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It only took me 5 years but I've finally figured out how to escape the arena! I never thought I would see this day :-)
If you are curious and don't plan on solving it on your own, you can see how to do it here: Imgur.com
Now I'm stuck trying to figure out how in the world its possible to get to the Cornucopia before the other tributes have even stepped off their pedestal without some crazy arena settings. Or how you can get more than 14 hitpoints and survive a landmine without changing the default settings. Any ideas?
Ah, true Cruiser1 :) making this work does require picking a district that is already strong, Plus, it really only works in 'normal' games where you can grab all your optimal equipment. And we all know the gamemakers don't like normal games. For example: maces only, deadly mutts and unfair disasters all make for great entertainment but not necessarily a fair experience :) But yeah, perhaps it was just a placebo effect as the D1 sponsor advantage doesn't seem as high as I originally thought. Either way, I've definitely been able to get wins most consistently by playing defend the base with 10~20 medpacks, mines (if I have time), and my sponsors. You can think of this strategy as a "win even harder" type of thing I guess.
ah, yes. tons of sponsors are all you need to succeed. this is an average game, with only 3 kills over the entire game.
Even with a few kills at the bloodbath, you'll be getting sponsored up the *** so hard you won't even have to worry about leaving the cornucopia. Set up mines at the mouth so there's no way in, then wait for the feast for even more delicious medkits or the finale to finally end everything. happy winning!
edit: if your allies steal all your kills at the blood bath, or for some reason you just don't get the required kills, you can also do the career thing and backstab your allies. No need to grief, you already have sponsors coming in.
the D1 sponsor-spam strategy is truly ridiculous, and can guarantee you a win nearly every game. The idea is to get as many kills as humanely possible while playing a safe game (so think using high damage throwing weapons, bows, tridents etc.). Very few things can outright kill you in one turn in this game, so things like armor (frequently found at Cornucopia, but not vital) and med kits (frequently sponsored and essential) are good to have.
With your starting alliance, as long as you don't blindly run into the cornucopia you're almost guaranteed (provided helpful gamemakers) to get a great start. The mace also makes for a great melee weapon, dealing a minimum of 1 all the way up to 5 damage as district one. Take one of these from the cornucopia and use a blowtorch on the cornucopia walls to feed yourself a nice healthy near-infinite supply of spears, dealing 0-4 damage that can be thrown.
I really like the neat little scenario you came up with. Another fun scenario I like to do is to give everyone a completely random item, set there to be 42 tributes, and make all the tributes spawn at the edge of the map with no "central" area for the cornucopia so it's all forest and wilderness. I forgot how to get rid of the cornucopia completely, but there's definitely a way with a little trickery in the console.
That's interesting, is there any more 'undocumented' settings that can be modified to change the way the game works? Things like changing the color of the cornucopia, lights, etc.
Wow, this little simulation has come SO far! I remember playing in 2.4, where the only size available was 2.4 and just a flat piece of land. Only 24 tributes, and one type of cornucopia, every single game was the same (mostly) There's a lot more variety in the arenas now and I'm so happy to see that :)
^ - Trap concealment: Percentage chance of computer tributes not noticing traps such as set landmines, Net traps, and tracker jacker wasp nests on the ground. 100 = Computer tributes never make a mistake and always avoid them.
I love this option!! Traps are now finally viable and worth setting up in my games now!
edit: I like the little cornucopia light setting too, I remember suggesting that a little while ago. Helps spotting the cornucopia when you're lost!
Weird, while playing I found a mutt that was as flat as a pancake!
Is this intended? Definitely caught me by surprise!
3.2! There it is!! Hurray!
Almost September and no updates :(
I've been checking every day still, what's going on?
I've started playing a little bit of Dwarf Fortress lately and it's reminded me of this game a lot! The world customization, the way the characters move and interact, the simplistic graphics, etc.
One part of Dwarf Fortress I really like is its great storytelling. Every game is a story, an adventure, and it does it so well because of the amount of detail put in for everything. Everything you do matters, and affects the mood or actions of other dwarves.
For example, the combat:
Imagine if a simpler system like this was in the hunger.ds script? Now, of course, DF has been in development since the early 2000's and so you can't possibly expect this level of detail from the hunger games simulation since it's been in development for a lot less time, but how great would it be to have a simple version of it?
If the script had more dialogue and focused more on storytelling I could see myself enjoying it so much more! Make the games more dynamic. etc.
Just thinking :)
So why add these items? They seem to serve no purpose.
I personally like a challenging experience. This means limited (2 or 3) inventory slots, none of the cheating features, etc. Why do I mention this? Well, if you choose to limit your inventory slots then you have no way of expanding them. With a backpack, you can retain your 2 or 3 inventory slot restriction but in a realistic fashion. Suddenly, a backpack is necessary for your survival otherwise you can't hold all your weapons, food, etc.
I also thought of a better idea. You can't use items in your backpack. To use them, you first have to take them out. To take them out, you use the TAKE OUT button and select with item you want to take out. Then it returns to your inventory if you have space, otherwise you can't move it. This is better than the REMOVE function I suggested earlier.
Backpacks and crates are also more realistic. In the movies/books, crates and backpacks litter the cornucopia. They are everywhere. The only weapons scattered on the ground are spears lodged between the crates. All the guaranteed weapons are stockpiled at the mouth. This means that unless you journey to the mouth of the cornucopia; you can't really guarantee you will receive a weapon.
This also allows for more diversity. You can edit the crates to spawn everywhere on the map, allowing a "survival games" styled gameplay where loot is everywhere. This is boring to me though, but for some people is more fun.
Crates and backpacks can appear alongside gear at the cornucopia too. However, the amount of items may have to be adjusted slightly to compensate as crates/backpacks carry more than one item.
I also suggested this because I want a backpack full of arrows to simulate a quiver. I NEVER have enough inventory space to deal a reasonable amount of damage with a bow without getting lucky. Simulate the draw of a bow by 1. removing arrow from backpack 2. firing. This takes 2 turns, but you carry more ammo.
That's my thoughts. It doesn't sound crazy to add; I can picture the menus and with whatever programming language deadalus seems to use (sorry, i can't recognize it. I believe it's custom) it seems to be very possible. Of course, it doesn't have to exactly be this way but that's just how I imagined it.
One suggestion I've been wanting since 2.5 are backpacks and crates. I have a really good idea on how they can work.
For starters, backpacks. Backpacks of many sizes and colors can be found at the cornucopia. Backpacks are a unique item and therefore should be given a unique color. Dark grey or just any grey tint. I do not believe any "tokens" in the game share that color yet, so I think it would be great. Plus, some of the crates at the 74th hg's bloodbath Historymaniacmegan.files.wordpress.com are grey. I would suggest black but obviously that can't be used since the outlines are black :)
Backpacks behave like normal items; they appear as flat 2D tokens on the ground with a grey color, and backpack/crate icons. When you hover over a backpack, pressing pick up or F5 once will pick up the backpack. The backpack will then appear in your inventory. When you pop open your inventory menu, and select the backpack, another menu like the inventory screen with 9 additonal slots just like your normal inventory. This number can be adjusted. Inside will be randomly selected items, from near useless (brick) to amazing (health kit or tier 5 weapon). From there, you can store items in the backpack by pressing the BACKPACK key (you choose). A menu at the top will appear that will ask "store which item in your backpack" then just select the item you want to store and it will automatically be stored in your backpack. You can have a second similar key to REMOVE items from your backpack, in case you want to get rid of it for some crazy reason.
Crates are my second suggestion. Crates will appear as a 3d block slightly protruding off the ground. When you run into a crate, you attempt to open it. It may take 1 turn, 5 turns, or 10 turns. Opening a crate is incredibly risky for obvious reasons, but the goods you may receive are worth it! When you successfully run into it enough times, the crate pops open and the crate tile is removed. Random items are showered (or slide) to adjacent tiles.
continuing post in response
That's so cool! I noticed they tend to follow you around but if you stop moving around and climb up a tree or something they just run off alone. This makes them really hard to keep track of. This follow feature is really cool, can't wait to see it in action.
Even though they are really hard to keep track of, I think they are still very useful. I tend to give one of the careers a sword or something during the bloodbath so I can automatically join their alliance, and then I am pretty much set for the entire game. I can hide in the outskirts of the arena and dip in when nobody is at the cornucopia, and grab a blowtorch that the ai tributes never seem to take. Boom, I have like 7~8 spears ready to go. If you are district 6, you are a killing machine with an almost unlimited supply of tridents (4 + 1 = 5, the damage of a trident).
I think the blowtorch is a little overpowered. With just that ONE item you can harvest ~20 or so spears. It's crazy good and combined with district 6 you effectively have the power of a trident. My favorite item in the simulation :)
One thing that really trips me up is sometimes my ally will make an alliance with someone else and I might not see them do that and I'll end up accidentally attacking them and breaking our alliance. I can't really think of a suggestion to remedy this, but perhaps a friendly "hey partner" at the top of the screen when you get within ~5 tiles of an ally.
I know! It is crazy how much the game has evolved since version 2.4 I remember playing around in that super tiny arena (50x50, I believe) and still being entertained for hours because of all the little things you can do to change the games like what weapons appear in the cornucopia. It was one of the only true-to-the-books simulations I could find on the internet, and I believe still is to this day.
I remember being so amazed with the addition of different arenas in 2.5, like a desert arena or a snowy taiga like arena. Then being REALLY amazed in 3.0 with hills and bumps in the arena. Then custom maps, those are a blast to play around with.
There is only one real limitation and that is 2 objects not being able to occupy the same "tile" i.e you can't have a cave arena or a cornucopia with a roof because that would require 2 objects on top of eachother occupying the same tile. Could that be the next new wild addition in version 3.3/3.4/3.5/4.0? Maybeee.
With all this progression with very limited resources, perhaps it isn't so far fetched to see a 3D engine 12 years in the future? :D
If only :(
Still checking back every day for 3.2 :)
That's really neat! Smart way to handle a bunch of action going on in one turn.
Wow! That is awesome! Will definitely make the game a lot cooler! Are we able to add our own sounds?
Will there be sounds for combat? Ex: slashing, stabbing, falling, etc.
About this post: Indiedb.com
Would removing the white backgrounds on the items make the item "transparent", and allow you to see the tiles under the weapon? If so, this could be a huge addition! Personally, I wouldn't mind going through the hassle of removing all the white from the weapons. Would there be any side effects? What actually happens to the tile when a weapon/item is placed over it? I wonder what'll happen.
Yep, exactly what I had in mind! I'm personally someone who likes to play with very long day/night cycles, so it could work out for me. It is more of a subtle detail to follow the books closer than anything :)
Possible option for hardcore mode: delay death notifications (cannon shots) till round X (default 50 or 100 or something like that), and then play the cannons one after another each turn, to simulate the bloodbath cannons being fired :)
Awesome! Are you possibly considering putting ability stats into the game? It sounds like a very complex addition, so I would understand if it can't be fully implemented.
(Minor Catching Fire story spoilers ahead)
While bouncing weapons off the force field I thought about how Haymitch won his games by ducking/dodging the projectile to bounce back and hit the final career tribute. I also thought about how one could execute this move in the hunger games simulation, and then I thought about tribute customization.
Right now, tributes are lifeless tokens. I think you made a great leap by adding quotes such as "Don't hurt me, I won't fight unless I have to", or "Ha, you look weak!" etc. But it just isn't enough. I think if you had tribute statistics this little script could be taken to a whole new level.
Agility could increase "miss" chance and who goes first (now D1F first, D12B last), then it could be person with highest agility goes first, maybe super high agility characters could attack/move twice in a single turn but sacrifice other statistics.
Strength. Inventory space, health, damage with melee weapons. Enough said?
Survival. Amount of hunger satisfied from food. Amount of hunger drained per turn. Fall damage reduction.
Charisma. Can convince tributes to ally with you with "cheaper" items. Drastically increased sponsor gifts.
I could go on and on. If tribute stats were added I would cry of joy and never play another game again.
Lets say you start with 30 points. Each district has bonus points added to certain stats by default for free. You have to distribute the 30 points to each statistic for bonuses. If you want to attack twice in a single turn, I hope you don't get hit or like starving.
Careers would also be more powerful, like they should be. Right now, they are still pushovers. They have a big advantage with a starting alliance of 6, but alone they are still like any other tribute.
Higher age = More points maybe? Most likely.
Anyways, yeah. Tribute stats could make the game more fun and let you create more unique characters, instead of playing as a simple token or pawn.
One thing I thought of: Have an option where events stay up at the top of the screen for 5, 10, or maybe even 15 or 20 turns. This helps you make sure you don't miss important events (someone dying, a disaster starting, the feast, etc.)
Basically the things in yellow. Sometimes I'll be surprised to see a first aid kit in my inventory, because I didn't know someone had sponsored me.
I don't know how you would deal with the fallen broadcasts though. There would be so much stuff on screen, especially with a high player count. I think you could make an exception so that it fades after one turn instead of everything else. I dunno.
Another I noticed that all the water in the game is at the same water level, while this is a good temporary solution, it doesn't allow for options like fresh water rivers flowing down from mountains, and that sort of thing. I don't know how it will work script-wise, but maybe you could let water spawn at any height? It would be a challenge, but it could result in some cool mountain streams!
Quick idea: Flotation Belt. Wearable like a helmet or nightvision goggles, when equipped it allows you to float in water without having to be from district 4 or equip a club. You should also start with this equipped by default on the catching fire preset :)
In addition, some equipment should have limited, yet long, use. Perhaps have an X amount of chance for fragile wearable equipment (goggles, flotation belt, etc.) to simulate it breaking from use. For example, during Catching Fire one of the flotation belts broke, revealing a purple gel. Night vision goggles could also similarly be cracked from a strike of a sword or arrow, and parachute could be punctured as well.
Can't wait for 3.2! I think the addition of another set of textures is my favorite upcoming feature. Also sounds too!