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Messages - tfaal

Pages: [1] 2 3 ... 36
1
DF General Discussion / Re: Future of the Fortress
« on: October 30, 2014, 05:12:10 pm »
What is the significance of the colors on the new thought screen? For example, arousal from talking to spouses, and fondness from talking to friends are cyan, while satisfaction from work and bliss from sleep are both green. What's similar about the cyan emotions? What's different between the green emotions and the cyan emotions?

Also is there any difference, in terms of dwarf happiness or behavior, between the many different positive emotions? Will dwarves who are aroused by there spouses behave differently from dwarves who are feeling fond of their friends? What about dwarves who are "interested" by fine furniture rather than feeling pleasure from it?

2
DF Adventure Mode Discussion / Re: Tips for adventure mode
« on: August 29, 2014, 08:50:25 am »
Before you block an attack, set it up so you swing at the enemy at the same time with the multiattack option. I believe this also works for dodging and regular movement.

Grappling works the same way: when you grapple, you can perform a normal attack at the same time.

Breaking opponents bones with joint locks or biting opponents will trigger lethal combat. Scratching opponents will not. Sometimes enemies will escalate to lethal combat on their own, so be careful!

When goblin bandits start harassing you, you can wrestle their weapons away while the combat level is non lethal, then cut down your unarmed enemies.

3
DF General Discussion / Re: Future of the Fortress
« on: May 08, 2014, 11:07:56 pm »
Now that people react emotionally to you killing their family, how will quests interact with this? If an townsperson's relative is a bandit, will they still give the quest to kill them? If so, how do they react if you complete it?

4
DF General Discussion / Re: Future of the Fortress
« on: January 30, 2014, 07:13:00 pm »
Additionally, the current plan is that loyalists who are defeated when a site changes hands sometimes become bandits, and it would make sense if they returned to normal citizenship when and if the old rule was placed on the seat of power once more.

5
DF General Discussion / Re: Future of the Fortress
« on: January 03, 2014, 03:16:03 am »
How will you avoid all the (mortal) adventurers loitering in taverns from dying of old age?

New ones will be born during gameplay:
Children grow up throughout the world now, as you are playing, and new relationships are scheduled properly. There aren't always people available, especially in the smaller sites, so they can look down the trade network at times. Members of a new pair don't move to each other's sites yet, though. I'm going to handle that with entity position succession, which is next, so we should see various travellers on occasion when that is done. I'm looking forward to the world being a bit more of a churning mass of activity, and it'll be nice for fortress mode especially to have proper replacements for all of the people that eventually pass on, so that you can keep up successive games for longer in the same world at the same level of involvement as time goes on.
To play the devil's advocate, we cannot be sure that historical figures will become adventurers during play yet, as they do in worldgen.

6
DF General Discussion / Re: Future of the Fortress
« on: December 12, 2013, 02:03:48 pm »
I've got a few questions, so I'll try to keep this concise. If I have this right, there are now three sorts of site conflicts:

*The goblin invasions and resultant insurrections, which are lethal combat.

*The harassment based village raids we heard about earlier, which are non-lethal/brawling.

*These new village raids, where the winner captures the site in question. (I'm not sure if these are lethal or not?)

Is that right? If so,

*Where do the old worldgen battles fit into all this? Do they take place during worldgen alongside these other types of conflict, or have these conflicts replaces them?

*What happens when a player starts stabbing enemies during a non-lethal raid?

*How do beaten enemies decide whether to flee into banditry or yield into servitude? Is it based on attributes?

7
DF General Discussion / Re: Future of the Fortress
« on: December 08, 2013, 09:41:58 am »
@Manveru Taurënér & @DG : I think I am on topic because my opinion about "the future of the fortress" is that "there is no future for the fortress".
Quote from: Toady One
The purpose of the thread is to discuss current developments
Nope.

8
DF General Discussion / Re: Future of the Fortress
« on: November 16, 2013, 08:33:55 pm »
In dwarf mode, sparring is more or less completely safe. And if stamina doesn't change much in the next version, it would also be a non-issue. By the time your character is exausted, he's probably reached legendary in everything you're training him in, or close to it.

And yeah, skill grinding and exploits are popular topics and this can be discussed elsewhere. If people think I'm derailing the thread, I'll give it a break.

As far as we know, there is no way to spar with someone in adventure mode in this version. Sparring makes for "light tapping" combat messages, because it's not real combat, but pretend combat in dwarf mode. The "non-lethal" combat Toady implemented for adventure mode involves people bashing each other with their hands and feet, possibly breaking bones and causing serious injures. The skull has been made bigger, so you probably won't get your head smashed in, but if the mechanics for lungs haven't changed, one deep bruise to each of them means death by suffocation, without any chance of survival.

9
DF General Discussion / Re: Future of the Fortress
« on: June 03, 2013, 11:16:23 am »
You said in the Bay12 report that bandits won't be hanging out around wells this release. Should this be taken to mean that the previously mentioned feature of bandits harassing townsfolk and getting in fistfights with the player is out for this release? If so, is there any way for the player to get into a nonlethal fistfight without angering the town's populace?

10
DF General Discussion / Re: Dwarf Fortress Talk #21: Feedback
« on: May 23, 2013, 08:13:27 pm »
There should be a full transcript posted soon. I think Mallocs still does those?

11
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 15, 2013, 01:31:00 pm »
There's no good way forward, I'm afraid; prosthetic limbs are beyond the scope of current modding. There's no tag you can place on an item to have it be used as a prosthetic. Furthermore, there's no way to do a creature transformation to transform a dwarf into a form that has a prosthetic body part, because you can't check whether the dwarf is actually missing the limb. In other words, I could probably make a workshop that transforms a dwarf into a dwarf with a hook for their left hand, but it would work on *any* dwarf, and it would cure all the dwarf's other wounds as well.

12
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 13, 2013, 04:31:14 pm »
Hey friends.

So I want to make a necromancer reaction that involves creating "limited" zombies; that is, the zombies must have an intact head attached to an upper body.

What I've tried doing was making the valid targets both [FIT FOR RESURRECTION] and [FIT FOR RAISING].  It came close; the target had to have a "graspable" limb attached to their upper body.  Basically, as long as the target had one of their hands or their head, they could be raised.  This wasn't quite what I had in mind, though, as a headless body with only one arm left doesn't exactly make sense from a zombie stand point.

The second thing I tried to do cause the targets to transform into a different creature which did NOT have the GRASP tag on their hands; this combined with the fore mentioned reaction allowed re-raising as long as they had their head, but it had a few problems too.  Since they're being transformed into a ZOMBIE creature, any injuries they sustained during their previous life were magically healed, including severed heads.  Besides the frustration of a generic ZOMBIE creature, having to behead a target twice doesn't make any sense.

Does anyone else have any advice? I'd appreciate any help.

Here's an idea; instead of transforming them, give them a syndrome that disables their graspers. I think that MIGHT work.

13
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: May 02, 2013, 11:39:33 pm »
Is there any way to make DF creatures bleed out in a longer, more protracted fashion? Increasing the vascularity of tissues seems to make them shoot a bit burst of blood at first, but it still doesn't keep bleeding for very long.

14
DF Gameplay Questions / A dwarf has been missing for a week. Now what?
« on: April 21, 2013, 01:34:02 pm »
I got an announcement a while ago that a dwarf has been missing for a week. I'm not a complete stranger to this feature, so I know it means that my poor woodburner is dead, but I don't know how or where to find them. I'm not sure if I have a vampire in my fortress, if they fell into the river, if they somehow got past the locked door into the caverns, or got locked underground last time I raided them, or what else could have happened. I don't want a ghost to start haunting me, and I can't even engrave a slab until I know he's dead. And furthermore, if there's a vampire in my fortress, I want to execute it ASAP. How should I start investigating?

15
DF Gameplay Questions / Re: possibility of a cage above lava ?
« on: April 21, 2013, 01:27:53 pm »
I heard that due to a bug cave-ins don't occur when ice support disappears... so I suppose you could build the cage on floor built of ice and wait for spring.
Alas, only natural ice walls and ice buildings like workshops will ever melt. Constructed floors and walls are immune to everything except deliberate deconstruction and cave ins.

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