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Topics - Tormy

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46
Other Games / Upcoming new Blood Bowl game for the PC!
« on: August 24, 2008, 04:39:10 pm »
Heres the link:

http://www.bloodbowl-game.com/

Cannot wait for this game to be honest!  :D

47
DF Suggestions / Extended creature information panel
« on: August 20, 2008, 03:43:23 pm »
I think it would be nice to have an informative full screen panel to display the most important informations for a creature.
Ive separated body parts + wounds, so players would be able to see what kind of injuries a creature has without knowing the color codes.
Ive made a quick image as an example:


48
Other Games / RTW: LotR mod
« on: August 19, 2008, 07:14:55 am »
So I am thinking about buying Rome Total War Alexander, just to try out this mod:

http://lotr-tw.net/

Anyone had a chance to play with this? If yes, what is your opinion about it?
Screenshots are looking very good + the feature list also.
Also what about the R:TW AI? Is it any good? [I think that the modders also enchanted the AI btw in this mod]
I have Medieval 2: Total War Kingdoms, but even with the AI related mods, the game is quite easy, especially the battlefield AI is weak.

49
DF General Discussion / New Core items!
« on: August 18, 2008, 11:00:58 am »
Needless to say that I am just thrilled!  ;D

I find these the most awesome:

Core62, FURTHER DIPLOMACY (Future): Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.

Core72, ROBUST ATTRIBUTE SYSTEM, (Future): Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.

Core73, COMBAT OVERHAUL, (Future): This one is a bit vague, mostly because the Combat Arc is consists of so many small changes rather than some large additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.

Core74, WOUND HANDLING, (Future): Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.

Core80, ARTIFACT MAGIC, (Future): An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.

Core81, TRIBUTE, (Future): The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.

Core85, CHOP, DIG, BUILD!, (Future): Chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.

Core92, APPEARANCE VARIABLES/DESCRIPTIONS, (Future): This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.

Core93, RANDOMIZED MEGABEASTS AND POWERS, (Future): (Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Requires Core92.

Core94, RANDOMIZED REGIONS AND THEIR FLORA/FAUNA, (Future): The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stone sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. Requires Core92.

Core95, RANDOMIZED ENTITIES AND CIVILIZED CREATURES, (Future): As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects. Requires Core93 and Core94.

50
General Discussion / Robocop on the beat by 2084?
« on: August 17, 2008, 08:45:55 am »
http://news.cnet.co.uk/gadgets/0,39029672,49298541,00.htm

Robocop will become a reality within the next 75 years according to a top UK robotics expert.

Abusive drunks or knife-wielding thugs can expect to feel a metallic hand of the law on their shoulder in 2084, according to robotics expert professor Noel Sharkey of the University of Sheffield.

Sharkey said he expects robots with "human-like features and expressions" to patrol the streets of the UK to cut crime, detect weapons, carry out drink and drugs tests and free-up police officers' time.

Chips in the brains of these tin guardians would give them instant access to bank accounts, tax, motoring, shopping and criminal records, allowing them to instantly identify and determine who people were, according to Sharkey.

But he warned they would have to be constrained to prevent them from inadvertently using excessive force due to their "super strength" and "inability to feel pain".

His research also predicts that autonomous police cars will appear by 2070, able to recognise speeding cars, identify number plates and automatically deduct fines from bank accounts, at the same time as adding points on driving licences.

Sharkey said in a statement: "These robot developments could be extremely beneficial in the protection of citizens and police in the hands of benevolent governments."

The study was commissioned by Warner Home Video to mark the release of Terminator: The Sarah Connor Chronicles.

"But in the wrong hands, as warned in the movie, robot law enforcement could be a major blow to individual privacy and basic human rights," he added.


51
Other Games / Spore
« on: August 15, 2008, 09:33:52 am »
Hell yeah!
Spore (NDS/PC) Goes Gold!

http://www.worthplaying.com/article.php?sid=54782

Begin your odyssey at the dawn of life as a simple microbe just trying to survive, then evolve the creature from its microscopic origins into an intelligent, tool-using race, becoming a global civilization and choose whether to hunt or forage, attack or trade.

Spore will be available on PC Sept. 5 in Europe and Sept. 7 in North America and Asia Pacific. The NDS version will also be available on Sept. 7, 2008.


[PS. Ive started a new thread for Spore, since the one and only Spore topic was in the various nonsense subforum, and it was quite old.]

52
DF General Discussion / Saving embark profiles! Woot!
« on: August 13, 2008, 09:34:13 am »
Latest dev. notes:
"08/12/2008: I'm pretty much through with saving embark profiles. I had to generalize some of the item txt file handling for the embark profile files, so there will be the added benefit of allowing item corpses and the reaction raws to use more item types, from plants to bones to extracts etc. Corpses and their pieces as well as prepared food, being more complicated objects, are still not properly supported."

This is a long awaited feature for me at least!  8)

53
Other Games / Hinterland
« on: August 08, 2008, 10:39:46 am »
Upcoming game, developer is Tilted Mill. It kinda looks like Majesty. I guess I will buy it.

Official site: http://www.tiltedmill.com/hinterland/
New preview @ Gamespy: http://pc.gamespy.com/pc/hinterland/897378p1.html


54
DF Modding / Yet another modding question...
« on: August 05, 2008, 10:37:06 am »
How can I add specific creatures to a civilization? Example goblins are using trolls sometime in sieges. Now is it possible to add an ogre to the goblins [just an example again]. Also those creatures will show up when a siege happens? If this is possible how can I alter the number of normal units [goblins in this case] and special creatures [trolls, ogres in this case] what will show up in a siege? I dont want a siege with 10 trolls and 20 ogres, but more like 25 goblins, 3 trolls, 2 ogres.

55
DF Modding / Tileset question
« on: August 05, 2008, 09:04:08 am »
Allright, my question is the following. I would like to create a tileset for races. I would like to create unique graphics for all units, example: instead of 1 sprite / civilization, all units would have different graphics, IE a goblin swordmaster would wield a sword, while a goblin macelord would wear a mace of course etc. Now the question is, is it possible to create own graphics for all units in the game, and -for example- when a siege happens those units will display the correct tile graphics?

56
Okay Im not sure that this is a bug or not, but at year 200, the worldgen has stopped as usual, and all megabeasts are dead.
Unmodded game, medium map, however Ive used seed 111111111 to generate the world, just for fun.
This was the first time, that no megabeasts were alive after a worldgen, does this happened to anyone else before?

57
DF Suggestions / More special attacks like "Dragon Breath"
« on: July 27, 2008, 10:15:09 am »
It would be awesome to have more special attacks for the creatures, like the dragon breath for the dragons.
..or maybe Toady plans to add something like these in the Combat Arc / Magic Arc?

58
Other Games / Romance of the 3 Kingdoms XI.
« on: July 26, 2008, 03:15:01 pm »
English version is coming out pretty soon!

http://www.koei.com/community/index.php?topic=8974.0

"Romance of the Three Kingdoms XI for Windows-based PC will now be released in North America on September 9, 2008 exclusively through digital download on Direct2Drive and Trygames.

I sincerely apologize for the delay and any inconvenience that this may have caused.

The good news is that we will soon be launching a free demo which will be available soon on FilePlanet and Filefront. Stay tuned for details.

Thanks."


Oh man I remember playing a lot with RoTK 4 & 6 quite a lot back in time. I am going to buy this for sure.  8)

59
Other Games / Geo-political Simulator
« on: July 20, 2008, 06:31:13 am »
Quite decent game, Ive bought it not so long ago.

http://www.geo-political-simulator.com/

If you like the genre, its a must have.

60
DF General Discussion / Question about the upcoming Presentation Arc
« on: July 20, 2008, 06:06:28 am »
So Ive just spotted that theres a new version of DF, gonna try it later today.
My questions are the following:
1.  AFAIK after the army arc will be completed, Presentation Arc is next. Presentation Arc will add proper graphical support also? What I mean is: separate text and all game objects, so players could be able to mod in graphics for everything in the game. Is it not possible at the moment correct? [I havent been playing for quite a long time, beacause DF is more of a sandbox mode game now, perhaps it will change once the army arc is completed].
2. Also I have a question about colors. How many colors are supported by DF now? AFAIK only a couple of colors were supported in the past, so in that case the presentation arc might bring 16bit colors?
3. What updgrades can we expect to have in the interface? Right now its very stone age style. :)
4. Can we expect to have full mouse support?


PS. [[Please dont even reply if you want to say: This is ASCII we dont need graphics here :) . Many people including myself would prefer to play DF with graphics. Nothing awesome just simple 2d. Here is a screenshot below for example what is looking good enough for DF also imo.]]



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