balancing factor of Nets is you have to wield the Net. That means when you entangle someone, you have to spend a turn switching to another weapon, which gives them a chance to escape, and then melee you once they get out. If you throw a Net from a distance, you can keep a weapon like a Bow wielded while doing so, and easily kill them at no risk to yourself. It's easy to mod Nets throwable (in hunger.ds, change the line starting "SetVars %JUse" so the value for Net is 19 instead of 17) however that's not the default for the reasons above.
3: Thirst is cool, but it means adding several other features too. For example, can you drink from water squares? Does the water require filtration, and do you potentially throw up (losing food) if you drink contaminated water? Presumably there would be new liquid only items like water bottles, and maybe water filters. Desert terrain squares should drain your thirst bar faster during the daytime, and maybe snow squares drain it slower. :)
Press the ";" key to bring up the All Setting command, and enter "d531626934". Setting "d" defines the set of items that can appear as sponsor gifts, as documented at Astrolog.org - The only way to get a Gun with the default settings of the game is as a very rare sponsor gift (and when have full health and food).
The above is how to remove guns in the UI within an instance of the game. If you want to remove Guns permanently, you need to edit your hunger.ds file. In the line starting with "SetVars %JAsg", change the value under the "Gun" column from 11 to 0. This item table allows you to easily add or remove any item from appearing in the Cornucopia, nearby it, out in the wild, as a sponsor gift, or in a random item Feast. :)
There is a text version of the alliance grid: In Audience mode, press Ctrl+c, and you'll get a dialog showing how a tribute feels toward each other tribute (1st column), and how that tribute is liked by each other tribute (2nd column). All feelings are numbers indicating amount of dislike, in which 0-100=ally, 101-150=neutral, and 151+=enemy.
In the alliance grid picture, the color shading indicates the number, in which dark red/purple/gray is a low number (like), and bright red/purple/gray is a high number (dislike).
Purple and gray are identical to red in that darker means liked more. Purple is easier understood if checked at the beginning after the first death: Each death replaces red in both the row and column for the deceased tribute with purple of the same brightness.
Gray is like purple but indicates who killed who: For example, in the row for D5 Boy, any gray squares indicate who he's killed. If the D5 Boy is killed, the one gray square in the column for the D5 Boy indicates who killed him.
All variables in hunger.ds (including @SAlly and the four above) are listed near the beginning of the file in the "Custom variables (internal)" section. In general you should only change the ones starting with "S", which stands for Settings. In addition to the ones described already, there is @SAid, @SBerry, @SBread, and @SFish, which is the number of health/food gained from First-Aid Kits, Berries, Bread, and Fish.
There are several other "undocumented" variables like @SAlly that can be changed in hunger.ds or via the command line. For example:
@SCorn: Set to 3 and the Cornucopia and launch platforms will be lit up at night!
@SHover: Set to 1 and corpses won't drop any items (because invisible hovercraft pick up the bodies and everything they're carrying).
@SPeace: Set to 1 and computer tributes won't have the "ensure I have at least one enemy" behavior. Put everybody in the same District, and nobody will fight. To simulate "The Maze Runner", have a 1 District game with @SPeace set in a Maze arena, and it's now Gladers (who never turn on each other) vs. Grievers.
@SCont: Set to 1 and the game will continue and won't stop once there's only 1 tribute remaining. Useful if you ever want to set up a "how long can 1 tribute last against 250 Mutts" scenario.
Fog as transparent gray blocks that you can enter is an interesting idea for fog that's only in certain places. There's already fog implemented in the Daedalus engine as a gradual fade into a particular color in the distance. Night in the arena is actually just implemented as black colored fog. If it were gray colored instead and took place during the day, it would look like fog covering the entire arena.
To actually modify the game (instead of just changing the value of game settings in the UI or additional variables in the script) requires command lines in the Daedalus scripting language (i.e. what the file hunger.ds is written using). The Daedalus scripting language is documented at Astrolog.org - That's more a reference manual than a tutorial, but it does give full information on everything that can be found in hunger.ds.
I also like District 8, which is stronger than it looks. It has an inherent average damage reduction of 0.5, compared to the Helmet which reduces by 1 on average, so it's half a Helmet (and stacks if you have a Helmet as well). Healing 4 from First-Aid Kits allows you to be the only District able to easily get 13 health, if you apply it at 9 health. Having thrown Darts do 1-3 damage is the same average as Mace/Spear/Axe.
Yes, a good strategy is to grab a Food Ration from near the launch platforms, and give it to a Career as a guaranteed way to get into the Career alliance (as long as they haven't attacked you already). Lower value items work too, although you have to give multiple times, which is riskier (since again they might attack before you give them enough).
For number of kills, with a pathological arena setup you can get 25 kills and the "Armageddon Victory" achievement: Astrolog.org - You can also get high kill counts in the Ultimate Arena (Shift+F2 and enter "U" to play it) since there are so many tributes. However, my highest in a standard arena is 16 kills, achieved in the 12 Districts arena: Indiedb.com - The Net traps around the Cornucopia slow down tributes at the start and reduce Bloodbath deaths, making it easier for you to hunt tributes down one by one. :)
Congratulations on protecting the Cornucopia and going on to win! :) Cool that you're not either D3 (bonus setting landmines) or D12 (bonus digging up landmines), although being D4 does give you (bonus setting Net traps). In the first screenshot I see two spots where tributes can enter on a diagonal. If you seal them off too, you can still get in and out: Just climb the Cornucopia wall and move over the traps while clinging to the side. AI tributes will (probably) not be smart enough to do that themselves.
Having cannons not reveal who died is an official game setting in the UI. :) Set it by selecting the All Settings command (";" key) and entering "q2" to change the game difficulty (setting "q") to 2. There are 52 different settings that can be changed with this command, as documented at Astrolog.org - That said, there are some additional "undocumented" settings (like @SAlly above) that can only be changed using the Daedalus command line or by editing hunger.ds.
I've considered an option for treating water as lava too, which would indeed be fun to have. :) As an independent setting, there's no reason why you can't have trees present too in such an arena. Trees would actually be useful if lava rivers are present, because you can climb the tree and use a parachute to glide across the lava to get to the other side. Normally you don't want lava rivers, because they may split the arena in sections making it hard to get to other areas. Volcanoes are a fun idea too, which could have certain of the mountains spew forth firewall squares like the Gamemaker finale event does, but just in a localized area instead of covering the entire arena. :)
In version 3.1, some of the options above have changed: For Health, Food, Inventory size, and Weapon range, the variables @SHp, @SFood, @SInv, and @SRng no longer exist, which means the command lines above will no longer work. Instead, those options are now official settings, which can be changed using the ";" key All Settings command. Tribute health is variable "h", Max food is variable "f", Inventory size is variable "i", and Weapon range is variable "r". For example, simply enter "i5" (minus the quotes) in the All Settings dialog to reduce inventory size to 5 items.
In the hunger.ds file, look at the line starting with "SetStrings %ZNameB 135". That contains all 135 random names available. The first 5 names are random D1 Girl names, the second 5 are D1 Boy names, the third 5 are D2 Girl names, and so on until the last 5 which are Mutt names (Mutts don't have gender, so only 5 names apply). You can't add names to the list (there's always 5 different names per District/gender option) but you can easily replace existing names with other names.