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Messages - syyrah

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Just got eaten by a pack of wolves again. They're one of my most frequent death causes, if you exclude Mi-Go, Smokers and an accidental explosion i caused on the mall by throwing a molotov cocktail (???). I've been playing this game for some weeks when i have time and so far i'm having tons of fun.

Some animals like dogs, wolves and cougars tend to attack the player then they are on low health.

...Furthermore most enemies who have armor lack stabbing armor...

Stab damage uses 0.8 * cut_armor formula then calculating damage done.

Edit.: Apparently, monsters have their own stab_armor value now, so, I am wrong. It still applies to player/npc calculations.

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DF General Discussion / Re: Future of the Fortress
« on: October 24, 2015, 06:55:15 am »
Are the recipes and procedural generation of games still in plans for the release after this one?

I have been hearing something about myth generator, and just wondering if there have been a change of plans.

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No. It used to open doors to stashes in military bases.

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DF General Discussion / Re: Future of the Fortress
« on: March 28, 2013, 01:31:49 pm »
Quote from: Toady One
We have them in our stories, and we don't really have objections to it.  Sorting out the raw creature definitions is a mess.
Is it possible to sort out the raws in such manner as half-breeds can be generated as the game goes? Half-elves, half-dwarves, or however you have chosen to split races/species.

I'm going off the cuff here- I'm not privy to the code- but I suspect that while it might be a relatively simple project to compare two creature raws as they are now and then just average out/combine raws, and maybe roll randomly to select from conflicting possibilities... doing this in a way that usually produces satisfying outcomes might require a more complex RAW notation so that notable features from a race are preserved well while avoiding such sillyness as a half-elf inheriting a pair of arms from its elven mother, and pair of arms from its human father, coming out of the process looking like a badly-designed spider.

At the same time, wings are limbs, and when you have eagle-men, those guys might work best with arms AND wings, even though that technically makes them six-limbed.

Certainly some interesting challenges. However, I like the idea that animal-men and half-breeds might exist naturally in the game world. It would give animal-men more connection to the world if they are definitively tied to a certain event centuries ago.

If we end up having this feature in, I'm just going to play as half-human half-elf and name him Gelu.
Again, props to those who understand.

Note to self: Leaving apocalyptic artifacts to hippie blooded albinoes may result in !!xWORLDx!!.

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This is very interesting. I would like to add that untrained skills could consume a lot more concentration than trained ones. They become more intstinctual and automatic to ones body, as they get used more often (or opposite then they become rusty due long periods of unuse).

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DF Suggestions / Re: Titan/Forgotten Beast Quality
« on: January 02, 2013, 03:19:18 pm »
A couple of rough gems? If the beast is of size an elephant, you potentionaly could attain insane amounts of gems/metal/stone once its "butchered". Bring the corpse/body part(s) to jeweler/mason/craftsdwarf/smelter and wait til the dwarves work it into usable materials. Think how much fuel one would need to smelt whole bronze collosus in non magma smelter :p.

I may be wrong, but was there something in plans of dwarves needing to cart large boulder to make larqe statues instead of figurines? Anyway, it would be possible to carve out one from pure emerald then.

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DF Suggestions / Re: Mythical Beast Sponsorship Drive
« on: January 01, 2013, 10:36:40 am »
Pseudoprocedural? Like curent werebeasts and vamps? Would be cool if medusa would get different qualities, not straying too far from original concept. Like one medusas in one world has 13 king cobra hair, petrifying to bauxite statue stare and legs, and other 1 black mamba "hair", petrifying bite to iron ore statue with tail instead of legs. And idea that breaking a taboo could create a (night) creature, is totaly worth saving somewhere. And if I had to put this creature into some sphere would be corruption (a process of subverting things from how they are deemed supposed to be).

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DF Suggestions / Re: Creature Mode - adventurer sub-mode(s)
« on: December 27, 2012, 05:37:08 pm »
There was mentioned something like this in dev pages, but with megabeasts instead. Personaly I would find mode to control one of the simple animals very interesting. First thing I would do is to make the dwarfs carpfearful once again. Anyway, it would be a nice tool to re/overpopulate the world with species of your choosing. Maybe some species specific interactions, like forming a pack or something.

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DF Gameplay Questions / Question regarding wounded dwarves
« on: December 10, 2012, 11:07:36 am »
I got this problem: while fighting a forgoten beast snake fly with long name and secretions, three of my mace dwarves from granite lenghts squad were stricken unconscius (presumably by its secretions) and brought to hospital (two of then were caught cage in cages until i figured out how to release them). Soon afterwards they went stark raving mad, melancholic and berserk (was killed by evil sensing puppy capable of diferenting berserkers and not berserkers even while they are unconscius) respectively. Doctors found no way to cure them. Any way i can avoid something like this in future and what the hell happened exactly?

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DF Suggestions / Re: The ancient art of Golem making.
« on: December 06, 2012, 02:42:06 pm »
I would suggest that ability to create golems to be aquired in similiar manner to the way one can necromancy, thou I am not sure about exact way (given/implanted to mind by gods/demons, discovered in some "time before world gen" ruins or a result of mood/research etc.). How widespread they are would depend on what discoverer would decide to do (do nothing, go apocalyptical or create her own group which manufactures and sells them to some civilizations). Expanding on idea mentioned by GreatWyrmGold, different type(s) of golems could be randomly (procedurely) generated with different sets of addvantages/disaddvantages/requirements and method of creation for each source of golemcraft. And on side note golems made from lighter and less dense material could swim (float)instead of walking on the bottom and probably climb too.

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DF Suggestions / Re: Syndromes that apply creature variations
« on: November 24, 2012, 09:46:12 am »
Interesting. Urist McAccident in lab creates a magic fog which rolls through your fortress, turning your cats into cat(wo)men, become part of your workforce. Unfortunately, they form a group and start a rebelion, enslaving the fortress. After retiring it, in 500 years same happens to whole world. All hail our feline overlords! On the serious note, what kind of situations would be needed to make animalmen making syndromes? Divine intervention and magical accidents seems the obivious ones. Any others?

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