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Messages - monkeyfetus

Pages: [1] 2 3 ... 14
1
DF General Discussion / Re: Future of the Fortress
« on: July 27, 2014, 11:40:22 am »
Right now, AFAIK, every evil area has foul fog, evil rain, AND undead. When do you plan to give evil areas more variance/personality? For the most part, you've already explained your vision for non-binary good/evil sphere aligned areas, corruption by historical events and malevolent intelligences, and cleansing/purification, so mostly I'm just asking when and how? Like, what sort of stuff would go along with this or happen at the same time, and what needs to be in the game before you can even start working on this?

Relevant posts from the old dev page I found:

Quote from: The old dev page
Core94, RANDOMIZED REGIONS AND THEIR FLORA/FAUNA, (Future): The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc.

Bloat238, REGIONAL EVIL EXPLANATIONS, (Future): Right now, the regions just go bad or good without explanation. There needs to be a backdrop for this, even if magic isn't in the game yet. The evil could be linked to certain historical figures in the region that need to be removed or else the evil keeps replenishing.

Relevant Threetoe story and analysis

2
DF General Discussion / Re: Future of the Fortress
« on: June 09, 2012, 04:47:01 pm »
What happened to the personality rewrite? I was under the impression it was a precursor to all this stuff about entities interacting with each-other.

3
DF General Discussion / Re: very low framerate in adventure?
« on: February 18, 2012, 02:23:00 pm »
I've come across that issue in certain areas of one town, but nowhere else. I suspect there's a horde of zombies in the sewers or something.

4
DF General Discussion / Re: Future of the Fortress
« on: July 04, 2011, 02:44:14 pm »
I cut out breeding vampires since I didn't want to deal with it for this release, but I know it's a popular thing to have mixed-breed vampire slayers and that sort of thing, so it'll probably happen at some point.

Sir, I'd be eternally grateful if you pushed the half-vampire vamp slayers to sometime post version 1.00

No, really.

It's not dorfy.

Please don't.

Sir.

IMO, Adventure mode shouldn't have to be dorfy. I think you can rest assured it won't happen for a long time, anyway.

5
DF Modding / Re: Stonesense - Official thread - Now 31.21 compatible
« on: April 10, 2011, 08:33:13 pm »
Are there any options I can change to improve stonesense's performance? Even on single layer mode it's taking up 60% of my computing power.

I noticed that when I moved to an area that didn't have any tail-wagging dogs or those weird dancing soap-bubbles (flowers?) that appear on 80% of soil/wet stone tiles, Stonesense's CPU usage fell from 60% to 30%, which leads me to believe that the animations are primarily responsible for the atrocious performance. Is there a way to disable the animations? They're probably not helping my performance, and the sea of bouncing flowers is incredibly distracting.

6
What does this signify? It only appears beside one attack in the entire list, and in a separate column from the + and - which denote attack effectiveness.

7
With DF as it is now, humans would be much more fun.

If this is after the army arc stuff is finished, and assuming that toady would add a few goblin-specific features, then the goblins' ambushes and sieges and snatching attempts would make it a great and unique experience. Not to mention you'd be constantly repelling attacks, meanwhile (possibly) dealing with goblin politics and the ramifications of goblin ethics, and perhaps if your fortress grew large enough, you'd have your Titan god come to stay in your fort, making evil demands and possibly helping defend your fortress.

8
nothing beats seeing him knock arrows and bolts out of the air with the whip.
What? Is that an embellishment, or does that really happen? If the latter, I demand screenshots, because that's fricken awesome.

9
DF Dwarf Mode Discussion / Re: Uhh... was I supposed to remove that?
« on: October 18, 2010, 12:41:50 pm »
Back in 40d I had a fort where I kept finding goblin limbs wedged in the fortifications on the second and third floors of my guard tower. It was kind of annoying because nobody would collect them.

10
DF Dwarf Mode Discussion / Re: Sending foes flying
« on: October 18, 2010, 12:28:06 pm »
It happened a lot more in the 40d version, but like Lormax said, hammerdwarves will probably be your best bet.

11
DF Adventure Mode Discussion / Re: Ultra-pacificist humans
« on: September 23, 2010, 12:11:11 pm »
It's a bug with the new population tracking. The people you're killing aren't historical figures, and I don't even think they have names until you talk to them. Because of this, by killing them you aren't becoming an enemy of their civilization, it's as though they aren't a part of it at all. If you want to become an enemy, try talking to them before you attack.

12
Unfortunately (in my opinion), training is essentially harmless no matter what you use. It's disappointing that after implementing so many ways to avoid training accidents (training weapons, demonstrations, individual practice, giving squad leader positions to non-risk-taking dwarves who will keep green recruits from sparring) all of them were rendered pointless by taking away any benefit to being careful.

It does make some sense if it is a temporary fix to eliminate training accidents while health-care is still very buggy and to get rid of the need for training weapons until dwarves can swap them out for the genuine article in a reasonable time-frame. I just hope it gets changed back once those bugs are fixed.

13
DF Dwarf Mode Discussion / Re: Worst mood ever
« on: September 20, 2010, 12:57:17 pm »
The wiki is down right now so I can't check their description, but I always pictured crundles as little demons that look something like Diablo (i.e. the eponymous video game big bad), but about a foot and a half tall.

14
I don't think it would be possible to sneak into any of the fortresses I built, assuming I can't dig, destroy walls, or build ramps/stairs to get over walls. The only clever Idea I have would be to dam the river, thereby depriving the dwarves' automated pumps of power, cutting off their water supply, and potentially opening up a route into their base. If I was trying to defeat a fortress I'd definitely take the attrition route, picking off anybody who wanders outside the protection of the traps and killing caravans and diplomats to hurt relations and keep the dwarves from resupplying.

Alternatively, get a troll to throw a dozen or so gremlins over the wall while you distract the military with a frontal assault. With any luck, rampaging elephants and magma floods will do the job for you.

15
DF Dwarf Mode Discussion / Re: New strange things in 31.13
« on: September 16, 2010, 12:18:07 am »
I had to read that about five times before I realized it said "Hunting Peasant" and not "Hunting Pheasant"

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