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Topics - CobaltKobold

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1
Other Games / Angband- *Identify* thy roots.
« on: September 20, 2010, 05:15:13 pm »
I can find no dedicated threads to vanilla Angband on this board, therefore I shall create one. (Yes, I checked Curses subforum as well.)

I grew up on Frog-Knows. I don't think I exceeded 500' back then without trapdoor or Deep Descent shenanigans (Games are hard when you're six!)

Does anybody play it anymore?

2
Specifically, chapter 5 (On Property)
Quote from: Sec. 43, in part
It would be a strange catalogue of things, that industry provided and made use of, about every loaf of bread, before it came to our use, if we could trace them; iron, wood, leather, bark, timber, stone, bricks, coals, lime, cloth, dying drugs, pitch, tar, masts, ropes, and all the materials made use of in the ship, that brought any of the commodities made use of by any of the workmen, to any part of the work; all which it would be almost impossible, at least too long, to reckon up.
source

It sounds like the DIY embark profiles, after another few dozen versions.

3
DF Modding / Containers input to reactions: effects?
« on: January 31, 2010, 09:40:10 pm »
Has anybody made a reaction with a bag as input, and tried it with a snatched-child-filled bag?
If so, what are the results?
Same question for barrels and booze/food contained therein.

4
DF Dwarf Mode Discussion / Magmapipe Critter Elimination Poll
« on: January 30, 2010, 06:15:28 pm »
What it says on the tin.

Post your expected losses, too.

Usually make steel picks (- to *) and lure them out/kill with miners, lose about three quarters of a dwarf on average. Could probably lower this if I took extra time to make some way of dousing a victorious but burning dwarf.

If dogs are brought, and they don't dive into magma, it seems to cost about 1 dog per imp.

5
http://www.guardian.co.uk/books/2010/jan/25/oral-sex-dictionary-ban-us-schools

I. Hate. Censorship. And this is taking it to a new echelon.

Newspeak, here we come?

6
DF Modding / Visualiser style name?
« on: January 26, 2010, 05:01:04 am »
I know we have fully-3d (visualfortress), isometric (stonesense), and some in-between.

Presently the format I'm thinking of is like Might and Magic (before VI) where you move at right angles and everything's prerendered planes, like M&M3: Isles of Terra, or Arcana (SNES), Phantasy Star 1, or a host of others.

Question 1: What is this style of rendering called? "First-person perspective" is what a little research yields, but I want to know what the term is specifically that would exclude D°°M, etc. if one exists.
edit2: Think it's "Fixed first-person perspective"
Question 2: Does a DF visualiser exist for this (for Adventure mode, I'm mainly considering)?

7
DF Bug Reports / [40d16] Knife users do not start with large daggers
« on: January 20, 2010, 01:48:21 am »
Hypothesis included
Don't know if anybody has encountered this one, yet: 40d16 will not generate large daggers.

This is not an issue with broken downloads, and it is rather odd, in the manner of its occurrance. The game recognizes that there is such a thing as a dagger (and will allow skill selection to members of any race that can create large daggers); however, no such dagger will exist in-game; and yet, they CAN be crafted (or even embarked with) in fortress mode.
In that when "spawning" a character in adventure mode, as a knife user, you will spawn high in skill, but clothed in little more than a backpack (if you are lucky).

Such is what was ment by "will not generate".
Definitely happens on d16...'nd I might know why.

E'er seen a squad of knife-users? I don't think it's defined properly/at all in the code that makes military folk.  I suspect if you could start an adventurer with title Thief it'd start with knife and sack.

...Actually, this is almost definitely it: when starting a 'knife user' character, the farlook still says recruit for your title.

...99.9% sure on it:
Spoiler: Stringdump excerpt (click to show/hide)
There is no knife-user military position, and Thief must be defined by some other thing. So, when it goes to decide your equipment, it sees "Recruit" and gives no dagger.

8
DF Suggestions / A small (and concrete) interface request list.
« on: January 05, 2010, 03:39:30 am »
Move the page arrows on the (b)uild menu to closer, more obvious places, as crudely indicated here (up arrow is not there presently).


Add these arrows to such as the (v)iew unit-(p)references-(l)abors menu. It'd feel better to know "there's another page", as there is none currently indicated.  (Not that I'm having this problem, but it's an improvement)

Add some manner of scroll bar or (page/totalpages) to any scrollable menu that lacks it (least concrete, alas).

9
DF Suggestions / Cut glass items.
« on: January 03, 2010, 05:03:40 am »
For some reason, you cannot make cut glass items (crafts, mainly) in the manner that you make cut gem crafts. But it feels odd to be unable to make a "cut glass goblet", as opposed to a blown goblet.

The issue I see with putting it in presently is that there are no "cut glass" materials by which to distinguish from the blown ones. (This isn't a problem with gems because you only get the gemcrafts by cutting the raw gems, so they'll all be 'cut'). The other solution is also clunky, making a "faceted goblet" or some such to distinguish.

Of course, both of those are shortcut solutions...

10
Mafia / Ill Met By Moonlight Mafia:(BastardMaybeMod) Day 2: Game Over!
« on: November 09, 2009, 01:47:49 am »
Feel free to ignore all but the playerlist beneath. Mr.Person is comod.

I had an idea for a bastard1 mod2 game, closed setup, naturally. I might be wanting a [censored], as well as some players3. I think 7-9 would be all right [redacted].

Bold players have sent confirmation PMs, and should have received their role6 PMs.

1Bastardry subjective
2Mr. Person: Comod
3You poor bastards1
4Distrust this footnote. Game is normal5 mafia game.
5Normal5 may not be within acceptable truthvalues
6Do not assume anything about the number of roles.


Fairly Generic Rules
PMs are not allowed between players unless your role PM states that it is. If they are, CC moderator (me, CobaltKobold).
As usual, no editing posts.

Deadlines, sort of:if not everyone has posted, then a day cannot end, but the day ends when that and [redacted], regardless of time.
Don't lurk to extend the day, please. If more time is desired, you may object, but this may not be granted if single.

(Posts after the trigger event are fine, as it won't be apparent initially/mod may get to it a bit slow)

 If someone has a majority, they are lynched. Nolynch votes are allowed. Votes in red please. Ties result in nolynch, unless it is a tie with nolynch (3 for Hatshepsut and 3 for nolynch mean Hatshepsut is lynched)
Unvotes are not strictly required, but are suggested. Please do not indicate changing your vote to UristMcScummy in a confusing manner such as "Unvote, UristMcScummy".

Do not ask questions about the title until game begins. Then you may discuss.
No quoting role PM unless it says.

11
Mafia / [DISCUSSION] Mafia Gametypes: Hash 'em out here!
« on: November 04, 2009, 02:26:29 am »
Yeah, do. I'm not moderating it. But I am scum here!

I personally am wondering how to make a game where you want to behave as scummily as possible- and being scummy is not a reason to lynch someone.

But feel free to talk about whate'er gametypes you want, discuss viability, playability, fun factor, and the like.

Anti-FoS on you all.

12
DF Bug Reports / [40d] Cave-in destroys stockpiles
« on: September 28, 2009, 11:13:40 pm »
as title- a mere one square caved in punches through floors (as expected) but also undesignates the stockpiles not just on that square, but on their entire area!

Easily testable with the way they forget bridges won't support constructions

Probably to do with the "stockpiles are sort of buildings" thing.

13
(Searched forum, buglist, found nothing on merchants and forbid 'cept the trade depot thing) I don't know which should (presumably 'forbid other death items') but they're all on, a pack animal got killed by gob seige, and peasants went running for the (unforbidden) items.

Unrelatedly, picks forbid if they get blooded/goo'd from being used as weapons, though I'm not sure which autoforbid setting triggers this. (The miners continue using the picks anyway.)

14
DF Dwarf Mode Discussion / Stacking walls vs dwarf stupidity
« on: September 18, 2009, 07:54:59 pm »
Is there any (good) way to keep dwarfs from walling themselves in when building a wall more than 1-high without adding a scaffolding/walkway along the wall?

I know I could build it one tile at a time (or suspend-all and unsuspend like that), but...seriously. A way without multiplying the dwarftime, materials, or realtime?

15
DF Suggestions / Dwarven Expedition!
« on: September 18, 2009, 07:02:07 pm »
I know this has come up before, under a number of headings- melding modes, "Dwarven(Oregon) Trail", Caravan Mode...(Feel free to link/quote more threads if they have useful bits.)

Footkerchief probably has the best simple implementation-description (pick your supplies. Adventure + wagons using Travel map, starting from a civ site. Add "settle" button when in local.) and another old thread has a good description of how it might go on the complex future side- building the expedition from before there e'en is an expedition.

Sphr has some notes on issues with an in-between mode, as well as a neat little expedition-mode story.

So, what I ha'e to add-this travelling component makes possible better exploration of the region you're getting into- so you can actually semi-intelligently place your wagon, and not be on the other side of the chasm from your magma, say, and were planning on using it to make your tools- though, I suspect most do-it-yourselfs might prove to be modified for this mode- perhaps you stop on the way at a magma pipe to make your tools and continue! If you don't get eaten by wolves.

It would help siting the fort in terms of defensible terrain and, should minerals get larger in their deposits so that a settlement will actually be a dedicated silver mine, help you sample locations before you finally drop your shafts.

As well, potentially making for expansion of where you can embark- as it stands, there is no real way to get your wagon up into the mountains, to make the Castle on the Cliff with that nasty winding trail that the passenger coaches must take to reach the Count, except having a huge embark area. So you could carve a path into the mountains as you go- though, I suppose it'd be more likely that a dwarf make a tunnel as such.

edit: minor fixes to readability

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