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Topics - Cavalcadeofcats

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1
Other Games / Silicon Zeroes (Hardware puzzle game)
« on: July 14, 2017, 05:51:08 pm »

Inspired by SpaceChem, Silicon Zeroes is a hardware design puzzle game by the creator of Manufactoria. (That's me!) It's set in a semi-fictional startup at the dawn of modern computing, and takes you from building humble, simple circuits to world-dominating processors.

Spoiler: A simple machine (click to show/hide)
Spoiler: A puzzle select screen (click to show/hide)
Preview (Gaming Nexus)

Quote from: Zach Barth
This is the best game about CPU design that I can imagine existing.

It's coming out soon, and Kyratzi suggested that people here might be interested in it, so I'm giving away a few keys:

#1: Taken!
#2: Taken!
#3: Taken!

The game is out now. Let me know what you think!

Discord: here.

2
DF General Discussion / Linear approximations and best-fit curves
« on: November 02, 2008, 10:45:56 am »
A very rough guess would be January 16 for the next release, though that's assuming there's no more downtime issues/holiday vacation for Toady. (Aww.) It does include the monthly break. When I say 'rough', though, I mean it; margins of error are about fifteen days either way, not counting the aforementioned hypothetical holuday vacation. So... probably in January, then.

I can wait.

3
DF Bug Reports / The booze meals strike again! [39c]
« on: July 19, 2008, 07:48:24 pm »
Quote
This is a stack of 10 superiorly prepared Dwarven wine biscuits. The ingredients are fincely minced Dwarven beer and finely minced Dwarven wine.

Just started a new fortress, set a cook to work... and noticed this. The game is modded - new creatures, civilizations, a few other things - but nothing that should cause this. Possibly related to the *roasts* reported elsewhere; also, the biscuits were made inside a mountain, so maybe it was cold enough that the wine congealed like Jello, allowing it to be cooked?

But probably not.

Has anyone else seen this?

4
DF Modding / Unrelated modding questions.
« on: May 08, 2008, 08:51:00 pm »
In no particular order.

1) I'm trying to make a sort of demon turn into a rat when slain. (Dead or alive, I'm not particular.) From what little there is in the wiki, I'm trying [ITEMCORPSE:REMAINS:RAT]. Will this work, or do I need something rather different?

2) I gave an entity [START_BIOME:SUBTERRANEAN_WATER]. It doesn't screw up world generation, but will the civilization ever appear? I tried it once on a SMALLER map and later on a MEDIUM map, which generated fine, but didn't have any of the relevant civilization on the world map. Perhaps they're just not visible, like kobolds...? (Their preferred site type is [CAVE_DETAILED], so they should actually create fortresses if they appear at all.) Also, I gave them an [ADVENTURE_TIER], so one would think they'd be playable.

There's nothing popping up in the errorlog for either, so far as I can tell.

EDIT: Oh, and the question I forgot halfway though posting this. Exactly what does BARRED do? I created 'bonemail' armour, which is both [HARD] and [BARRED]. Thus, in theory, it ought to be made only out of bone. (It is not [METAL].) I finally saw it show up in Dwarf mode recently, on the bodies of goblin invaders... made out of CAVE SPIDER SILK.

The heck.

[ May 08, 2008: Message edited by: Cavalcadeofcats ]


5
DF Modding / Ranged weapons
« on: April 01, 2008, 04:19:00 pm »
So, you can't have natural ranged weapons. (Unless you count fireballs/firebreath, which I'm not.)

I still want to mod in creatures with more-or-less inbuilt weapons - wandering the wilderness, killing adventurers, etc.

Is it possible to have creatures use weapons without being in an entity? The forum search tells me probably not, but I'm ever hopeful.

If not: is it possible to create an entity that doesn't build cities? (So that it can instead wander around in the wilderness, cause trouble... there are a lot of potential problems with the entity idea, so it'd be nice if the answer to my first question was yes.)

This is my first modding project. I've been muddling around with creatures, had generally good results, but haven't been doing anything with entities. So help would be appreciated.


6
DF Dwarf Mode Discussion / Scenarios
« on: May 10, 2008, 11:17:00 am »
In games such as SimCity, there are default, packaged scenarios, instructing one to (for instance) fix up the reunited East and West Berlin, or get a city to a certain size within a certain time/cash limit. I see no reason why DF players could not create similar such scenarios, in a bit more of the DF spirit.

Examples of the scenarios I'm thinking of:

EMERGENCIES

Fire! Half the fort is aflame! Save what you can, while you can!

Water! The fort is flooding! Carp are everywhere! Halt the flood and/or evacuate survivors!

Attack! Goblins are massing on the borders, half the military is asleep, and the rest are in the Fortress Guard! Save a fort with an untrained mob of cheesemakers and soapers! (carnage is very likely to result)

HFS! aaaa

(Suggested by Istrian)
The Mad Mechanic : The mechanists' guild left a fort with lots of levers around, without telling anyone what they all do. Now you've got a horde of goblins waiting outside, demons trying to enter from within and a magma flood on the way. Find the right levers to stop this madness... or accidentally pull the wrong one and send half your population to hell. [This might need some clues to make it more "an interesting puzzle" than "random and unfair"... colour-coding levers, doors, etc., might do the trick.]

(Suggested by xpCynic)
Foul Mood: Your mightiest swordsdwarf has entered a fey mood, but you don't have any of the materials he demands! Fulfill all his requests before he throws a tantrum, or it could be lights out for your fortress...

LONG-TERM

Doldrums. You start with a medium-sized, decent fort - except that all the inhabitants are desperately unhappy. Cheer them up a bit before the tantrum spiral begins! If you manage to leave the fort in a better shape than you found it, you win.

Merchantilism. The Mountainhomes demand tribute! Start with a decent-sized fort with plenty of workshops and resources, and try to export 500,000 within the next two years. If you can't, there's plenty of amusement to be found from following the examples of the nobles and horribly punishing your dwarves for your failure. (Death is the answer!)

(Suggested by Haven)
Islanders: Seven dwarves on a tropical island. The resources there aren't enough to sustain you, but there are hordes of undead outside. Oh, and the stone under the 'moat' is aquifier. Survive to reach 100 dwarves.

(Suggested by Haven)
Boarding School: A small group of dwarves look after a horde of Dwarven infants, feeding them and keeping them safe inside the school walls, outside of which are (what else) undead hordes. Keep the children alive until adulthood, then hitch a ride out with the caravan!

(Suggested by Istrian)
Lemmings : Guide a small warband through a narrow valley filled with danger. No fortress building but requires good managment of limited food, drink and dwarves.

These would be fortresses that players got to a specific point, for the purpose of the scenario, then hosted on the internet. DF Companion would probably be quite useful in creating some of them - for instance, "Fire!" and "Doldrums". I'm sure there are plenty of scenario ideas I haven't thought of, and combining some of the ones I suggested could be interesting as well.

If there's interest, I could try to cook up one of these as an example.

[ May 10, 2008: Message edited by: Cavalcadeofcats ]


7
DF Bug Reports / The wagon is falling. [38c - extension of bug 0018]
« on: April 19, 2008, 06:04:00 pm »
A bit ago, I noticed some rather odd engravings that kept showing up. Denoted by a W, their description was:

quote:
"Engraved on the wall is an exceptionally designed image of a wagon by 'First Apprentice' Tunrab. The wagon is falling.

Naturally, this piqued my curiosity, so I eventually decided to make a backup of the fort and abandon/adventure in it to examine the engravings more closely. All over the fortress, walls told the same story:

quote:
"Engraved is an exceptionally designed image of  the wagon by 'First Apprentice' Tunrab. Is falling. The artwork relates to the scuttling of  in Clubumbras the Fenced Tip in the early autumn of 1055.

(Clubumbras the etc. is the area my fortress is in, so far as I can tell.)

Not only did I not notice any wagon being destroyed, but there aren't even any cliffs on the map. Perhaps it fell in my moat and drowned...?

(this differs from previous reports as, so far as I can tell, it's the first time anyone's noticed it happening in Dwarf mode, as opposed to adventurer/legends.)

Addendum: huh! Legends informs me that , "" was born in 852, surviving over 200 years before its untimely scuttling in 1055. I had no idea wagons lived so long.


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