Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Vanzetti

Pages: [1]
1
Hi
I'm trying to install mods from Workshop, I've subscribed to several, but they are not appearing in game. I don't even have the MODS button in the main menu. Did anyone else encounter this problem?

2
I'm interested to learn about how DF works, as a program. I found interesting articles on Gamasutra on the subject (interviews with Toady), but is there more?

3
DF Suggestions / Easy creature size simulation
« on: April 01, 2014, 06:21:50 am »
I think there is a hack to allow an easy simulation of creatures with a large size/volume. Basically, you keep the creature as a 1-tile entity, but it can only move to a different tile if that tile has enough empty spaces around.

For example, let's say we have a giant who is about the same proportions as a dwarf, only twice as tall. While he is standing, he should only be able to move to a spot where there is 1 empty tile above him - which means he can't walk into a regular dwarf tunnel. If he is prone, the rule changes from 1 empty tile above to 1 empty tile in any direction near him, which simulates the giant crawling. By adding more movement rules you can simulate the giant being taller and fatter...

P.S. This idea is so simple I`m sure someone has suggested it before, but I could not find it...

4
DF Suggestions / Playing as HFS mode
« on: February 24, 2012, 12:03:46 pm »
"No, Urist. You are the demons.”

Basically, you play as the clowns. Your goal is to build a thriving underworld, while constantly fighting incursions of crazy bearded drunken humanoids who want to encase you in obsidian and plant sunberries all over your precious slade. As an end game, you breach the surface and install yourself as gods of all civilizations.

Obviously, this gameplay mode shouldn't be available at the beginning. You unlock it by conquering hell.

5
DF Suggestions / Elven Retreat: ideas for elf gameplay
« on: June 07, 2011, 11:45:07 am »
I was thinking about how to make elven gameplay unique, and yet retaining the diversity of dwarf fortress.

My idea is this: instead of digging a mine, you are growing a huge-ass tree. You designate a central trunk, branches extending from it, and perhaps various other things like "flowers", "fruits" etc that may have special attributes. The difference between this and a tree-shaped dwarven megaproject is that a tree isn`t built, it grows. So when you want it higher you designate the base level of your trunk, and then the entire structure moves 1 z-level up and stands on the new base.

How do you retain the random diversity of stones and ores found DF? By having many different kinds of branches that can grow on your uber-tree. You design the shape of the branches, using your elven woodoo, but what type will grow is up to the gods. So you randomly get all kinds of woods, leaves and fruits that you use for creating stuff.

It gets much more complicated better. The middle of the trunk is a Stele, a vascular tissue that transports water (Xylem) and nutrients (Phloem) up your uber-tree. You need to design them both. The higher and bigger your tree gets, the more transpirational pull you need. Transpirational pull is created by water evaporating from leaves, so you will need more leaves - and more water. If you are in a dry climate, you will need to grow roots in search of water deep underground. And if you fail, parts of your tree will dry, wither and break off. And since it begins with the higher branches, they will fall on the lower, still functioning branches, creating much fun for you and your treehuggers.

The way your uber-tree grows also depends on the environment. Things like wind speed and direction, temperature, day length, light exposure, atmosphere pressure and geology will all influence the way your tree grows, so you have to consider them when you design.

You create various rooms and tunnels by "mining" inside your tree. This way you can also create hollow roots, to breach and colonize the Caverns for the glory of the elfs. Then you can grow the roots even deeper and discover why dwarves don`t live forever...

What do you think?

6
DF Gameplay Questions / More basic questions (farming and more)
« on: January 06, 2009, 03:27:02 pm »
Hello.

I`m new to this game, just started my first fortress after trying the ready to use one from the wiki.

1. Now, I wanted to start farming right away, so I designated a 4x4 farm plot, while my miners carve out some rooms. I bought all the availiable types of seeds, but it says that no seeds are availiable for this location. What am I doing wrong?

Update: the farm plot is in open field? Maybe all my seeds are for underground? BTW, How do I see what Items I have with me? Also, how do I give items to dwarfs?

2. I brought 2 dogs with me and want to train them. What do I need to build a Kennel?

3. How do I designate trees for cutting? Got too much of them all aroung.

Thanks.

The game is cool, btw, but so many options... they scare me...  :o

Pages: [1]