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Topics - Flying Mage

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1
DF Modding / Detailed wall/floor tiles...
« on: April 09, 2008, 01:43:00 pm »
I like smoothed wall tiles in my own tileset, and I really annoyed by original detailed wall/floor tiles. It looks kinda messy and chaotic to me. Is there any way to change their appearance to yellow smoothed wall tiles and red smoothed floor tiles?

2
DF Gameplay Questions / Floors...
« on: April 18, 2008, 04:34:00 am »
Maybe there is a way to create floors for selected zone (as it is in designation menu) and not one by one tile?
Now I make it thru b>c>f menu and then pick a material. And if material placed on 2-3 page it bring a LOTS of scrolling and button pushing which is very annoying.

3
DF Gameplay Questions / Bins question...
« on: April 13, 2008, 06:33:00 am »
Some of my stockpiles contain several items stored in bins. But now I want them to lie openly on the floor. How can I do this (unload bins I mean)?

4
DF Gameplay Questions / Practicing military skills... and more
« on: April 07, 2008, 02:34:00 am »
The only two ways to rise military skills is real combat and sparring with weapon. Right?
But the thing is: in real combat my dwarfs sucks and in sparring they just killing each other.
I was practicing armor and shield using by wrestling, but it don't help. Dwarfs still sucks in combat and killing each other in sparring with weapons. Maybe I need them to be Legendary armor and shield users, plus wearing high quality sets of armor... but it take forever to build worthwhile army. Now they just eat, and drink, and can't even protect trading caravans. My whole defense is build on trap fields and mazes. It's unbreakable, but it's really boring.

Questions:
1. A carpenter can make random wooden weapons. Is there any way to force dwarfs to sparring with it to rise skill without risk of injury?
2. How to force a dwarf to use one particular weapon/armor? I have steel warhammers in stocks but my soldiers still using iron.
3. Is there ANY way to FORCE ALL my military dwarfs to go and fight in right moment? This lazy beerdrinkers is just worse army I ever command. This is their f duty to grab a weapon by alarm and run to station point as fast, as they can no matter what.


5
DF Suggestions / Some "forcing" politics
« on: April 07, 2008, 03:07:00 am »
1. Some alarming device to force ALL military dwarfs go and fight, no matter what. It can sound on area like 20x20 tiles and require a lever or pressure plate to activate. So several devices in barracks, dinning room and main traffic points must be enough to mobilize almost every military dwarfs in fort. Maybe even automatically set their duty on. It can be very useful. If this will produce unhappy thought - I don't care. Victory can produce happy thought after all.

2. Some bribe, like extra payment (with coins) or a day off after work is done to force laborers to work. Like I need to make a mechanism and set a trap RIGHT NOW and all my mechanics are sleep, or eat, or whatever they do except working. In this case I forced to seek some "no job" dwarf, or even set some labors off to dwarf with dabbling mechanic skill (or without skill at all) to make him do this goddamn mechanism. But I prefer to force a real mechanic to do his job (faster and better) by bribing or scaring him. No matter of unhappy thought whatsoever.
This bribe thing also can make all dwarfs work more and sleep/eat less to force overall production. It can be like balancer between wealth and happiness.


6
DF Suggestions / Light...
« on: April 18, 2008, 11:03:00 am »
I was reading somewhere about this as planned feature, but now can’t remember where. Anyway, here is my suggestion about whole concept of light in the game. Maybe I will repeat something which is already present or planned. But maybe it will somehow useful. (I WILL be lost in translation for sure, but I kinda hope you will understand what I try to tell  :))

So from the beginning:

1.   Illumination critical for everything. So lack of it will slow down performing of any tasks, cause less quality goods production and dramatically rise risk of injury.

2.   Level of illumination is different from tile to tile. So I will call  total darkness as “0%light”, comfortable illumination as “100%light” and blinding flash as “200%light”

3.   There are light sources of different power, from little candle to sun itself. This “power” is basic number which is determines level and area of illumination.

4.   There are different types of objects. So any object in game must have number from 1 to 7 which is determines visibility (size) of object. This sizes can be micro, tiny, small, medium, large, colossal and mega. Every object has one particular size but when moving it’s counting as +1 size, when moving fast +2, but when hiding -1. Medium size is for dwarf, plate mail, barrel or throne. Kobold, goblin, dog, chain mail or shield is small. Elf, human, cow, horse, table or bed is large. Buckler, bucket, helm or cat are tiny, and rings, amulets, arrows and bolts is micro. Trees, catapults and other like this is colossal, and megabeasts are mega  :) etc.

Take a candle for example: it has little power and illuminate about 3 tiles around (which is 7x7 area). It has no blinding effect and have only 40%light in center, 30% in first tiles, 20% in second and 10% in third. Something like this. More powerful souses will create illumination more bright and more wide.

5.   Illumination percentage determines how good dwarfs (and anybody else) will see any items (or characters) on this particular tile. So they see anything on 100%light tile. They also see everything on 90% and 80%light tiles without any negative causes, so it’s best illumination for searching, work or anything else. 70%light tile will make micro objects hidden from distance more than 7 tiles. 60%light makes tiny objects hidden from distance more than 7 tiles, and micro hidden from 6. 50%light makes small objects hidden from distance more than 7 tiles, tiny hidden from 6 and micro from 5. And so on.

So if our candle illuminate a (small) dog sitting on next tile to it, this dog will be 30% illuminated and visible from 5 tiles and less. A candle is lesser of light sources, so lantern will illuminate dog for 40%, torch for 50%, gas lamp for 60% and light vent from surface for 90%. If dog will move, it makes him more visible and expand visibility range.

6.   Combined light sources creates combined illumination areas. Amount of %light on each tile will be summary of all %light on this tile. So two candles can bring 80%light on center tile and 60%light on first tiles next to source. It will be nice challenge to combine different light sources for comfortable illumination and do not overflow fortress with blinding zones. Cause if we take two or three powerful light sources in one point they will create combined light source which will blind anyone within several tiles.

7.   Blinding is similar to shading and 110%light is similar to 90% light. But there is difference between 0%light and 200%light. In first case creature (without night vision ability) will run to visible (10%light) place. So dwarf can travel from one VISIBLE lighted area to another thru darkness. But if he walks into 200%light area he will be absolutely blinded and will run in random direction in attempt of leaving blinding zone.

8.   Candles, torches and all kind of lamps have finite lighting ability. Candles will burn totally and require full exchange, torches have 5-10 life periods with changing of burning material, lanterns, gas and lava lamps must be just refueled. (Another labor must be created special for this.) And only light vents (which will transfer sun light into dungeon) absolutely endless. This vents, build from surface, makes light sources on every level they run, but require digging, architecture, masonry and mirrors from glassmaker. Small and tiny creatures can make their way in fortress thru light vents, so grates highly recommended, but micro creatures can get in anyway. Also vents can split, so one surface exit will fill several vents but power of sources provided by this vents will be -20% for every split.

9.   Quality of any light source objects can determine illumination radius. Maybe some artifact will illuminate entire dungeon.

10.   Walls and doors will be barriers for light, and illumination areas can be designated similar to room designation, only without resizing.

11. Illumination on surface is 100%. Any exit is light source equivalent to light vent but it can't transfer light to another level or another place on current level.

I know I just raving here  :) My system not ready for anything and not balanced at all, but has some potential, I think. So main question is what you think about it? Any comments…


7
DF General Discussion / About scaring people,,,
« on: March 22, 2008, 09:32:00 am »
Hi guys.

First of all, sorry for my lame English. I’ll try to make my point in a few words  :)

I am total newby in DF and first day I see the project was last thursday. But now I am a big fan and future of DF is one of priority points of my interest. Also, this question probably was risen many times before, but I can’t find answers yet. So, why… WHY not to try to make a parallel work course for graphic-engine and mouse-oriented interface development? The game has so unbelievable great potential and hopefully big future, but last days I was trying to set my friends up for DF and only few shows interest. And even fewer actually feel the magic of the game after all. Why so? I think answer is obvious. Not enough skill of imagination and fantasy. But this people in majority and they are good people too  :) And extremely ascetic view and very unfriendly interface will scare them over and over. I can understand if authors don’t care about this (after all “This is not a job”). But if you are care – make some moves in this direction. If you are so swamped in code – find another people, who will make your game look better.

Respect.
And good luck.


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