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Messages - Demiurge

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1
DF Modding / Re: Harder Food Mod, in progress
« on: September 09, 2015, 06:08:25 pm »
The issue with food mods is that you're not making food harder, just scarcer, and the answer is simply expanding the farm. Plump helmets taking longer to grow is meaningless when they don't need to be maintained so you just plant three times as many and call it a day. What the game needs is food variety so that a dwarf requires a varied diet of meat and veggies to grow his strong tree-trunk arms!

Basically the game needs Toady to take a look at farming when he's done writing the code for procedurally generated cheese art.

2
What's currently missing from Reborn? I can't seem to find the temple of Armok anywhere, nor the guildhall.

3
Other Games / Re: That which sleeps- Kickstarting!
« on: September 28, 2014, 05:44:13 am »
What is Azlans special purpose compared to the other old ones? Does he take after Cthulhu in that he focuses on causing panic and sending heroes and populations insane or does he have something deeper then that?

Also, if the Rival stretch goal were to be reached, how powerful would these rivals be in relation to you? Would they be able to do everything you can and practically act like an NPC Old One, or are they more like "regional" terrors that are as much a hazard to you as they are to the world?

Azlan gets a total of 15 power orbs by the endgame, that seems pretty huge considering that most of the gods get between 4 and 10. He also has abilities that hide him and mess with peoples heads and dreams so he seems to be an advanced stealth manipulator god who doesn't want to go overt at any time. Plus once he hits 15 orbs he straight up wins the game. We don't know what his later abilities do but a lot of infiltration rituals, such as doppelgangers, use a lot of power so he can leverage a ton of magic around the world through empowered agents.

4
Other Games / Re: That which sleeps- Kickstarting!
« on: September 27, 2014, 04:28:25 pm »
So gods and religion are definitely making it in...just a few hundred from hitting that stretch

Isn't it exciting? The game seemed to had lots of potential in its original state, and seeing the KK going so well I can't imagine the new situations that can derive from those expansions.

In that regard, though, I'd be pleased if anyone knows how many other big sites of indie-news such as "Rock, Paper, Shotgun" are out there to kind of know if we can expect another of those temporary boosts on backing.

I think once a bunch of Youtube folks get a hold of it and do let's plays with a (hopefully robust) demo we'll see a huge jump. It's interesting because just yesterday I was watching Scott Manley comment on the whole Space Base DF-9 debacle and he specifically said he'll never plug a kickstarter unless it has a working demo. Scott usually focuses on sci-fi games but I'm sure he'd be interested in trying out That Which Sleeps :)

5
Other Games / Re: That which sleeps- Kickstarting!
« on: September 27, 2014, 10:31:16 am »
haha - I'm getting no development done right now as is - we've got a lot on our plate that is constantly distracting so I'm handling a lot of infrastructure work.  I need to expand our tester program to prepare for Beta backers, have to update our terrible website, working on a solution to our dynamic sentence localization support problems, and I need to get my automated scripts that we use for PC regression testing working on Mac and Linux.

Well I'm sure you'll have no shortage of volunteers willing to debase themselves for a chance at it before the KS ends ;)

6
Sweet! I've been looking forward to this update for months. I'll start working on a draft wiki over the weekend :)

7
Nahril, I think the mod would really benefit from a comprehensive wiki resource. Has this been something you've wanted to do but not had time for? I would volunteer to help build one much like magmawiki especially now that the mod is so big and complicated. There are a ton of features and not everything is comprehensively covered in your manual :)

Yes, actually, I'm extremely interested in this.

I've never actually done anything with a wiki before (except read it), but when you release the new version I'll figure out how to put something up and do some legwork. I'm sure other people in the thread will be happy to contribute too.

8
Nahril, I think the mod would really benefit from a comprehensive wiki resource. Has this been something you've wanted to do but not had time for? I would volunteer to help build one much like magmawiki especially now that the mod is so big and complicated. There are a ton of features and not everything is comprehensively covered in your manual :)

9
I'll volunteer for wiki duty in the new version. I've really missed a comprehensive resource for this mod so helping to build one would be great.

10
I think alchemy would benefit greatly from being converted to being wholly plant based. Based on rarity, you would farm the most common ones which form the basis of most simple reactions that can result in various products and scientific journals used for more applied research. This should include both surface and cave plants, but crucially I think the rarest materials should be gathereable from the deepest caves but not farmable. So your supply of rare plants to perform the most exotic alchemical processes would be limited to what you're able to gather from the caves.

Include more materials from animals, for example unprocessed organs from butchery. I think this could be a very interesting and rewarding system, but it would take a great deal of work.

11
I think perhaps limiting crossbows to the bowyer and removing reactions for metal ones could be an option. Then just add some mechanics to the mix so that crossbows require mechanisms and maybe some metal bars for the more advanced ones. I agree that it's a shame that once you move on to metal the bowyer is completely useless.

12
I'm having trouble generating worlds more than 400 years, almost always crashes when it tries to compile. It's apparently also impossible to stay in the Age of Myth for longer than 150 years even if I vastly increase the number of beast sites and caves. I assume some of the stronger civs are wiping them out but its sad to play in the Age of Heroes since there are less megabeasts :(

Which races are active? Ive heard strong civs can be devastating to other civs and megabeasts. War Elephants could have the potential to fall into this category.

Just the standard races. Orcs, Automatons, Drow, Goblins, Kobolds, I've got Serpentmen on as well as Minotaurs and evil Humans (bandits). I suppose it could be the Robots or the Minotaurs. I'll try turning these superstrongs off in my next worldgen.

13
I'm having trouble generating worlds more than 400 years, almost always crashes when it tries to compile. It's apparently also impossible to stay in the Age of Myth for longer than 150 years even if I vastly increase the number of beast sites and caves. I assume some of the stronger civs are wiping them out but its sad to play in the Age of Heroes since there are less megabeasts :(

14
Wee, .11 update and its time to check out all the new stuff! Wtf is a boneyard? I don't know! How do I make rune weapons? No way to tell but try! I'm giddy with anticipation :D

15
Can't wait to play around with this mod and mining carts. But I'm seriously leery of doing anything with it until Toady has had a good round of bug fixes, just looking at the changes between .10 and .11 there's a huge load of things in .10 I don't want to deal with, so I think I'll just wait until the mod is up to date again :)

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