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Messages - Vanzetti

Pages: [1] 2 3 ... 5
1
DF General Discussion / Re: Future of the Fortress
« on: January 12, 2024, 04:11:08 pm »
How hard would it be to make the motion graphics of DF more smooth, interpolating the movement of creature sprites between squares instead of jumping discreetly from one position to the next? Rimworld style, basically.

2
DF General Discussion / Re: Future of the Fortress
« on: July 03, 2023, 12:17:34 pm »
People have noted that waves breaking on the shore, and the foam they spread around, currently look a lot less impressive in Graphics mode than in ASCII mode. Is there a plan to remedy this?

Not just their look - you were probably unaware that they don't actually function as waves, either?

I'm talking only about the aesthetics in this case.

3
DF General Discussion / Re: Future of the Fortress
« on: July 02, 2023, 03:47:41 am »
People have noted that waves breaking on the shore, and the foam they spread around, currently look a lot less impressive in Graphics mode than in ASCII mode. Is there a plan to remedy this?

4
DF General Discussion / Re: Future of the Fortress
« on: May 30, 2023, 08:34:12 am »
Are you satisfied with the way magma currently behaves? Were you ever interested in making it more realistic? For example, people can not sink into real magma, as it is roughly two to three times more dense than living tissue.

5
DF General Discussion / Re: Future of the Fortress
« on: May 05, 2023, 07:53:14 am »

Are there plans to further expand the personality model, to have dwarfs interact more with the community in which they live? For example, to enable scenarios such as:

- A dwarf reacting with jealousy to a spouse having an affair.
- A dwarf trying to mend relationship between two friends who had a fight.
- A dwarf experiencing peer pressure to do something they don't really want to (e.g. joining the military, because all their acquaintances did).


6
DF General Discussion / Re: Future of the Fortress
« on: April 06, 2023, 01:23:42 pm »
Is it intentional for the elves to count cavern trees as their own, or is it a bug?

7
DF General Discussion / Re: Future of the Fortress
« on: March 27, 2023, 05:08:13 am »
I suppose only if it were raining poison on the artifact creator.

That was the idea. Send the moody dwarf into the fetid slime blizzard. Perhaps make him into an undead before, to make sure he "survives" the ordeal.

8
DF General Discussion / Re: Future of the Fortress
« on: March 25, 2023, 06:26:18 am »
In the event that this 'feature' isn't intentional, can we keep it?

Evidently, when an artifact is either created or named out in the rain, even if the precipitation happens to be some kind of freakish weather, the artifact is liable to be permanently covered in whatever its reagents or pre-artifact item was coated in.


Spoiler (click to show/hide)

For my money, this is freakin' sweet!

By Armok, this is amazing. Can we use it to create a permanent coating of deadly poison?

9
DF General Discussion / Re: Future of the Fortress
« on: February 27, 2023, 02:24:52 pm »
Subterranean invaders are currently very zerg-like. Shouldn't there be an option to appease them somehow?

10
DF General Discussion / Re: Future of the Fortress
« on: January 10, 2023, 11:27:30 am »
Remains of ancient civilizations are a common fantasy trope. Are there any plans to implement it in DF? Technically, this could be as easy as generating a random civ, and having all of its members die mysteriously before year 1, leaving behind only ruins. It would be something conceptually similar to how vaults work currently, but with a different flavor. Of course, the key here is to have the ruins be interesting enough to visit.

11
Thanks!
Another question: will it ruin anything if I remove the extended language words? Or just some of them?

12
I just have to say, based on this thread: I love how Dwarf Fortress is both extensively moddable, yes the modding format is so arcane that you people sound like you are researching an alien spaceship.

13
Hi. I tried this now, but there are still mononoke in the animal list on embark screen (they cost 3000 points).

14
Ripping out the mononoke is a bit harder but I think you can do it by removing "pet" and adding "underground_depth:4:4" in the same file in the variation for civ users.

Can you give an example, please?

15
Just to report. I tried to embark with Orcs, found out I can get Dark Elfs as pets for 1 point each, and they are being added to the citizens tab. So, that's interesting. Not sure if intended?  ;)

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