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Messages - rkyeun

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1
Tilesets and Graphics / Re: Nagidal's Classic ASCII tileset 24×24
« on: June 01, 2017, 05:55:21 pm »
During Nagidal's stream today, I took the time to polish up and embellish two new variants of the bearded shaded tileset.
I'm still working on the diagonal one. I don't like how thin those lines feel, or how tight the spacing is but there's probably just no helping it.

2
DF Suggestions / Re: Alternative Lighting
« on: August 05, 2013, 05:54:31 pm »
Prisms should separate the light into colors.
I've been using green and clear glass traps with fairies or fireflies in them forever. :D

3
DF Dwarf Mode Discussion / Re: Holy Crap Minecarts (Devlog Quote)
« on: April 15, 2012, 04:24:14 am »
Don't know if it's been mentioned, but this might make a more secure entrance.
Have the only way into your fortress be an external minecart ride that builds momentum, triggers a pressure plate, jumps your minecart through the air and over your fortress wall, closing a drawbridge behind you as a result of the pressure plate. The migrants get out of the cart and the cart zips out to drop back at start.
If invaders can't ride minecarts, they can't get in. But your soldiers can ride the cart out.

4
DF Dwarf Mode Discussion / Re: Beware the Giant Sponge
« on: March 15, 2012, 11:31:07 pm »
Sponges need to be coded to have a "root" body part, and several "branch" body parts which act as gills.
Sponges need to bleed "sponge ichor" when bludgeoned, and be severed by slashing weapons. Making it bleed enough will kill it, and severing all its branches so it has no gills will kill it. BUT!
Severed sponge parts use something like the necromancy code to raise themselves as not-undead juvenile sponges.
Sponge ichor is a contaminant infects sponge flesh and causes the growth of those "branch" body parts as a syndrome.

5
> Also, an ass, really? At first I thought it was a donkey or something, but it would just be called a donkey...
It says donkey when it means donkey. You're being attacked by buttocks.

6
DF Bug Reports / Re: The lead is what gives it flavor!
« on: April 05, 2010, 01:09:56 am »
I don't think lead poisoning will be a serious issue until the leading cause of dwarf death stops being
Spoiler (click to show/hide)
and related things.

7
DF Dwarf Mode Discussion / Re: Woah, I just did something amazing..
« on: April 04, 2010, 06:00:42 pm »
... on the rare occasion that the
Spoiler (click to show/hide)
...

do we dare dream of
Spoiler (click to show/hide)
?

8
DF Dwarf Mode Discussion / Re: Elemental Spheres
« on: September 01, 2009, 08:23:57 am »
Using the five elements of Air, Water, Fire, Wood, Metal

Air: A sphere made of crystal glass block floors and clear diamond gem windows, filled with nothing, containing giant eagles.
Water: A sphere made of clear glass block floors and sapphire gem windows, filled to the brim with water and containing mermaids.
Wood: A sphere made of wood block floors and emerald gem windows filled with wood block up-down stairs and containing elves.
Fire: A sphere made of bauxite block floors and ruby gem windows, filled to the brim with magma and containing fire imps.
Metal: A sphere made of steel block floors and black diamond gem windows, filled with steel block up-down stairs and containing goblins.

These are the five pillars upon which the temple of BLOOD stands, where the dwarves live and give live kitten and noble splatter sacrifices, the blood dripping eternally into the other five habitats.

9
DF Dwarf Mode Discussion / Re: Best Fortress Random Name
« on: March 04, 2009, 12:01:06 am »
Rapeworthy.

10
DF Dwarf Mode Discussion / Re: Mythbusters
« on: October 29, 2008, 02:04:19 pm »
Followup to magma refilling.

Build a wall around the pipe 3-zlevels tall. Does magma refill that high?
Pump some amount of lava onto the top of it so it's partly full. Does it refill from there?

11
DF Modding / Re: Seeking Help: Glass Mechanisms
« on: September 17, 2008, 07:24:23 am »
This will give you a stone of glass, but that stone won't be usable for stone jobs because it isn't a stone stone.
The glass mechanism reactions above aren't working because there is no NONE object of the GLASS_CLEAR class. You need NO_MATGLOSS when telling the game there are no subtypes of your material, not NO_SUBTYPE.
Even that won't give you item quality though. You'll have base quality mechanisms. To get masterpiece glass mechanisms you'll need to make some kind of glass man. Or splice their DNA onto your dogs and arrange for one to die. Slaughtered animals don't give itemcorpses.

12
DF Suggestions / Don't Jump In Lava
« on: August 17, 2008, 12:26:22 pm »
I understand that the dwarves are skillfully dodging, and the dogs are zealously pursuing...
But at some point a dwarf needs to decide taking a punch from a fire imp might be less painful than dodging that punch into the lava. Dodge a different way or just take the hit.
My stray dogs often chase fire imps back into the magma pipe and then continue fighting while burning and drowning in the lava. Truly their loyalty knows no bounds, but perhaps it should.

13
DF Suggestions / Re: [NOT_SCARY] tag
« on: August 17, 2008, 11:56:27 am »
If a fear tag is implemented to describe how scary an animal is, that tag needs to be updated as the creature achieves kills. That should be independent from the bravery tag, which is either a straight subtractive or divisor applied to the opponent's fear tag to see how likely one creature is to engage the other, Animals can also have bravery tags that improve as they become more skilled to achieve kills. This way Urist Goblinstomp the Legendary Axedwarf can inspire fear in goblins and scatter them with his presence, just how Magmamurder the Majestic Torturous Death-Bringer of Flames, a dragon, can scatter your military with its presence.
Perhaps social skills can be used for this. Intimidator might work great for fear. Hell, maybe you can just scare the raccoon away instead of interrupting YOUR work. Yell boo at it and see if it runs. Courage might also be a social skill.

14
DF Bug Reports / Re: Deconstructing Floors Above Fortifications
« on: August 16, 2008, 02:32:54 pm »
Dropping it on the deconstructor's tile doesn't work. The deconstructor then steps back and removes THAT floor tile, leaving the original item to drop into a fortification again. A better solution might be to have the tops of fortifications count as floor grates (in the same way that the top of a wall counts as floor), allowing liquids and projectiles but not objects or creatures.

15
DF Suggestions / Re: Solving all excess stone problems.
« on: June 25, 2008, 10:04:45 pm »
The solution to excess stone problems is to build as far up as you do down.

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