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Messages - Pillbo

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1
DF General Discussion / Re: Future of the Fortress
« on: February 21, 2024, 02:05:43 pm »
Hello, Toady, have you come up with any new monsters or creatures randomly as you've been working on the adventure mode stuff? Also thanks for making such an amazing game

By "randomly" do you mean more procedurally-generated creatures? Because randomizing more creatures has definitely been one of the things Toady's talked a lot about in regards to Myth & Magic, but I personally doubt such elements will make it into the first adventure mode release on top of everything else that needs to be done (not for me to say, of course).

I think by "randomly" they mean something like an unexpected inspiration. Something more like "oh an ancient djinn would be a good addition since I'm touching up vaults".

2
DF General Discussion / Re: Future of the Fortress
« on: February 21, 2024, 01:50:28 pm »
I was looking into why buoyancy isn't a thing in the game and I haven't been able to find a post from you on the subject since August 2007 (nothing on the dev roadmap either):
Quote
The new fluids invalidated most of the old code.  Have water stop you when you jump into it so you don't go all the way down into the bottom is linked to density sink/float stuff, which I haven't done yet.  I'm not sure what I'll get to.  It'll either be done or get Req'd.

Other than that I saw lots of people make various comments about buoyancy being too hard, or implying you didn't want to implement it for some reason, but it's kinda hard to tell what is assumption, speculation, or accurate. 

So what is the deal with buoyancy and why hasn't it been included yet? If it is a technical issue what are the major problems?  Is it going to wait for boats?


It seems like it would open up a lot of fun water based shenanigans, and with everything having a density it's a little surprising this isn't part of the game yet.

3
DF Suggestions / Re: Timber rafts
« on: February 15, 2024, 10:15:31 pm »
Wait, why don't logs just float? Sunken logs are so annoying.

All materials have a density, including water (1000) and magma (2000) so why isn't buoyancy a thing? it seems like something easy enough to calculate.

4
DF Suggestions / Vampire societies
« on: January 26, 2024, 10:37:40 pm »
Vampires should seek each other out in their travels and form some type of society, defined as other entity types are, with the various traits like ethics, laws and nobility which apply to their behavior. Including outcasts who don’t play by the rules, rival societies, etc.

It could be a loose society that simply meet up for covens on some schedule. Or a population of vampires all living together could dominate parts of the world spreading evil from their castles like a necro tower. I don’t want them to act just like necros but I’d gladly trade some towers for lands where vampires are openly ruling with minions and familiars doing their bidding.

Other benefits: a siege of vampiric trolls, infiltration from seemingly normal familiars…

5
DF Suggestions / Axolotl creatures regenerate limbs
« on: January 23, 2024, 11:57:04 pm »
Axolotl's are known to be able to regrow portions of their body, so a tag to regrow limbs would be a cool addition to giant axolotls and axolotl people (and for modding).

6
DF Suggestions / Re: Almond Milk
« on: January 14, 2024, 01:55:41 am »
Plant milks date back pretty far historically, evidence of coconut milk goes back to 3000-1500BC, Soy milk 0-300AD, almond milk 700-1200AD. I'd include these as well other nuts which can be milk-ified with the same techniques, like cashew.

7
It seems like flying is often brought up as a problematic issue in general. Has there be any thought put into ways to address the way flying currently works? I'd be interested in seeing the results of profiling flying creatures behavior.

Edit - limiting creatures in some way will likely have to be part of the updates to adv mode since you can't really even go into a lot of cities or pits without the game becoming unplayable. So maybe that kind of change will work out for fort mode too.

8
DF General Discussion / Re: Future of the Fortress
« on: December 20, 2023, 09:20:48 pm »

The walrus man is described as "A legless person with the head and back flippers of a walrus" and has the tag ANIMAL_PERSON_LEGLESS, but in the new sprites clearly has legs. It's the same with the elephant seal man (but not the leopard seal man or harp seal man...). The snail man is kind of the opposite, it should have legs but it's sprite shows it as legless.

Are the animal people going to be updated to match their sprites or is that just not an important detail to you?


 

For what it's worth I like all three of these changes (snails shouldn't have legs!), but it will be strange when a legless looking snail man gets his legs broken or kicks you.

9
DF General Discussion / Re: Future of the Fortress
« on: December 15, 2023, 12:16:14 am »

Will portraits work with non standard races? For example experiments, angels, gorlaks etc?
How will the portrait system work with modded creatures?
Will there be a way to add/modify the sprite layers used to build the faces?
If none are provided will there be some kind of stand in?

10
awesome!

11
DF Suggestions / Ladders carved into walls
« on: December 02, 2023, 05:36:50 pm »
The basic idea is to be able to make walls path-able and climbable for anyone (probably barring some disability) under normal circumstances, just like stairs or ramps. The reason I'd like to carve these into walls is because I don't want there to be a limit to how high they can go and with a movable ladder there will be more limitations.

There are a couple reasons I'd like this, I tend to build in caverns and I think it would be a good way of restricting traffic in and out (because you can't lay down to let another person climb over you), and I think it would simplify pathways in complicated multi z-level natural areas. I also think some ladders here and there would look more natural and ascetically pleasing feel than digging stairs into the walls.

It would open up creative new defense measures, like forcing a sieging army to climb ladders down a deep pit to enter your fortress while being exposed to marksdwarves, and it would also help squads stay in a position that is more easily defended. Right now I usually place a squad at the bottom of a staircase the siege is descending, but as soon as the first goblin pops out the dwarves run up the stairs in to the mix, with ladders they would be more forced to hold the positions

Bonus - useful for elven treehouses though I guess they'd 'grow' the ladders into the trunks instead of carving them.

I imagine it working like any engraving/fortification, the people are just stuck to the wall standing over air. No need for downladder/upladder stuff, and they should be able use the ladder below or above to carve the next level.
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12
I'm not sure why it happened, maybe I embarked over another fort using embark anywhere?  Anyway, I spawned on a map with another dwarven miner off in the corner and when I unpaused that dwarf ran at my wagon and massacred all 7 within seconds with his pick.

14
DF Suggestions / Schedule interrogation from unit screen
« on: November 06, 2023, 12:21:31 pm »
When I notice someone suspicious around the fort I'd like to be able to schedule an interrogation from unit screen while checking them out; instead of noting their name, opening the justice screen and searching for them in the list.

15
DF Suggestions / Scale max age for giant animals and animal people
« on: November 03, 2023, 08:56:23 pm »
Scale max age for giant animals/animal people in a similar way body size is scaled. It doesn't have to be totally realistic, but larger animals in real life tend to have longer lifespans than their smaller counterparts. Right now giant animals seem to have the same MAXAGE as their smaller ones (at least in the animals I've checked like rats, flies, and other insects). I think it would be better if this scaled up with the same (or similar) curve used to determine size, so an insect made bear sized will increase its lifespan more than a elephant made giant. I don't have strong feelings about exact numbers, but for example if giant insects could increase 8-10x (1 year to 8-10 years) while a giant elephant increasing only a fraction like .5x (70-105 years)

Animal people seem to all have a 60-80 lifespan. I think it would be more interesting if their age scaled the same way body size did, (human MAXAGE + animal MAXAGE / 2). So tiny fly person would live about half the length of a human
- 1:1 + 60:120 / 2 = MAXAGE:30:60

But a giant tortoise person would be:
- 100:200 + 60:120 / 2 = MAXAGE:80:160

Most of this is just flavor I think would make the world feel more interesting, but the extremely short lived giant insects do have practical reasons to live longer. I had a siege once where a lot of elves on giant flies left fly corpses everywhere, I'm guessing cause they died of old age while waiting me out.

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