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Messages - AceSV

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661
DF Suggestions / Re: Adventurer suggestions
« on: May 16, 2015, 06:55:15 am »
Another thing, there's a tendency for armaments to proliferate over time.  Human beings had a lifespan of maybe 40 years, but a sword could last for 1000.  If weapon or armor was damaged, it could be repaired or recycled more easily than digging new ore from the earth.  Thus as history progresses, there are more and more arms and armor just lying around. 

662
DF Suggestions / Re: Adventurer suggestions
« on: May 15, 2015, 11:38:18 am »
I want to add, in addition to crafting things, I'd like the ability to build constructions.  There are times when I want to do something like chop down a tree and use it to build a bridge over a river.  Sure, it's easy enough for me to jump or swim, but not if I have a bunch of companions in tow. 

As far as I know, there's no romance in Adventurer mode.  I can't help but ship companions in my mind, I'd love for there to be some Sims-esque romantic interaction available (woohoo!)  I've brought up romance for fortress mode before

Actually, it would cool if you could live a more mundane life in general.  Find a spouse, build a house, make crafts and sell them.  Then if YOUR spouse is kidnapped or bandits attack YOUR village, the quests become a lot more personal. 

A wider variety of quests instead of just killing things would be great too.  It is terrifying.  Maybe someone in the village is sick, you can go on a quest to find a hermit or holyman that can cure them, or take funds to a far off elven village to trade for a salve that is common there.  There could be tournaments with prizes for the winners.  Maybe combat tournaments with wooden weapons, archery contests, wrestling matches, track and field contests and races.  An artifact could get stolen and you could go to reclaim it, which might involve violence, or could involve only stealth.  You could make simple deliveries (Oak's parcel) or go collect a certain ingredient, like a gazelle leather, so your neighbor the Leather Worker can make a gazelle leather dress to satisfy a crazy noble.
http://www222.pair.com/sjohn/blueroom/plots.htm 

I'm sure Toady already has a list of more quest ideas he'd like to add, I never know where to locate such things.   My main point is that it seems like right now the "goal" of Adventurer Mode is to go on crazy killing rampages.  I don't mind using violence to obtain goals, but it seems that the point is to initiate violence for the sake of violence. 

663
DF Adventure Mode Discussion / Help with kidnapping?
« on: May 14, 2015, 07:27:25 am »
Hey guys, new to adventure mode here.  My companion casually mentioned that his daughter (Thepa) was kidnapped several years ago, and thinks she's in Seducedplane, a series of Dark Pits.  So I was all like, yeah! let's go rescue that chick!  So we stormed in and killed some goblins, while asking them where is Thepa, and they were all like, I don't know any Thepa, so we killed them harder.  Then we wandered around the lower levels opening random doors, but they are mostly empty and the few non-goblins we find are all like "I don't know any Thepa", "This is Seducedplane, I don't know where to look".  This was fun a couple hundred doors ago, but I'm getting bored with it now. 

1( All of these non-goblins are like, man, life sucks, but I don't see any option that says, hey, come with me, we'll get the eff outta here.  I'm worried that if I ever do find Thepa, she'll be the same way. 

2( A lot of the non-goblins also have goblin names, so I'm thinking they might not be kidnappees, but natural born citizens.  Would kidnappees like Thepa be kept in some specific place I should be looking for? 

3( How do I manipulate hatches?  I got into one of the goblin towers, apparently by accident, but then got stuck in it for a while and couldn't get out until at random it seems I fell through the floor.  Is there something I can do to get through hatches? 

664
DF Adventure Mode Discussion / Re: FPS Dead on Arrival
« on: May 13, 2015, 05:55:16 pm »
I'm actually playing a mod game where various animal people (foxes, rabbits, lizards) live in dwarf-style fortresses and others (horses, lions, ducks) live in human or elven style cities.  But I was also parkouring through a Dark Pits and it went bananas as I got close to a big cylindrical thing surrounded by trolls.  I got through one dwarven fortress fine, but when I got to another one, it died of lag as I was looking at the wall. 

I am playing on a gaming computer, but there might be some malware or loose ends causing it to slow down. 

The world is small with a high number of civs and long history, as I was hoping to visit a lot of different mod races with short travel time. 

665
DF Adventure Mode Discussion / FPS Dead on Arrival
« on: May 13, 2015, 09:00:31 am »
I've been trying to play adventure mode, but I keep having trouble with game speed.  A couple times starting in fortresses, I was already FPS dead after character generation.  Entering or walking near fortresses was also problematic.  Towns and Hillocks were okay, but it seems dumb to have to play the game avoiding population centers. 

Any advice?

666
DF Suggestions / Re: Chitin should have a use
« on: May 12, 2015, 06:30:09 am »
Maybe you can specify Finished Goods or Furniture instead of Item for decoration?  I don't see a token for those things, but I see [ANY_RAW_MATERIAL] in the http://dwarffortresswiki.org/index.php/DF2014:Item_token so maybe you can make the reaction not [ANY_RAW_MATERIAL]

667
DF Suggestions / Re: Chitin should have a use
« on: May 11, 2015, 05:34:21 pm »
What would I turn it into?
If I use [Is_Metal] and assign it normal crafting capabilities, It comes with some the side effect as chitin, well, being FORGED INTO SHAPE. Or use [Bone] and let it function as bone in crafts and such (At the side effect of both yielding many chitins from one bug and not being able to make that falmer armor I keep bringing up)

But what kind of reaction are we talking here? I don't have alot of modding experience aside from changing some values to make the game more !!FUN!!

(Kobolds far more dangerous, Humans able to wear dwarf stuff, New weapons, Cats a sovereign nation etc.)

Well, a reaction can by any kind of A+B=C or even A=C or even _=C.  Just find a way to make chitin go in and armor come out.  I've never actually touched reactions myself, but ask on the modding forum and someone will hook you up.  There is also a modding guide on the DF wiki that I think walks through a couple reactions. 

If you make a special building for it, i.e. a Chitin Workshop, you can allow only certain civs to have the workshop, which should allow only certain civs to have chitin crafts.  As a custom reaction, I think you'll also have to enable the reaction per civ anyway. 


668
DF Suggestions / Re: Chitin should have a use
« on: May 10, 2015, 06:24:29 pm »
I think if it [IS_METAL], then you'll have to bring it to the forge and may permit them to make coins out of it as well.  Although chitinous coinage actually sounds pretty cool. 

A custom reaction would probably be better than switching tokens. 

669
DF Suggestions / Re: More Alcohol-like substances
« on: May 09, 2015, 02:07:20 pm »
Ah, okay thanks.  I was searching for drug names specifically, I guess I should have just searched for drugs. 

You're right, that's some good info, but maybe more in-depth than I think it needs to be.  I'll give it a full read later. 

670
The exciting new version of this total dwarfshit is that dwarves are now falling through a solid wall and ceiling into the mote that's supposed to keep them from jumping to their deaths.  This isn't even the part with fortifications, they are literally just falling through solid matter into a drowny death.  FUUUUUUUUUUUUU

671
DF Suggestions / More Alcohol-like substances
« on: May 09, 2015, 10:29:07 am »
This discussion has been held before, but I don't see a particularly recent one, as in, after a bunch of US states legalized marijuana, recent. 

Off the top of my head, tobacco, cannabis, caffeine, coca, opium and shrooms would be reasonably obtainable medieval substances that dwarves could use.  I'm not suggesting to depict the kind of super drugs that we have in the modern world.  Most of these plants, including tobacco, have been bred or engineered to produce stronger effects than they would have in the middle ages.  The medieval equivalents should not be much stronger than alcohol (keeping in mind, alcohol can be pretty bad if you're not a dwarf)  Opium is strong, but was difficult to produce in abuseable quantity before 1400.  Caffeine of course doesn't grow on trees, exactly, the player would have to obtain and distill substances like coffee, tea, cocoa, kola or guarana to get at it.  Which I guess is also true of opium, I'm less familiar with that one. 

If I remember my war-on-drugs indoctrination propaganda correctly, shrooms are dangerous because they are wild and can have very different levels of hallucinogen per individual, but that feels like a dwarfy or at least rogue-likey caveat.  NetHack had a fun hallucinating syndrome that could be triggered by eating yellow mode, which I could definitely imagine having different levels depending on the severity of shroom.  One of the dangers of hallucinating in NetHack was that it could lead to accidental murders, and I could see shroom abuse causing dwarves to go into temporary Berzerk or Insane status or maybe even shroom induced weird moods.  So the player can either balance letting dwarves use the shrooms for happy thoughts against the occasional bad trip, or try to ban shrooms and prevent dwarves from jumping on them like they were socks. 

Speaking of which, it could be interesting to allow the player to put bans or quotas on the import or production of various substances, or limit their use to medical, religious, trade or recreation.  Dwarves that are addicted to a certain substance (maybe dwarves with an addictive personality, or a lot of stress) could try to steal some drugs from stockpiles or visitors could try to smuggle in contraband.  Assuming that the Dwarven Economy will not be revived for the purpose of contraband, maybe smugglers could appear like thieves or ambushes, a dwarf addict grabs an item of appropriate value  and brings it to the smuggler, the smuggler leaves with the item and the player gets a message "a smuggler has made off with a (whatever it was)".  Alternatively, the dwarf picks up a random item to trade for drugs and the smuggler provides the dwarf with a quantity of drugs based on the value of the item.  Tavern visitors could throw a wrench into the drug war as well. 

I had previously suggested aphrodisiacs, maybe those could function as a type of drug. 

Alfrodo suggested that DF substances like Golden Salve, Mog Juice and Liquid Fire could be treated as drugs.  In the Volsunga Saga, Sigurd roasts a dragon heart to eat, and the fumes give him the ability to speak with birds, and the birds convince him to kill his ally Regin.  Sounds to me a lot like the conversation about shrooms, so perhaps the blood or extracts of megabeasts could have hallucinatory effects. 

672
DF Suggestions / Re: Things that could be made of other substances
« on: May 08, 2015, 10:39:27 pm »
Sure.  Like with chitin, I would love ways to use up things that are currently useless. 

Also it occurred to me much later that if dwarves were looking for substances to abuse, they'd probably have some great shrooms.  Maybe Adventure mode could have a variation of NetHack's hallucination status.  Tripping out in NetHack can lead to accidental murders, maybe dwarves that abuse shrooms (or other substances) might hallucinate and go on killing sprees or strip naked or both.  So the player can either balance letting dwarves use the shrooms for happy thoughts against the occasional bad trip, or try to ban shrooms and prevent dwarves from jumping on them like they were socks. 

I'm having a lot ideas that should probably go in a new topic...

673
DF Modding / Re: Magic Metal questions
« on: May 08, 2015, 07:19:09 am »
Might as well post the metals I made:

Code: [Select]
[INORGANIC:PYROCHALCUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:pyrochalcum]
[STATE_NAME_ADJ:LIQUID:molten pyrochalcum]
[STATE_NAME_ADJ:GAS:boiling pyrochalcum]
[DISPLAY_COLOR:4:4:1]
[BUILD_COLOR:4:4:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:475]
[MELTING_POINT:12768]
[BOILING_POINT:15150]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[SOLID_DENSITY:8000]
[LIQUID_DENSITY:7000]
[MOLAR_MASS:55845]
[IMPACT_YIELD:1000500]
[IMPACT_FRACTURE:1750000]
[IMPACT_STRAIN_AT_YIELD:600]
[COMPRESSIVE_YIELD:1000500]
[COMPRESSIVE_FRACTURE:1750000]
[COMPRESSIVE_STRAIN_AT_YIELD:600]
[TENSILE_YIELD:255000]
[TENSILE_FRACTURE:450000]
[TENSILE_STRAIN_AT_YIELD:143]
[TORSION_YIELD:255000]
[TORSION_FRACTURE:450000]
[TORSION_STRAIN_AT_YIELD:189]
[SHEAR_YIELD:255000]
[SHEAR_FRACTURE:450000]
[SHEAR_STRAIN_AT_YIELD:189]
[BENDING_YIELD:255000]
[BENDING_FRACTURE:450000]
[BENDING_STRAIN_AT_YIELD:143]
[MAX_EDGE:10000]
[STATE_COLOR:ALL_SOLID:RED]

Code: [Select]
[INORGANIC:GEOCHALCUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:geochalcum]
[STATE_NAME_ADJ:LIQUID:molten geochalcum]
[STATE_NAME_ADJ:GAS:boiling geochalcum]
[DISPLAY_COLOR:6:6:1]
[BUILD_COLOR:6:6:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:435]
[MELTING_POINT:11868] //most stats copied from bronze
[BOILING_POINT:14140]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[SOLID_DENSITY:15000]
[LIQUID_DENSITY:12500]
[MOLAR_MASS:80000]
[IMPACT_YIELD:1000000]
[IMPACT_FRACTURE:1500000]
[IMPACT_STRAIN_AT_YIELD:200]
[COMPRESSIVE_YIELD:1000000]
[COMPRESSIVE_FRACTURE:1500000]
[COMPRESSIVE_STRAIN_AT_YIELD:200]
[TENSILE_YIELD:17200]
[TENSILE_FRACTURE:24100]
[TENSILE_STRAIN_AT_YIELD:312]
[TORSION_YIELD:17200]
[TORSION_FRACTURE:24100]
[TORSION_STRAIN_AT_YIELD:312]
[SHEAR_YIELD:17200]
[SHEAR_FRACTURE:24100]
[SHEAR_STRAIN_AT_YIELD:312]
[BENDING_YIELD:172000]
[BENDING_FRACTURE:241000]
[BENDING_STRAIN_AT_YIELD:156]  //left bending as is
[MAX_EDGE:10000]
[IS_STONE]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:BROWN]

Code: [Select]
[INORGANIC:AEROCHALCUM]
[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:aerochalcum]
[STATE_NAME_ADJ:LIQUID:molten aerochalcum]
[STATE_NAME_ADJ:GAS:boiling aerochalcum]
[DISPLAY_COLOR:5:5:1]
[BUILD_COLOR:5:5:1]
[MATERIAL_VALUE:10]
[SPEC_HEAT:435]
[MELTING_POINT:11868]
[BOILING_POINT:14140]
[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR]
[SOLID_DENSITY:1500]
[LIQUID_DENSITY:1250]
[MOLAR_MASS:80000]
[IMPACT_YIELD:602000]
[IMPACT_FRACTURE:843500]
[IMPACT_STRAIN_AT_YIELD:547]
[COMPRESSIVE_YIELD:602000]
[COMPRESSIVE_FRACTURE:843500]
[COMPRESSIVE_STRAIN_AT_YIELD:547] no data, used 110
[TENSILE_YIELD:172000]
[TENSILE_FRACTURE:241000]
[TENSILE_STRAIN_AT_YIELD:156] 110
[TORSION_YIELD:172000]
[TORSION_FRACTURE:241000]
[TORSION_STRAIN_AT_YIELD:156]
[SHEAR_YIELD:172000]
[SHEAR_FRACTURE:241000]
[SHEAR_STRAIN_AT_YIELD:156] no data, used 110
[BENDING_YIELD:172000]
[BENDING_FRACTURE:241000]
[BENDING_STRAIN_AT_YIELD:156]
[MAX_EDGE:10000]
[ITEMS_HARD]
[ITEMS_METAL]
[ITEMS_BARRED]
[ITEMS_SCALED]
[STATE_COLOR:ALL_SOLID:FUSCHIA]

I also made the ore of pyrochalcum sharp enough to make into shortswords, like obsidian. 

674
DF Suggestions / Re: Things that could be made of other substances
« on: May 07, 2015, 11:54:37 pm »
Speaking of coffee and tea, I'd love to get a few more substances to abuse in dwarf fortress.  Stuff like caffeine, tobacco, cannabis, opium or coca for ... trade goods.  Yeah!  Trade goods, that's what I'd do with 'em.  Some good ol' coca biscuits and opium roasts. 

Also, I'd love to be able to mod creatures that are TEA_DEPENDENT or CAPSICUM_DEPENDENT instead of only ALCOHOL_DEPENDENT.  Or BAMBOO_DEPENDENT panda people.  So I guess it would be more of a [DEPENDS_ON:(substance class)] kind of a tag

675
DF Suggestions / Re: Chitin should have a use
« on: May 07, 2015, 11:39:19 pm »
To add to the weight/support discussion. I discovered this:

If a medium size world has a circumference of 147,456m (Which assumes that each fortress tile is 1.5 x 1.5 metres)

then, some math and physics later, gave me the result of an acceleration due to gravity of 3.8 m/s/s (some rounding, give or take 0.2 m/s/s)

That means, that the giant bugs would have about 2/5ths of the force acting on them. However, I'm reasonably sure that DF uses earth gravity, with dwarves not having enormous heights due to the lower gravity, or being able to jump to the top of a small house in one leap.

That assumes that the planet is mostly silicate, iron and aluminum, like Earth is.  Saturn has about half the volume of Jupiter, but less than 1/20th the gravity, because it's made of different stuff.  Also the official tiles dimensions are 2x2x3m and the "worldgen" technically creates regions, not entire planets. 

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