What Video Games Have You Been Playing? Five-and-Twenty: I Used to Play, But then I Took an Arrow to the Knee

I am trying to play some game about Warhammer 40k, but lately the furthest I get with games is installing them.
 
I am trying to play some game about Warhammer 40k, but lately the furthest I get with games is installing them.

I'm guessing Rogue Trader or Gladius, given the forum.

If the latter, then don't play Space Marines as a first game - their economy is weird. And remember its a wargame and even roaming neutrals are a serious threat. Big army encouraged.
 
I got Old World, Endless Legend and Warhammer 40,000: Gladius - Relics of War, none of which sadly run well on my laptop. I might play them when I get the desktop this semester break, but I'll probably be playing too much of Kenshi.
Been dipping my toes in Warhammer 40,000: Gladius as well. Fun so far, even if it's just endless war, and my Space Marines get wiped out by the local fauna every few turns. A novel break from the Civ series.

I can only play these games during semester break on the family desktop. My laptop's specs are unable to support them
 
I've been playing a bunch of multiplayer Planet Crafter and have sunk 50 hours into Dave the Diver on Xbox. The latter just keeps getting wilder and wilder.
 
I picked up The Sims 2 again after a hiatus to just build some stuff. This doesn't have any people in it, and all but one room is just a shell, but I present: BREZHNEVKA.

brezhnevka.jpg
 
In the same spirit of turning the whole town into the USSR, I present KHRUSHCHEVKA.

"If you don't like it,
you could always
go back to the barracks."

khrushchevka1.jpg
 
Where is the laundry hanging out to dry?
 
My Old World game has reached Year 114 - there are few expansion opportunities left. The Scythians still control the steppe, and Babylon is moving north against them, and the Danes control Britannia and Scandinavia, but nobody has time to conquer them.

Because the Macedonian Wars have started.

Sempronia the Invincible is still the Queen of Rome, but the Macedonian heir to Alexander the Great, Alcibiades of Athenae, decided to challenge that cognomen by declaring war in Year 103. Well, technically by demanding the Roman city north of the Alps in Raetia, but what nation would turn over a city that was the source of most of its stone, and which would cleave a strategic and geographic hole in it? Alcibiades wanted conflict, and got it.

Now, eleven years in, few if any of the original best units are still around. Macedonia has superior technology, as well as a larger army, but Rome has a better administration, which in game terms means more orders.

This has had interesting effects. Macedon will roll up ballistae that are absolutely devastating, and aside from focusing on destroying them as quickly as possible, Rome has little recourse against them. The occasional crossbow unit also makes its appearance on the Macedonian site, and they are the Achilles heel of Rome's backbone unit, the Hastati. Macedon has also dislodged the Roman efforts at fortifying the border by sending in War Elephants, and at one point seemed to gain the upper hand and sent a flood of units into the northern part of Noricum, threatening to either overwhelm the area and take it, or move on to the more lightly defended Raetia and take it instead.

But orders - they are the lifeblood of Old World. My ships have been able to confirm that Macedon's reserves are considerable. If they could make a full-front advance, they could prevent Roman forces from arriving and effectively counter-attacking. As is, however, Rome has been able to make counter-attacks with new forces just in time to prevent a collapse, including when it looked like Macedon might have turned the tide in Noricum. While Rome is still playing defense, the Macedonian offensive has been blunted. Dangerous still? Certainly. But instead of highly experienced Macemen supported by Crossbows, it's mostly Archers and Chariots now.

Queen Sempronia has offered Greece a truce, only to be rebuffed. Rome is highly vulnerable to Carthaginian advances due to the war, just as Macedon stands to lose should the Hittites strike their backside. But the hope in Rome is that over the long term, the Roman economy will grow faster than the Macedonian one. Workers everywhere are building mines for ore and lumber encampments, barracks are being built, military headquarters (garrisons) established, roads built between cities to speed up deployments. Officer training programs are being established. Hastati, Horsemen, and Archers are being trained. If the economy can out-produce Macedon over the long haul, and Carthage doesn't invade, a loss is unlikely, and a victory is possible.

The AI is pretty good. Losses have been close to 50:50, some years favoring one side, some years the other. Macedonia was smart to attack when they did, before Rome could become a juggernaut, and whittled the Roman forces down to the point that, aside from the distant troops in Iberia whose job it was to discourage Carthage and a few guarding the English Channel against Danish raids, there were no Roman reserves.

Overall, it's more satisfying than any of the Civ scenarios I've played set in Roman antiquity, and in many ways also more satisfying than Rome II: Total War, primarily because the AI is much more competent and thus there is more challenge and less map-painting.

Now if only Rome had discovered the Philosopher's Stone - Queen Sempronia is 82, and while I think I have a good successor lined up, perhaps what Macedon is most looking forward to is the potential for chaos with the succession. Which most certainly happens in Old World. At best, the well-oiled machine I have will slow down a bit when a new ruler takes the throne. At worst? Poison, daggers, uprisings, and more are all possibilities, and having a bypassed successor in the role of Spymaster is probably not the wisest decision I've ever made. Maybe I should switch spymasters before the succession takes place...
 
Scrapped whilst in progress: party headquarters/state building of some sort or another.

wip_party.jpg


I was working on another one but it was too deep (it went as far back as it did the front) and I thought maybe I'd jazz it up a little. But now looking at the above, there is something off about it. Here is the one I had originally made, and I think it's better.

council_of_ministers_half.jpg
 
Apparently my computer can run EU V, so I tried it for a couple of hours.
Can't say I am in control of what is happening - this certainly isn't just EU IV+.
I also am not sure how Bulgaria annexed Chalkis (Negroponte in game).
At least the army units are visible on the map.
 
Poison, daggers, uprisings, and more are all possibilities, and having a bypassed successor in the role of Spymaster is probably not the wisest decision I've ever made. Maybe I should switch spymasters before the succession takes place...
Well, it definitely was not my wisest decision. In fact, it was a fatal decision. The very next turn, my spymaster/niece Vipsania launched her plan - murdering me, my adopted heir, and that heir's husband in one fell swoop, with a long, curved blade.

However, committing a triple murder/regicide has pushed Vipsania over the bounds from being divine to also being insane. Thankfully the main front had already been stabilized, although she has now taken personal control of one of the units of Hastati, and she has also started reshuffling the cabinet, replacing the chancellor with her favourite horse. And as for her ambitions?

1768621288996.png

That's right, her goal is to lose a city. The reconquest of it will be all the more glorious for having lost it in the first place!

This is the stage of the game where I like to role play a bit. Not intentionally driving a stake into the empire - most people are presumably acting in good faith - but indulging in my leader's eccentricities. So, the city we settled in Germania? It has been left to fend for itself, and will likely fall in a couple of turns. Because that is what our ruler wants, even though it might be possible to save it.

Now if it starts cascading to losing more cities, well... that is a problem. But it might even allow us to make, effectively, a beneficial trade of a low-value city for a medium-value one elsewhere.

The funny thing is, Vipsania is really not that bad of a ruler, despite her insanity. She's still moderately wise (if tempered by insanity), moderately charismatic, and very brave (some would argue to the point of foolhardiness). Of course, how much the insanity tempers the wisdom is a very open question.

She's also half-Macedonian, her mother having been Macedonian, and her aunt being the mother of Alcibiades of Athenae, who leads Macedon in their war against Rome. So now the Roman and Macedonian royal family trees have been joined, and Rome is in the dangerous position of having an insane queen who is half Macedonian running the war against Macedon. Maybe that has something to do with the ambition to lose a city? Many in the Senatorial class secretly look forward to the succession of Princess Marcia the Compassionate, or whoever else may succeed Vipsania, both for the sake of Roman stability, and due to the lower odds of being replaced in their roles by a horse, or worse.
 
Playing the "Thousand Yahren War" mod for Table Top Simulator.

Shown below is the first encounter between the humans (in this case from Caprica) and the Cylon Empire in my current playthrough. Three Defender Class Battlestars with their compliment of 2 Viper Squadrons each take on Three Phorcys Class Patrolstars and a local garrison of Cylon Raiders. This battle will be quick and it currently looks like the humans will win.

1000 Yahren War.jpg
 
I bought Craftlings for $16.25 CAD on steam last night and have played it for over 4 hours so far.

What attracted me to this game is that I used to love the classic Lemmings and played all of them multiple times, but I always sort of wish there was a more modern take on the concept with a bit more complexity.

That's basically what Craftlings is, it's basically the core Lemmings concept: blue dudes fall out of portal and walk around forwards until they hit something in which case they turn around, OR until they find something to pick up or do. You can click on them with various actions to get them to build ladders and other neat things. Sometimes they fall and die, and your objective in the classic game was to get as many Lemmings as possible to the finish line, which was always in some hard to reach spot.

Craftlings makes these gameplay changes to this concept:

- There is no finish line
- There are now evil skeletons with weapons who stand around in some places
- You can tell your craftlings to build buildings
- When a craftling dies, it simply appears again at the initial portal and begins its lifecycle anew.
- Each level has a different objective, which so far seems to always revolve around building a specific building, which then might or might not do something cool

The result of this is that on these levels you have to end up setting up a craftling economy, so you can make some money and then use it to build the additional buildings that will allow you to eventually do whatever it is needed to beat the level. In the first level the final objective was to build a shooting thingy and shoot some projectiles at a large octopus IIRC and in the second you had to build a castle. The way to do that is to craft, move around resources you mined or crafted, and get them to the right buildings, so that these buildings in turn craft new resources for you to get to some other place. And if you get all the right resources to the final place you will build whatever is needed to beat the level. There's only 12 levels, but after 4.2 hours I've only beaten two and have about 15 minutes into the third. And when I am finished with them I know I will want to revisit the first bunch of levels, due to the things I learned, so that I could get better badges.

The thing is that craftlings are basically as stupid as lemmings, they just walk forwards and deal with what they encounter one at a time, if they are able. So as your buildings are creating these resources and items, the craftlings randomly walk around and if they are not doing anything, pick them up. If they don't find a building to deposit it in, or a storage area, or an elevator or balloon to transport it to a ledge up or down, then they will just walk around like the lemmings they are, holding the thing they are holding forever.. You are able to punch them, which removes the item they are holding and gives you 1 gold. So you do have that power and you don't really get stuck much in this game, just gotta wait a bit sometimes. If you run out of money you can occasionally poke a bird's barrel in the water and get some "random" item, from which you can then get your way to some gold, which you need to create things like axes, hammers, seedlings (for trees), and other important stuff.

I said that you have to create an economy, because at the bottom of your economy are all the buildings that require gold that create the tools and base ingredients you will need for the other buildings. So somewhere you need a gold generating building, which takes something as input. Ideally you set up a gold making economy on one level and put blocker lemmings at each end of the ledge, if required. so for example, you could build a tree sapling house, and if a lemming is ever walking past one, if it isn't holding anything, and you have gold, the lemming will just wander in there and buy a tree sapling, then walk forwards with it until it finds an empty spot to plant it. Then you build a lumberjack hut, which makes axes actually if you can believe it, and lemmings passing by those who aren't carrying anything will create an axe, if you have gold. Then you build a market and set it to timber, and your lemmings will brainlessly plant trees, chop them down, and then sell them at the market. If your market is on another level/ledge you can build balloons and elevator type connections to transport your items and resources to other levels.

You can also build ladders for your lemmings to use to move between levels, but for me at least so far ideally you want a crew of lemmings working on each level independently of each other. So the bottom level might be a mining level, timber would be continually funneled in from another level, and then used to create mining equipment, which is used to extract stone, which is then shipped to another level with a market, and sold for 6 gold at a piece.

I've only gotten to the third "tutorial" scenario so far, and I gotta say there is a BIT too much micromanagement going on, but maybe I haven't figured out some things that would help me optimize the way goods move between levels. Basically you change what your elevators accept and shut down some buildings depending on what you're trying to do. and you punch lemmings who are carrying the wrong things from a currently inactive economy. i.e. the market doesn't sell stone right now, it sells iron, so any of your lemmings carrying stone will be just taking up space, so you have to punch them and show them who's boss, which will convert the stone they were carrying to 1 gold and free them to carry something else.

Occasionally you need to expand to areas of the map that has skeletons, and to fight those there's a couple buildings in which you can build weapons. There's also wizard towards, I haven't played around those yet, and mana, which allows you to parachute falling lemmings, move buildings, and other fun stuff.

If it were up to me I would love a game that's exactly in between the simplicity of lemmings and the complexity of Craftlings. somewhere right down the middle, and that would have been perfect.

This game is really fun so far though, once you can get the hang of it. The tutorial doesn't really seem to teach you some core concepts, but once you figure them out the game is a lot more fun. So yeah, this game is a bit rough around the edges, but you can tell a lot of love was poured into it, and the mechanics feel new but so familiar in a couple different ways. You really get to see your lemmings live on these levels, I remember playing the original Lemmings in the 90s sometimes jokingly wondering what these Lemmings do on in these environments, why the hell are they even walking around through portals into two dimensional lands, don't they have jobs? And yes now finally after all these years that question has been answered: Lemmings do have jobs, they plant carrots, work in the mines, and make wine.
 
Last edited:
I was obsessed with Lemmings in the early 90s so that game intrigues me! I have to say I did recently play All New World of Lemmings for the first time (effectively Lemmings 3), having only ever played the first two games and their associated spin-offs originally, and that seemed to me to add some interesting new complexities to the original formula. So maybe going back to that will give you the moderate shake-up you're after...?
 
Hey I never thought played one I don't think! It doesn't look familiar at least, but it's possible my 90s memories are failing me.

I wish they packaged up all these old Lemmings games under one package you could buy on steam. For now I will continue making my way through craftlings, each level has been getting progressive more involved, which is good, but also a bit overwhelming, we'll see how far i'll get
 
I was obsessed with Lemmings in the early 90s so that game intrigues me! I have to say I did recently play All New World of Lemmings for the first time (effectively Lemmings 3), having only ever played the first two games and their associated spin-offs originally, and that seemed to me to add some interesting new complexities to the original formula. So maybe going back to that will give you the moderate shake-up you're after...?
Lemmings was wonderful. Where would I find "All New ....."
 
Back
Top Bottom