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Messages - CarpBiter2000

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1
Mod Releases / Re: Dwarf Fortress: The Long Night 3.61
« on: April 09, 2022, 01:57:31 pm »
What civ are you playing? Maybe I forgot to add the undersuit item to them.
Hereditary Cyborgs. Migrants are also pantless, and yes, your hypothesis seems correct, since none of them have "undersuits":
Spoiler (click to show/hide)
And they also can't make them at all:
Spoiler (click to show/hide)

The prefab log thing is odd though, I will look into it.
Reloading helped, for whatever reason. Still, if possible, the proper "prefab" category here would be nice:
Spoiler (click to show/hide)
Overall, I think we should assume I'm the idiot here, but I'll keep an eye on the problem repeating, just in case.

2
Mod Releases / Re: Dwarf Fortress: The Long Night 3.61
« on: April 09, 2022, 11:50:59 am »
Seeing that my Endless Shores fortress was going to its fps death anyway, gave this one a try. Seems fun so far.

Bugs(?):
- In the grim darkness of the Long Night, there are no pants. At least for the starting seven:
Spoiler (click to show/hide)
Spoiler (click to show/hide)
- Nowhere to put "prefab logs" - neither wood nor stone stockpiles would accept them. You can still make beds out of "prefab".

3
Mod Releases / Re: Dwarf Fortress: Endless Shores 1.72
« on: April 08, 2022, 12:11:24 pm »
Been having a great time with the mod. Really like the atmosphere – reminds me somewhat of “The Drowned World” by Ballard. Here’s a few bugs I’ve noticed:

1.   Copper automatons are completely chill with the undead. To the point of watching their masters being torn apart by a zombified donkey.
2.   Some reanimated crab parts during fights are getting constant “passes right through”
Spoiler (click to show/hide)
3.   Surface farmers kept demanding maize on several occasions, even though I never tried to grow it.
Spoiler (click to show/hide)
4.   After a raid one of my guys became a “holy sea”, one upping Moses both in style and scope.
Spoiler (click to show/hide)

And a few “not sure if it’s a bug” things:
1.   Life is too peaceful. I’ve had 2 fortresses in 2 worlds, and the current one has been around for 10-ish in-game years. I’ve been making all sorts of trouble, but my neighbors keep ignoring me.
2.   Same as above, but in regards to caravans. Maybe my dwarves were unlucky with the trading partners in both worlds, but so far I’ve only seen dwarven caravans.
3.   What’s up with the underground plants? The only ones I can keep growing are Fungal Stalks, the rest just lose their seed supply no matter what.
4.   Dwarves are supposed to be more neurotic, but they seem to be really zen. Pretty much everyone “doesn’t really care about anything anymore” (comes with the reanimating biome, I suppose), and out of current 190-ish citizens I have exactly one mason who’s depressed. I had a couple almost losing it after the fortress went down to 4 inhabitants, but they all are alright now.
Granted, I haven’t played that much since even the first dwarven psyche rework, so it could be working as it supposed to, but I came in expecting my guys to bash each other’s heads in more often.   
5.   Undead suicide by tree is a thing:
Spoiler (click to show/hide)
I remember trees being bugged ever since the 3D ones were introduced, so I think it’s on vanilla. But just in case.

4
Mod Releases / Re: The Agricultural Revolution [47.xx]
« on: October 22, 2020, 06:37:45 am »
I, for one, like OP's ideas.

"Game balance" is the worst idea anyone ever had.
They really should make chess sandbox.
Why you dare to remove plants?
Don't worry, as a potato myself I give OP full permission to represent plants as he pleases.

5
-Dwarf civs have fewer domestic animals by default to reduce migrant pet clutter; use only Mules, Dogs, Cats, Sheep, Yaks.
Spoiler (click to show/hide)
I would argue for adding an egg laying bird and probably pigs (since they don't graze).

6
Quote
carps
I, for one, approve of this feature.

Rivers/oceans are absurdly bountiful with no real downsides.
You can also make fish cleaning take more time and convince dwarves to feel bad when they're eating "prepared fish" out of a meal.
-Optional beastman civ modules which select from one of multiple species at worldgen
Do you plan on bringing your bugmen? I quite liked them.

7
I'm not sure if I understand what you mean with underwater.
Have you ever seen a lake with very clear water, and how it gets gradually more dark the deeper it is?


well it's certainly come a long ways from the reveal ramps
I think Mayday's ramps look the most readable.

8
Mod Releases / Re: Revised v2.1.0 for v0.44.12
« on: March 16, 2019, 07:53:06 am »
I know I'm late to the party, but I'm dissapointed that nobody had suggested to use "dude" for all those gender things:
"Hey, there's a hyenadude in my fortress!"
"A keadude stole an anvil!"
"We're under attack by flying squirrel dudes!"

Look at this. That's poetry waiting to happen.

9
I'm just curious about the ramps, thank you
Can you please show one without so many Z-levels, to get an impression how the ramps look in the context of an actual fortress? Because right now it's like the entire place is underwater, only there is no water, and it's very distracting.

10
Nice indeed, would prefer a slighly more generic figurine though
Yeah, I agree. Right now it looks a lot like the statue sprite. Personally, I would prefer something more distinct.

Just look at any type of RL figurine. They do have bases, how else would you put them somewhere? :P
But do we really need them to have bases, though? I too, actually, didn't think of figurines as things having a base untill you brought it up. It's not realism that's important, I think, it's our ability to recoginze stuff right away and distinguish one from another.

11
It was an interesting video, thanks.
when everything around is non-abstract, we can't really put abstract symbols to represent it.
I suppose it makes sense. Is possible to use a different grass sprite for ramps, though, so that they would tell me on a glance that they are functionally different from just the grass around? Like a grass sprite with little bits of the soil appearing through or something. Or will it look like crap?

12
Hey, guys, I haven't used a sprite tileset for a while, but I'm wondering what are you going to do about flowers blooming? Last time I tried sprites, it looked like sh... not really good and rather confusing.
Also, I should note that my brain refuses to process the images you presented as ramps. I just can't, all I get is "does not compute". For me it looks like a weird 3d element out of nowhere.

13
I'll be contemplating removing sponge people and giant sponges from the game, because neither make sense
Spoiler (click to show/hide)


14
I'm a little perplexed, to be honest: I don't see why I have to acknowledge every culture's mythology here any more than other fantasy works do. Harpies and naga are common fantasy tropes.
I'm going to grumble a bit and say that fantasy tropes aren't doing a good job of acknowledging mythology sources either, and the only game I know of that pays homage to actual mythology is Dominions.

But my point was, when I see a parrot woman, I think to myself: "Oh, cool". But when I see a parrot-headed harpy, I immediately think that Sara is going to be a bit of a bitch. Those stereotypes run surprisingly deep in me, and they affect the way I interpret things I see, because all I see is a letter and a name. It's not a big deal, but I thought I'd bring it up just in case.
The stereotypes are exactly the point, to me. Without the stereotypes then the most I can give you is "this is a bluejay man" and whatever description I can fit in. It's not like modern literature is exactly filled with tales of bluejay people. By leaning on harpy and naga stereotypes people's imaginations fill in the gaps better.
That's true, but Toady didn't call animal people "harpies" or "nagas", so now some us apparently have an established perception bias. I was quite surprised by my reaction too, to be honest.

naked minotaurs issue
Personally, I thought it was a good-spirited jab at minotaurs' habit of waving their non-existent magnum dong around. Like, they're smart enough to get clothes, the adventurers are clothed, but the rest of them cosplay Biggus Dickus way too literally. I have nothing against a few little cheeky jokes here and there.

15
Really like the leather rework. Not sure about this, though:
* Harpies are renamed feral harpies. Serpent people are renamed feral naga.
* Bird animal people are renamed harpies (ie, bluejay women are now bluejay harpies, eagle men are now eagle harps).
* Snake animal people are renamed naga (ie, copperhead snake men are now copperhead nagas. Adder women are now adder nagis.

There are many bird peoples that are not from Greek mythology and snake peoples not derived from Hinduism. And it's not like it helps with clarification: when it says "bluejay man", I just imagine a guy with a head of a bluejay. "Harpy", on the other hand, brings a lot of stereotype just with the name.

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