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Messages - BionicMeatloaf

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1
Wanting to do a semi apocalypse scenario, but it's hard to stay immersed in it when I keep getting shitloads of dwarven caravans cause the civ is labeled as "dying" instead of "dead"

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DF Dwarf Mode Discussion / How do I make an apocalypse scenario?
« on: October 16, 2018, 12:13:15 am »
Heyo, I wanted to basically start a fort that was just "You are the only dwarven fort left in the world, good luck"

How could I create a scenario like this?

3
Tilesets and Graphics / Re: Vordak`s 32x Dwarf Tileset v0.6.0
« on: February 13, 2018, 03:55:13 am »
once you have all of your other goals knocked out of the way, do you think you'll be making sprites unique to female dwarves? Or does the way that the game handle sprites make that difficult to display correctly? Or does it simply just add too much workload to an already daunting task?

4
From our end I mean. Not going to lie, the thought of Goblins undoing hours and hours of work by digging tunnels through my fort seems intimidating. However I am extremely curious as to what would be ideal ways to deal with the scenarios presented in the development goals.

Aside from having a lot of Marksdwarves, I keep thinking of surrounding the entirety of my forts with magma pumping through huge canyons outside the Fort's walls

5
really? I haven't played in months and I didn't even know that function worked like that

6
DFHack has really spoiled me, and the entire reason why is because of the Aforementioned plugin. It gets rid of so much micromanagement that it makes the vanilla game feel somewhat like a chore.

The ability to tell dwarves "Hey! I want you to keep making barrels until we have 500 of them" makes things a hell of a lot easier

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Tilesets and Graphics / Re: Vordak`s 32x Dwarf Tileset v0.3.1
« on: January 01, 2018, 01:18:52 am »
This is some fantastic work!!! how often do you work on this and can you give a rough % of how many tiles you've done in relation to how much there is left?

Also I noticed with the guard sprites they're all incredibly varied depending on what armor and or clothes they're wearing, can we expect this level of detail for everything?


Sorry I'm just extremely excited for how ambitious this seems

8
RAM Hun? I kinda thought so. I was thinking of getting 64 gigs of DDR4 RAM to see how that would work

9
Gonna be getting a new pc this year and I've always wanted to have a consistently good frame rate for dorf fort once I got to the 150+ dorf population range. What should I look for most?

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DF Suggestions / A small suggestion that could make swords viable
« on: December 15, 2017, 08:34:12 pm »
Right now the sword sucks. It's nowhere near as useful as the other weapons and it fails at being a jack of all trades weapon. I think the way to fix this is to simply make the sword faster to swing (ie give the sword user more attacks for their turn in combat.)

This makes sense as in real life this was the reason swords where widely used and weight after; they were lightier than axes and maces , easier to use, and you could react faster with it because they required less force to be effective.

Don't know if anyone has thought of this yet, just wanted to make a suggestion

11
I'm wondering what kind of function they could for the fortress. Like would it just make things more efficient by speeding up dwarves in "dark" places? or maybe in help stuff like baby snatchers and thieves sneak in more easily. Also should the process be automated by the dwarves, should the player have to place them themselves, or should it be a mix of both?

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I realized this when I played Adventure mode for the first time and spawned in a dwarven fort. I couldn't see more than 4 or 5 tiles ahead of me (which became extremely annoying when I was trying to get out of it, especially since the mapped area kept disappearing) and it got to me thinking, "Is this because there's practically no light in here?"

Then I got to thinking "What if you could place torches on the walls in fort mode? How would it affect the dwarves in the fort?"

Then again, knowing how Toady is with his baby, he probably wants light to behave in the most physically accurate way possible as to add to the simulation, so that might be way off in the future.

Still, it does kinda make me wonder how it would affect gameplay or what bugs could come from its inclusion (Like if a Dwarf walks in front of a mirror outside in the sunlight, would the Urist be reduced o ashes because the mirror created a laser?)

13
just wanted to see if there was anything worth discussing on this topic. I know that conversations in games are inherently limited, but wouldn't it be great to be able to see dwarves show off their personality against others?

14
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: December 02, 2017, 05:24:43 am »
after playing 0.44.02 I've realized just how important the item limits function from DFHack is for getting rid of so much micromanaging

15
DF General Discussion / Re: TLDR I now have a goblin citizen
« on: December 01, 2017, 03:46:13 am »
I was thinking of making the rest of those filthy elves into cannon fodder recruits once they become true citizens

If they die, oh well. If they survive, then I get immortal super soldiers. Win/win

make them prove themselves gladiator style against wild animals.
That would be a true elf hell.

No, true elf hell would be forcing them to be woodcutters, carpenters, and woodcrafters

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