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Messages - Lord_Daeloth

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1
DF Modding / Re: Start trek and Smurfs my next great mod....
« on: December 15, 2007, 09:23:00 am »
Hmmm... Isn't modding about doing something that you think is fun?  I think it'd be great and hilarious.  Sorry we can't all make "SUPER FABULOUS HORNET MOD!!!!!" How can you say the only really great mod is your own?  That is really a matter of opinion there buddy.  I get it, so to make a good mod, all we have to do is super-size some random creature and give it a language.  Now, in my opinion, that's silly.  But, then again, its my opinion, and I'm sure that your's is more valid than mine.  Now I'm flaming, and I hate myself for it... Bah...

Anyhow, YES, even if we can't have all the Trek stuff, it'd at least be good for a few laughs.  Especially if you made up some sweet graphics tiles, heh.  And you could probably fake some stuff for phasers and what-not.  Now I want to have my dwarves build a giant stone Enterprise... *strange mood*

[ December 15, 2007: Message edited by: Lord_Daeloth ]


2
DF Modding / Re: Nevermind
« on: December 09, 2007, 09:31:00 am »
I'm not sure where the idea of this not being possible is coming from...  Yeah, we can't make it completely underground, but there is a whole other world above the Underdark ya know.  I mean, really, all we need is to mod in all of the civs, creatures, etc. and some of the equipment  :D  Granted, magic items aren't possible, ::cry::  Anyways, sad to see it die because of some naysayers, if only I had the time/skill to pick it up.

3
quote:
What you dont understand is that the seigers are not supposed to act like this, it's exploiting something that was left out, I have no issue with someone using ore.exe a million times to make some metal crafts in an ore-deprived fortress, but what I do have an issue with is someone that uses AI against itself just because that part has not been fixed up or patched over.

Until seigers get some real smarts and are able to avoid this kind of thing it's an exploit and cowardice.


Wait, huh?  How is using ore.exe any less wrong than "exploiting" the AI?  If its ore deprived then that's just part of the game, eh?  So its still cheating...

Personally, I don't care.  I'll flood and drawbridge the crap out of everything, because, as already mentioned, the AI for the dwarves isn't a whole lot better.


4
DF Dwarf Mode Discussion / Re: Hobbit fort?
« on: November 12, 2007, 10:40:00 pm »
Well, you've now inspired me to build a bunch of burrows.  One shop or living area in each one.  The real pain though will be building up the mound first...  It would be neat if you could make a soil mound and have grass grow on it, or can you?  Hmmm....

5
It does use up a bit of space, but one thing I do for farm plots to avoid stone going in the door is leaving a 1 tile strip above and below the plot empty, at least until the stone is moved to a pile or shop later on.

code:

########
#......#
#======#
#======#
#======#
#======#
#======#
#======#
#======#
#......#
##+#####
##.#####

# wall
= plot
. empty floor
+ door


This work well for me.


6
DF Gameplay Questions / Re: Immigration?
« on: November 01, 2007, 10:43:00 am »
Pfft, you all must be unlucky... I just got my first wave... 21 dwarves, yeah.  Almost all positions filled (aside from nobles) without changing any jobs.  I even got a bone-carver and armor-smith, heh. Crazy immigrants.

7
DF Suggestions / Re: Electricity
« on: November 04, 2007, 11:47:00 pm »
I bow to you JT, now THAT is Dwarf Fortress.

8
DF Suggestions / Re: Electricity
« on: November 04, 2007, 10:53:00 am »
And I'm going to regret this, but why is everyone (glances at Tormy) getting so up in arms about this?  Yeah, it has trolls, but so does Shadowrun...  I don't want a Shadowrun game, I'm just point out that the races involved have nothing to do with how high-tech things can be.  The thing I especially love so far is that most of the people saying that they would be interested in seeing tech also say that they wouldn't really care if it never happened, but the anti-tech people seem insulted by the very idea of it ever being suggested, going so far as to threaten quitting the game.  It may be evil of me, but now I kinda hope that Toady throws in some minor tech just to say "Eff-you, this is my world, go ahead and quit".

This thread is getting ridiculous, haha!


9
DF Suggestions / Re: Electricity
« on: November 04, 2007, 10:35:00 am »
quote:
Not to mention that torches and slaves would be more in keeping with the game world than the equivalent 'steampunk' stuff. Not that I'm against the concept of electricity but I don't feel it belongs in the DF world. Magic, on the other hand...

Sorry, just quoting you because you were the last one to mention it   :p   It bugs me that people keep bringing up what would fit in the game-world and all that.  As far as I know, this is an alpha and really lacks any sort of story (Aside from TT's wonderful naratives, and I don't think those really ever give the feel of anti-tech).  So how can we say what fits or doesn't.

quote:
It would be only acceptible, if we could turn electricity off in the raws. However in that case, electricity must only have some very minimal useage, like use it for a trap. That way if XY dont want to play with electricity wont be forced to use it, because there are other trap types as well for example.

Wait... what?  So, you're saying you'd be ok if electricity was on a toggle in the init, but if it was on it has to be... useless?

quote:
You also didn't address my point that a lot of 'steampunk' stuff is superfluous given that torches and slaves would functionally be the same as electricity and robots.

Well, then slaves are superfluous because you can just assign extra peasants to do the work and torches are useless because you can see in the dark (in fortress mode at least).  Yeah, so some of the 'steampunk' stuff could be replaced with less high-tech alternatives and have essentially the same in-game effect, but its all about flavor.

Sorry to pick on all of the anti-tech people, but some have said that they would stop playing if it were added, and that just seems... wrong to me...  And I have to make one more comment to the magic people.  Ok, so tech sucks but magic is good, even though you could most likely do more off the wall things with magic (golems = robots)?

Personally I could care less.  If we are going by the idea that this is a fantasy world and needs to stay fantasy, then dwarves would be high-tech (well, higher-tech) compared to the other civs.  They would also abhor magic for the most part, preferring instead to use their wits and strength.  So tech would seem the natural progression eh?  That being said, I'm really hoping that Toady will break the mold and maybe give us a new kind of dwarf.  Well, maybe not new, but something that doesn't have to follow the set traditions.

Finally, the idea of having options in the init is awesome.  Going a little further, how about being able to turn on/off various techs/magics.  So we could have something like:

[STEAM:ON/OFF/DATE]
[ELECTRICITY:ON/OFF/DATE]
[FISSION:ON/OFF/DATE]  :p

[MAGIC_CONSTRUCTION:ON/OFF/DATE]
[MAGIC_ATTACK:ON/OFF/DATE]

etc...
Or maybe even break it down further and allow you to toggle individual techs/magics like turning on/off engines, robots, a-bombs, golems, and fireballs.  Just a thought, then everyone gets what they want.

Now feel free to tear me apart, lol.   :p


10
DF Suggestions / Re: "Traditional" stats system
« on: November 04, 2007, 09:54:00 am »
Ugh... No... As BDR said, if you saw an ogre, you'd have no idea if he was twice as strong, or only 65% stronger then you or 26 points stronger, you'd just know it was freaking strong.  I suppose I could live with an init.txt option for it, since then I wouldn't ever have to see it   :p  And heck, there are all kinds of options popping in there all the time, heh.

11
DF General Discussion / Re: Madness? This is toolbox! Released!
« on: September 19, 2007, 04:05:00 pm »
Ok, but I warn you, it was just a quick throw-together job so it might be hard to follow, and its not commented at all.  But basically you can see the commands I use and the method I use to send parameters.  But yeah, if you want to just move the GUI stuff around and maybe add in the skills tools, be my guest.  All I ask is that I'm remembered somehow, heh.  I'd offer help and all that, but I'm not sure if any of this is going to be valid when the new release hits, which is coming up soon, so we'll see where things are after that.

Source


12
DF General Discussion / Re: Madness? This is toolbox! Released!
« on: September 19, 2007, 07:54:00 am »
That and, um... I already did this    :p
It got buried clear back to page 8 though, and no one seemed interested enough to for me to bother putting it on the Wiki.  But if you are interested here ya go

DFUtility.zip

Original forum posting

Take a look, its pretty neat.

Edit:  Except I don't have the skills tool in mine.

[ September 19, 2007: Message edited by: Lord_Daeloth ]


13
DF General Discussion / Re: The Hoary Marmots
« on: September 01, 2007, 07:51:00 am »
quote:

They are kinda cute, I suppose...

If only there were some way to better represent that pseudo-cute/ugly in ascii :P


14
DF General Discussion / Re: How did you come across DF?
« on: August 05, 2007, 04:43:00 pm »
Well, I originally heard about it from a friend.  I didn't give it much thought at the time because he described it as "Net-hack, but better" and that was one of my least favorite Rogue-likes.  Then I saw it mentioned on the something awful forums and laughed my ass off reading some of the stories and, realizing that the description I'd gotten before was way off, had to give it a go.  Oh, and I saw it in a game-informer magazine a bit later, that was kinda cool.

15
DF General Discussion / Re: Future of the Fortress
« on: June 06, 2007, 12:37:00 pm »
jonnosferatu: Also, even though it is cheating (sorta) and you do run the risk of messing up your game, there are the utilities on the wiki that make this possible.

Click here for them!

I've only really tried granite.exe, and I haven't used it on any major fortresses, but I also haven't heard anything terribly negative.  Anyhow, if you really are desperate for walls, that should keep you satisfied until Toady can get the update in!


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