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Topics - Richards

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1
Other Games / Massive Chalice Kickstarter
« on: June 24, 2013, 11:18:37 am »
I'm surprised there's not a thread on this kickstarter project by the nice people at Double Fine Productions makers of Psychonauts, Brutal Legend, and Iron Brigade. According to the interview video that they did and the write up that they have they want a "rogue-like" permadeath X-COM inspired "... single player turn-based tactics game within a multi-generational strategy campaign built for replayability."

Quote
The game is structured into two main layers: strategy and tactics. In the strategy layer, you oversee your kingdom, arrange royal marriages, conduct research, and make the far-reaching decisions that will determine the fate of your legacy.

In the tactics layer, you fight brutal turn-based battles to defend your kingdom using small squads of customizable heroes.

Quote
Drawing from roguelikes we love, content is modular and randomized. Each playthrough begins with a random assortment of male and female heroes from various bloodlines, guaranteeing that each game is unique. Your knowledge and skill will increase over multiple playthroughs, but the details of every game will change based on your decisions and the whims of fate.

The bolded part I think is pretty much an indirect shout-out to Dwarf Fortress as it is essentially a medieval-styled roguelike with modular randomized content.

Funding ends on on Thursday Jun 27, 5:00pm EDT.

http://www.kickstarter.com/projects/doublefine/double-fines-massive-chalice

2
DF General Discussion / Any fortress improvements in the upcoming version?
« on: November 16, 2012, 05:10:46 pm »
Wondering if there's any proper fortress level improvements inbound for the next new version. It's the only mode I really enjoyed. Thanks!

3
There's been this tendency that began in the April release in 2010 to assume that every detail about the game has changed and to scrap entire works of literature that's been written. There's been some great authors who've written some funny but informative pages on important aspects of the game accumulating with the 40d version which were left 'behind' with the creation of the 2010 namespace.  The feeling of frustration as an author and empathy with others was not replaced.

The result is articles being dry and unfunny and only a shadow of the full and entertaining articles that 40d was developing. I actually had to import entire articles from 40d into the 2010 namespace only to replace and reword some of the things that actually changed from 40d.

I'm sad that some people think the articles in the dwarf fortress wiki are something to be made and destroyed with every version. I'd like to see the dwarf fortress wiki redevelop into the wiki that other developers of wikis coveted to be as detailed as. I hope that when new versions are released the practice of copying the previous article and then changing only the items that are touched will be adopted.

4
DF Dwarf Mode Discussion / Good maps?
« on: May 05, 2012, 01:55:53 am »
Does anyone have awesome maps that they would like to upload?

5
DF Dwarf Mode Discussion / Artifact bonuses?
« on: March 28, 2011, 01:07:10 pm »
One of my dwarves came up with a Legendary crossbow made of iron. What kind of bonuses can I expect from this over an ordinary iron crossbow?

6
DF Dwarf Mode Discussion / Legendary Doctor skills.
« on: March 24, 2011, 12:21:11 pm »
When embarking with a Doc. Do any high grade skills matter? Or,

Novice Diagnostician
Novice Surgeon
Novice Suturer, etc...?

Or.

Novice Diagnostician. Dabbling everything else?
Does it evenly matter?

Any observations? Thanks!

7
DF Suggestions / Make artifacts to tend towards useful items and...
« on: July 12, 2010, 11:12:56 pm »
Dwarves should decide to use only the materials available in the fortress to eliminate madness. They should tend to use the most expensive items, and if they create something like a gauntlet, or boots, it should come in pairs.

Armorers, weaponsmiths, masons, and crossbow-makers should get an even higher chance of being picked to make an artifact.

8
DF Suggestions / Seiging arc
« on: July 07, 2010, 09:40:33 pm »
Toady said he'd be doing a siege arc that includes enemy sappers (capable of burrowing under your defences), and I'd like to express some ideas.

I like the idea of an progressive war against your fortress that is escalatory in nature, based on your history and the race your fortress is the enemy of.

For example, if the humans declare war on you because of a diplomatic offence or because you've been killing their liaisons or traders and during the ensuing battle because of either an entire defeat for them, minor victory for you, or major victory for you, (each outcome should mean something different for individual nations), they progressively decide to send more superior soldiers, sappers, and eventually siege engines, (if those are available).

The Goblins first waves should be mostly goblins. Further waves should include more dangerous beasts, trolls, jabberers, giants, demons, and perhaps eventually goblin made siege engines as well. (Not sure if their engines should be more shoddily made than human made engines, but dwarven engines should be the best for power and range.)

The Elves in my estimate should be the most weakest in terms of their forces and of what they can offer, and shouldn't make their own siege engines, but maybe they should be able to purchase them from human or dwarven kingdoms.

If those siege engines are capable of destroying one-tile thick walls or bridges, I know there would be a few players not wanting to have their entrances defaced by it, or face the possibility of a fortress breach, and so I think the idea of an ambassador is reasonable. The enemy kingdom sends an ambassador to offer the fortress conditions of peace; either by paying tribute to them, mutual agreement, or else. The player could agree, negotiate different terms of peace, simply send back the ambassador, or kill them. Elves and Humans should the capacity to send ambassadors, but it should depend on the Goblins leadership, history or ethics whether or not they send one to you.

Thoughts or ideas on this or sieging in general?

9
DF General Discussion / How do you make Reveal2.exe run for 31.04?
« on: May 17, 2010, 10:20:53 am »
Does anyone know how to get reveal2.exe working with the new release of 31.04?

Code looks like this:
; .31.03
[4BC3C470]
dwarf_fortress=0x00A5ED94
map_data=0x016AE760
map_x_count=0x016AE780
map_y_count=0x016AE784
map_z_count=0x016AE788
map_data_designation_offset=0x29C

Link to reveal2.exe is Here.

10
DF Suggestions / Better stats roll for the starting seven
« on: April 24, 2010, 09:10:36 am »
Sometimes the personality and stats roll for the starting seven crunches out the numbers and gives you something akin to a team of mentally damaged dwarves. I like them to be good, and so it's taking a bit of time restarting the game every time. (Is there a quicker way?)

I suggest Toady fix the roll for the starting seven so it's a bit more generous, as well it would also be a good opportunity to give a option to choose the amount of males or females in the seven as well.

11
DF Adventure Mode Discussion / Best weapon materials?
« on: April 19, 2010, 04:52:59 pm »
There isn't much data on the dwarf wiki and I'm confused about whether some weapons are better than others and why.

Basically is copper, silver or iron better, (either as a weapon or armor). Is bismuth bronze better than bronze, etc, and why. Can someone explain this?

Thanks for the help

12
DF Suggestions / Keep butchery items simple
« on: April 02, 2010, 11:53:18 pm »
The massive amount of items reclaimed by a butchery of an animal is a bit over the top. I'd like an init option to keep it simple, such as getting "Meat, liver, kidney, heart, hide, and byproducts" rather than what we see at the moment.

13
DF Suggestions / Blood-line naming.
« on: July 29, 2009, 09:17:14 pm »
Eternal suggestions link.

I was curious about the current system where every dwarf born to the fortress has it's own uniquely generated full name like it is it's own person or a migrant. I'd like to propose that there should be a distinguishable last name for each dwarf which wives should adopt from their husbands in marriage, and children retain from the Fathers. This would give more of a sense of family and finally allow us to see whose related just from looking at last names. You could live out the continuation of a dwarf from his son in this manner.

14
DF Suggestions / Idea of managable coinage and currency
« on: July 28, 2009, 05:47:43 pm »
At the moment making coins for the currency in the current dwarf fortress economy creates problems.

I wrote this up on the dwarf wiki suggesting a possible way to fix the issue of coins and after a search on the forums I didn't see any similar suggestion so I decided to post it here:

Coins in use shouldn't be a hauled item persay, but coins that are initially minted should be brought to a bank, (I like the idea of a bin vault with a teller desk on the outside with a banker who distrubutes coinage to arriving dwarves). Leather, or cloth wallets could be made and the coins stored as other containers do (quivers, backpacks). They would all have a limit on the amount of coins stored in them, and every three months dwarves get their "paycheck" for the difference in the money that they haved earned and that amount is accredited to the dwarf by the bank. So if the dwarf wanted to go shopping he would simply go to the bank and transfer the coins into him wallet, (maybe the banker does this for him or they go in to the coin stockpile themselves).

Coins also allow the idea of "thieves" and if there were some dwarves with this personality they could go into other dwarves rooms, especially those with whom they have a grudge against, and steal their money out of their coffers. Causing new reasons and justification for justice to exist, (severe beatings causing thieves to loose that pesonality attribute).

This solves the problem of dwarves hauling their money over the map, the problem with stacking, (if you allow coins to be deposited side-by-side in bins and in the wallet), and adds some depth. As a side note, the Tax Collector should have a role in collecting taxes for the bank's services. At the moment, taxes for rooms just vanish into a black hole.

Thoughts?

I'll put this up on the eternal voting page. Toady I'm sure can run with this according to his design vision to make it better.

15
DF General Discussion / Development Schedule
« on: December 02, 2008, 11:35:19 pm »
I've been following progress on Toady's development for the past year and a half and have a growing concern for Dwarf Fortress' future.

Keeping in mind how long past arcs have taken to implement with full month work cycles. At the current rate of the Dwarf Fortress development progress with the end-of-month break the next release should be out by June 2009. Now I do not know what Toady's end-of-the-month project is, but it is certainly not as lucrative or popular as his main project at this moment. There's a depression coming, and if you doubt that then at the very least you know we are in a recession. It's going to get worse. Toady needs all the development time he can get to finish dwarf fortress and implement as many features as he can if development halts for some reason.

I believe development should resume as it last was without a 6-8 day month-end break, otherwise this Army-arc might be only finished come 2010. Please discuss within reason.

 

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