User:PotatoEngineer

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Traders, please note: My character name is Cor.

My timezone is Pacific Standard Time, GMT -8. I'm in Seattle, Washington, USA, should you be curious, o visitor to my page!

Obligatory advertisement: I run Elric's House of Hurt. I'm on Floor 4 of Darth Mall: Rare Weapons. I deal in vorpal blades, glass swords, aligned weapons, Lances, Triffid Stings, and a few odds and ends, like black powder, sixteenths of the moon, and acles.

I have, to the best of my knowledge, the largest collection of decaf coffee in the game (at 4,249 mugs!); I was collecting it a while back. This was assisted by my stall, but I have ceased purchase of these. At first, I did it because I needed the money for my Inexplicable Collection Quest, but I will not resume this collection, because once the Inexplicable Collection is done, collecting decaf will just be a letdown.

I'm also doing a personal Inexplicable Collection Quest. The inexplicability is my reasons behind going the quest, not the items themselves, of which the majority are explicable.

Quick link to The Order of the Wyrm.

Quick link to Stevie-O's GM stash: [1]

Supposed location of the What You Can Build script: [2]

Current Caffeine Tolerance: perfect caffeination 1, 0 cups left.

Contents

Big Brother not updating again?

The contributor scores for Big Brother seem to be only going down, and the actual number of contributors for the past 30 days has dramatically decreased. Is the database experiencing another problem with updating again? --Naimoigiant 22:24, 19 July 2009 (BST)

Tootling my own horn

Victor of the first Spring Cleaning of Tripods from the Mountain Trail. The valuables granted to me are probably worth slightly more than the cost in vorpals, blue pills, time warps, rainbow blades, iron blings, and assorted miscellanea that it cost to win said contest.

Victor of the Totally Ludicrous Scavenger Hunt, too! Keen observers will note that there were a few items missing from the Inexplicable Collection Quest bag once I'd turned in my scavenger hunt items.

Proud creator of:

  • The Outfitter script
  • The Big Brother script & database
  • A quick little Time To Max AP calculator (plus its tiny little Ice Cream Van locator add-on)
  • A Tarot Tool that tells you exactly which tiles a monster might be on, and can pinpoint a monster if given multiple readings.
  • A few other scriptlets, such as Button Masher, a little widget to tell you how much damage your light wand does, and moving the Blue Flowers Quest reward up into your abilities.
  • The Stall Profiteer, which tells you whether your stall is making gold, or losing it.
  • The Golden Condor Navigator, which hangs onto the coattails of Big Brother for its data-reporting.
  • A Grocery Clerk, to take care of bagging your stuff.

Somebody else tootling his horn

Doc Mackie here. The Time to Max AP was made at my request and using my parameters. I'm very, very satisfied with it. 04:57, 23 May 2007 (BST)

To do

  • Do some maintenance in the Guild Hall.
  • Train quests, Advanced Martial Arts Training, Ruthven's Office
  • Slaughter pigs and/or cows (Hamulet/Hooves).

To do when I'm bored

  • Kill Pirates, the Gorgan, Manatees, Rocky Horrors, Morpheuses, and Bling Wraiths
  • Be thorough about documenting the effects of all of the Mixology drinks.
  • Find a good way to mass-generate stones. Tunnel-mining, or normal mining? Guild-hall-mining?

Scripts to think about

  • BB Update: add a timestamp column, work out how to get it unique for some cases. Figger out how to NOT make the item-tables a hideous mess when adding timestamps. Also figger out how to easily convert the DATEs to unique TIMESTAMPs, so data_score can finally have a primary key.
    • Monster drops done, and graphed to boot.
    • Consider storing data by dates, not timestamps. And use ON DUPLICATE KEY UPDATE. (May not be applicable for monsters, but data_score sure could use it.)
    • Detect Guild location by detecting guild entries, and assuming any GPS display means we've left the guild?
    • More depluralization: Hooves->Hoof.
    • Put Outfitter's item info in PotatoLibrary, and add a wrapper function or two for isEquip?
  • Bag It: A script that puts every item on a user-defined list in a user-specified bag. Advanced version might include multiple lists for different bags. Another option to think about: bag every time you get an item, or only bag when the user says "organize me!"?
  • Outfitter update: allow two kinds of outfit-changing: changing between complete outfits, or equipping a particular equipment slot with a particular item. Slots known: helmet, neck, body, back (i.e., coat/wings), arms, legs, hands, feet, snowshoes, lantern, mirror, bling, pets.

Pending trades

  • Eusebia (in the form of her alt, hellfire): Gave hellfire another 32 rusty swords, expecting the bits of iron back eventually. Hellfire remains in my debt! She shall never escape! MWAHAHAHAHA!
  • Corellis (in the form of his alt, Verckel) owes me a summon and a summon stone.
  • Harry: may be able to acquire a Goody Basket from the very old beta-tester LionsPhil. Price TBD.

Thoughts about monster drops

There are supposedly 6 "standard" lists in the 'kingdom, 3 in Oz, and 2 up North. I think I remember there being something about a spells drop list, and I suspect there's a dice drop list, too. (Either that, or dice only show up on one list, which is why there's so many more d6s than anything else; they're controlled on that one list carefully.)

I am almost certain that there is a "spells" drop list, which would certainly make randomizing the Mage nightly spells much easier, as well as the case where Koalas, Imps, and some other critters always carry 1 or 2 spells.

There are two kinds of monster drops: drops from lists, and a flat percentile chance per drop to get particular items from particular monsters. (Catanas and Spiky Ninja Throwing Stars from Ninjas, for instance.) Considering how Ice Warriors and similar monsters work, either drop lists have "no item" possibilities, or many monsters only have a chance of getting something from a drop list.

'Kingdom

The 'kingdom lists are called (some are guesses here; the *s aren't guesses) SMALL, MEDIUM*, HUGE, HUGER, HUGER2*, and HUGER3*. At a guess: Sylphs* and the like drop from SMALL (possibly medium if earth worms are small?); Fire Foxes, Gulls*, and the like drop from MEDIUM, Skull Gulls probably drop from HUGE.

The CDs don't quite drop from "any monster"--- each list has 3 or 4 CDs on it, so to get 'Dirrty' or 'Express Yourself', you need to kill some Sylphs, and similarly, 'Vogue' usually drops from Treemen, Treasure Chests, and other big drops. (HUGE? HUGER?)

To add insult to injury, I bet that finding the actual monster tables themselves is a right pain; some monsters drop from three lists, some monsters probably only have a 50% chance of dropping from a list at all.... and let's not forget the "no item at all" results. And ducks. Ducks which drop 1d4-1 Magic Beans, which is zero 25% of the time. Do the various item lists have things like that, or is the duck actually listed as dropping 1d3 items 75% of the time? Or do "no item" results come from being "downgraded" to below the lowest list?

Oz

Asbos and Koalas probably drop from the Small Oz list. (Come to think of it, Koalas are probably one from the Small Oz list and one from the Spell list.)

Tripods, Feral Cats, and other multi-thousand-HP critters probably use the Medium Oz list.

Morpheus is the only monster that gets drops from the Largest Oz list, which includes YSMR (and can thus be gotten from upgrades of other Oz lists).

North

Minks, polar bears, and the like (possibly ice camels?) drop from the small list. One of the North CDs is on each list, so killing Ice Dragons all day will get you nowhere---you need to kill some Minks, too. I suspect that YDNY is on the small list.

New wild rumor: there is only one North list. Darksatanic expressed great surprise when I mentioned "both" North lists, and the original thing I heard was that there were "1 or 2" North lists. So either there's 3+ lists, or 1.

Misc.

Practicing to get to You Rock: 1 (square one), 2 (improving), 3 (fairly talented), 4 (fairly talented), 5 (fairly talented), 6 (fairly talented), 7 (fairly talented), 8 (fairly talented), 9 (very talented), 10 (very talented), 11 (very talented), 12 (very talented), 14 (very talented), 15 (very talented), 16 (very talented), 17 (very talented), 18 (very talented), 19 (very talented), 20 (very talented), 21 (very talented), 22 (extremely good), 23 (need to practice more often, extremely good)

OotW's possible logo/guild entrance: [3]

Button Masher bug report: when Don't Break It has disabled a button, button masher will hang when it tries to click the button. It doesn't give up, because it found the button, it doesn't click because it can't, and it doesn't delete the bar across the top.

Mixology Confirmation

Because the Mixology page is somewhat poorly-documented, I've re-completed the Mixology quest to confirm the results. This gives me 3 of each drink to play with, and I can always make a few more.

Gin and Tonic

All effects documented

  1. invisible, became water (from fire), weapons randomly have damage multiplier 2 or 1, or cannot be used at all, singing 10 bottles of beer!
  2. invisible, alignment did not change (from water), damage multiplier 0/1/2 randomly, singing 10 bottles of beer!
  3. invisible, became water (from air), damage multiplier 0/1 randomly (maybe two-thirds 0s? Currently a wizard.), singing 10 bottles of beer!
  4. (can't tell invis, was wearing a hat), became water (from air), damage multiplier 1/2/4 randomly (under influence of Enduring Strength), singing 10 bottles of beer!
  5. (can't tell invis, was wearing a hat), became water (from air), damage multiplier 0/1/2 randomly (under influence of Rampage), singing 10 bottles of beer!
  6. (can't tell invis, was wearing a hat), became water (from fire), damage multiplier 0/1/2 randomly (under influence of Rampage), singing 10 bottles of beer!
  7. (can't tell invis, was wearing a hat), became water (from fire), damage multiplier 0/1 randomly, singing 10 bottles of beer!
  8. (can't tell invis, was wearing a hat), became water (from air), damage multiplier 0/1 randomly, singing 10 bottles of beer!
  9. (can't tell invis, was wearing a hat), became water (from air), damage multiplier 0/1 randomly, singing 10 bottles of beer!
Brown Cow

All effects documented

  1. really cold, (can't confirm damage multiplier--was under spell), ~80AP of toad AFTER cocktail wore off. Didn't notice AP reduction.
  2. really cold, damage multiplier doubled from 1 to 2, no AP cost reduction (for foraging), <96AP of toad after cocktail wore off.
  3. really cold, damage multiplier doubled from 1 to 2 (Killing Blow was its usual 10, though), AP costs halved (not labeled, and rounded down) for crafting (but NOT for walking or blowing a goat horn), toad for 60-62AP after it wore off.
  4. really cold, damage multiplier doubled from 1 to 2, AP costs halved (not labeled, and rounded down) for crafting (but NOT for walking or blowing a goat horn), toad for some unknown amount of time after it wore off, but since my last action was a huge crafting binge, I was back to human for my next action.
Tequila Sunrise

Missing one effect

  1. Rotates view 90 degrees, all monsters are hostile, occasional Bloinkking. Damage multiplier (from 1) not changed, and no hallucinations.
  2. Test with Ferdinand: Rotates view 90 degrees, all monsters are hostile, occasional Bloinkking. Damage multiplier (from 4) not changed, and no hallucinations.
  3. Test with QuantumSnark: Rotates view 90 degrees, all monsters are hostile, occasional Bloinkking. Damage multiplier (from 4) not changed, and no hallucinations.

No effect on moving, crafting, planting, or foraging costs.

Zombie

Missing two effects

  1. Singing 10 bottles of beer, alignment changed to Neutral (from Earth) once cocktail buzz wore off.
  2. Singing 10 bottles of beer, alignment changed to Water (from Neutral) once cocktail buzz wore off.
  3. Singing 10 bottles of beer, alignment changed to Water (from Earth) once cocktail buzz wore off.
  4. Singing 10 bottles of beer, alignment changed to Fire (from Water) once cocktail buzz wore off.
  5. Testing with QuantumSnark: Singing 10 bottles of beer, alignment changed to Air (from Fire) once cocktail buzz wore off.

No effect on AP costs for: moving, planting beans, crafting, foraging, or fishing. No effect on shop prices or HP-o-vision (though player vision not tested).

Margherita

All effects documented

  1. "really, really cold" ("shivering occasionally" by the end of the 40AP), alignment changed to Fire (from Water), damage multiplier randomly doubled/unaffected, occasional Bloinkking.
  2. Test with QuantumSnark: some degree of cold (randomly "really, really cold" or "a tiny bit cold", and "shivering occasionally" by the end of the 40AP), alignment changed to Fire (from Air), damage multiplier randomly doubled/unaffected, occasional Bloinkking.
  3. some degree of cold (randomly "really, really cold" or "a tiny bit cold", and "shivering occasionally" by the end of the 40AP), alignment changed to Fire (from Air), damage multiplier randomly doubled/unaffected, occasional Bloinkking.

No affect on AP costs for: moving, planting beans, fishing, foraging, crafting.

Dry Martini

All effects documented

  1. Testing with QuantumSnark: Gives monster-HP-o-Vision, rotates view 90 degrees for each move, occasional Bloinkking. Did not change alignment (from Air).
  2. (can't confirm monster-HP-o-Vision), rotates view 90 degrees for each move, occasional Bloinkking, alignment changed to Air (from Earth) once cocktail wore off.
  3. (can't confirm monster-HP-o-Vision), rotates view 90 degrees for each move, occasional Bloinkking, alignment changed to Air (from Water) once cocktail wore off. Interestingly enough, the alignment change happened BEFORE I planted the field; before it wore off, I was Water, and my last 20AP of cocktail was to take the 20AP action of planting a field. It came up with grapes.
Gimlet

Missing one effect (Or halves/thirds/quarters damage mult counts as two effects)

  1. Drops foraging costs to one-fourth (displayed properly), but stacks oddly with Golden Sickle (24AP becomes 6AP normally, 4AP w/sickle. It's probably equivalent to 3 misril bling, plus holding a pick.) Does the move-3-spaces-and-crash bit (and thus prevents attacking). Randomly halves, thirds, or quarters your damage multiplier, but since you can't attack, who cares?
  2. Drops foraging costs to 1/4 or 1/6, randomly doesn't affect, halves, thirds, or quarters your damage multiplier, move-3-spaces-and-crash.
  3. Testing with QuantumSnark: (can't confirm foraging), randomly halves, thirds, or quarters your damage multiplier, move-3-spaces-and-crash.

No effect on AP costs for moving, fishing, crafting, planting beans; no effect on shop prices, no monster-hp-o-vision.

Cockroach

Missing one effect

  1. Halves damage multiplier, 15% shop discount (buying and selling), gained 4 mana when cocktail wore off.
  2. Halves damage multiplier, 15% shop discount (buying and selling), gained 4 mana when cocktail wore off.
  3. Testing with QuantumSnark: Halves damage multiplier, 15% shop discount (buying and selling), gained 4 mana when cocktail wore off.

No effect on AP costs for fishing, planting, foraging, crafting, moving. No monster-HP-o-Vision.

Vodka Martini

Missing one effect

  1. Gain 3 Mana, 50% bonus to damage multiplier, move 3 spaces at a time.
  2. Gain 3 Mana, 50% bonus to damage multiplier, move 3 spaces at a time.
  3. Gain 3 Mana, 50% bonus to damage multiplier, move 3 spaces at a time.

No change in AP costs from planting beans, foraging, crafting, moving. No monster-hp-o-vision, shop discount, or see invis.

Planter's Punch

Missing one effect

  1. Testing with QuantumSnark: "Really, really cold" (with a lot of variation, from nothing to "damn cold"), to-hit varied from -15% to +78% (usually a bonus), Monster-HP-o-Vision
  2. variably cold, to-hit varied from -15% to +78% (usually a bonus), (can't confirm Monster-HP-o-Vision)
  3. started "really, really cold", but warmed as time passed (somewhat variably), to-hit varied from -15% to +78% (usually a bonus), (can't confirm Monster-HP-o-Vision)

No effect on AP costs for walking, planting beans, foraging, fishing, crafting. No see invis or shop discount.

Sazerac

Missing one effect

  1. Makes you hot/a bit hot, randomly halves/thirds your damage multiplier, became Fire (from Earth)
  2. Makes you hot/a bit hot, randomly halves/thirds your damage multiplier, alignment did not change (from Fire)
  3. Testing with QuantumSnark: Makes you hot/a bit hot, randomly halves/thirds your damage multiplier, became Earth (from Air)

No shop discount, no see invis, no monster-HP-o-vision, no AP reduction for planting, walking, fishing, foraging, crafting.

Mule

Missing one effect

  1. Darkens vision (gradually clears), Changed alignment to Earth (from Fire), sound hurts ears.
  2. Darkens vision (gradually clears), Changed alignment to Earth (from Water), not checked: sound hurts ears.
  3. Darkens vision (gradually clears), No affect on alignment (from Earth), sound hurts ears (and is occasionally subject to race conditions?).

No see invis, no shop discount, no Monster-HP-o-Vision, No effect on AP costs for: bean-planting, foraging, moving, crafting, fishing, ruin-searching.

Mint Julep

All effects documented

  1. Became Neutral (from Earth), see invis, halves AP costs for crafting, became toad once cocktail wore off (after <30 AP).
  2. Became Water (from Neutral), see invis, halves AP costs for crafting, became toad once cocktail wore off (after 25-30 AP).
  3. Became Air (from Water), see invis, halves AP costs for crafting, became toad once cocktail wore off (after ~20 AP).

Does not change AP costs for planting, foraging, moving, fishing.

Stinger

May be missing one effect (Does "like a red pill" count as two effects, or one?)

  1. Movement arrows usually rotate, view occasionally rotates (much like a Red Pill's effect), variable degree of warmth, randomizes to-hit.
  2. Movement arrows usually rotate, view occasionally rotates (much like a Red Pill's effect), variable degree of warmth, randomizes to-hit (-77 to +10).
  3. Movement arrows usually rotate, view occasionally rotates (much like a Red Pill's effect), variable degree of warmth, randomizes to-hit (-77 to +10).

No see invis, no shop discount, no monster-HP-o-vision, No effect on AP cost for moving, fishing, foraging, crafting.

Bloody Mary

Missing two effects

  1. Bloinkking, no alignment change
  2. Bloinkking, alignment changed to neutral (from water) when cocktail buzz wore off.
  3. Testing with QuantumSnark: Bloinkking, alignment changed to neutral (from earth) when cocktail buzz wore off.

Missing two good effects; No healing(!?), no triple-move(!?), no see invis, no shop discount, no damage multiplier effect, no monster-hp-o-vision, no AP discount for moving, planting, ruin-searching, foraging, fishing, wood-gathering, or crafting.

Brandy Alexander

All effects documented

  1. Bloinkking, all monsters hostile, randomly halves or thirds damage multiplier, became Water (from Neutral) once cocktail buzz wore off.
  2. Bloinkking, all monsters hostile, randomly halves or thirds damage multiplier, became Water (from Neutral) once cocktail buzz wore off.
  3. Bloinkking, all monsters hostile, randomly halves or thirds damage multiplier, became Water (from Neutral) once cocktail buzz wore off.
Champagne Cocktail

All effects documented

  1. Hallucinations OR darkness (hallucinations first, then darkness. Race condition?), changed alignment to Air (from Water), damage multiplier not increased (or only a 50% bonus)
  2. Testing with QuantumSnark: Hallucinations (1AP) THEN darkness, changed alignment to Air (from Neutral), 50% damage multiplier bonus
  3. Hallucinations OR darkness (hallucinations first, then darkness. Race condition?), alignment did not change (from Air), damage multiplier not increased (or only a 50% bonus)
Daiquiri
  1. Rotates view 90 degrees, became toad for 30-60AP after cocktail wore off.
  2. (can't tell rotation, stoned), became toad for ~40AP after cocktail wore off.

No shop discount, no armor, no AP discount for planting, foraging, ruin-searching, moving, fishing, mining

Master Armorer notes

Gas Bill, Seppo Ilmarinen: 6E, 269S. Wants 3 Misril Ore, of course.
Steel Bars, Goibhnu: 64E, 40S. Wants 400 Measures of Black Powder. And here I didn't think I'd need it that soon!
Shredded Bus Ticket, Ogoun: 79E, 131N. Wants 5 Pieces of Mail. Ouch.
Bit of Parchment, Vulcan: 319E, 410N, east of the Space Station. Wants 5 Bacon Sandwiches.
Wax Tablet, Sethlans: 21W, 76N. 30 Iron Ores.
Scrap of vellum, Hephaestus: 72E, 135S. From what I've heard, always wants a file.

Ambulance sightings

4E 29N @ 9:08 AM, July 6
80E 4N @ 8:42 AM, July 6
81E 4N @ 7:30 PM, July 1
77E 4N @ 6:27 PM, June 27

Thus, it moves every 15 seconds.

When you're in it, it'll stop at the Water City hospital until you leave. I'm not sure if it teleports back to its route, or goes to a preset point, or what after that, though I do know that it isn't predictable. DS mentioned that the Ambulance has some kind of schedule, which might explain why I can never find it when I need it.

Tarot/location note (at least for Snark-O-Vision)

monsters are assigned a "home tile" which is ONE of the two tiles their road touches, not both of them. Thus, the monster will always be visible from their home tile, but may or may not be visible from the adjacent tile (if you're on the opposite side of it).

Amuse the GLs, get your heart's desire!

An official from the Council of Great Lords appears, hands you a package, and then disappears again.
You gain a Cursed Rainbow Glass Vorpal Blade Of You Spin Me Right Round.

It's 1 base damage, +0% to hit, and according to darksatanic, "highly breakable." I take this as Even More Proof that Cities is like a game of Paranoia: amuse the GM, and good things happen. Or, at least, funny things. As a side note, it has one significant effect: my inventory drop-down is now as wide as the control panel.

Cities is Paranoia? The GLs are the Computer?

<elseware> new pet shop east of water city...
<elseware> to annoy Potato boy
<PotatoEngineer> An official from the Council of Great Lords appears, hands you a package, and 
          then disappears again.
<PotatoEngineer> You gain 2 White Eggs.
<PotatoEngineer> Cool! One to Collect, one to use!
<PotatoEngineer> Step 1: move OFF of the party for a few moments before opening.....
<PotatoEngineer> A little white elephant!
<PotatoEngineer> You lose a White Egg.
<PotatoEngineer> You gain an Elephant (Smelly).
* MJ[Lappy laughs
* PotatoEngineer cracks up!
<elseware> MJ[Lappy, you laugh now... check out the feeding schedule...

Another similarity between Paranoia and Cities: if the GM (GLs) find(s) it amusing, new and strange things perplex the players..... And really, it's appropriate considering my utterly useless Inexplicable Collection Quest: what better than a useless item to top it off?

He was nice enough to give me first crack, though.

I feel strangely proud of this

You attack the Road Runner.
Meep meep!
Your fiendishly clever trap springs on the Road Runner.
You lose a Devilishly Clever Trap.
You cause 10 damage, and receive 10 xp.
You slay the Road Runner.
You add the trophy to your case!
You gain an Anvil.
Now using Fists.

I was a Duke at the time. 21:48, 7 June 2007 (BST)

Record Armorer!

[01:30:12]	<PotatoEngineer>	Gentlemen, BEHOLD!
[01:30:16]	<Albert>		>> Sgt. Duke Cor MD has just become a Smith.
[01:30:20]	<Albert>		>> Smith Cor has just become an Armourer.

09:41, 16 July 2007 (BST)


Record Shaman!

[18:39:17]	<PotatoEngineer>  Here's my attempt at a record run for Shaman!
[18:39:25]	<Albert>	  >> Sgt. Duke Cor MD has just become an Apprentice.
[18:42:25]	<Ade>	          Magic = Win
[18:42:49]	<Ade>	          Although I'm rather enjoying being an armorer, too.
[18:43:18]	<Albert>	  >> Apprentice Cor has just become a Shaman!
[18:43:25]	<Ade>	          Hot $hit.

Three minutes and fifty-three seconds. Go me! 08:45, 23 October 2007 (BST)

Quest Checklist

More completely useless stuff in User:PotatoEngineer/Random.

The Don'tBreakIt script doesn't disable the button for Earthiest Wands, and probably similar items. Phw suggested dropping a note onto your wiki page for a fix. Not sure where on your page would be a good spot, so let's try the bottom! -SamSwashbuck

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