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Messages - AceSV

Pages: 1 ... 46 47 [48] 49 50 ... 67
706
DF Modding / Re: Magic Metal questions
« on: April 24, 2015, 01:00:24 pm »
I think it would be only fair to notify everyone that I have given up on magic metals because I can't think of enough interesting things to do.  Air metal is light, Earth metal is heavy, Fire metal is ... sharp I guess, Water metal is ... um ... huh. 

So please feel free to carry on where I have left off and get some DF Hack all over it. 

707
DF Modding / Re: Do the SHUN and EXILE ethics tokens work?
« on: April 24, 2015, 12:51:51 pm »
I've got a civilization of rabbit people in Furry Fortress that exile for killing animals, but I've killed dozens of animals by hunting, butchering or squad orders and they don't hesitate to do it, nor does anyone get exiled for doing it.  (although my caravans get annoyed if I try to trade them animal products) 

HOWEVER, I've never played a rabbit people fortress long enough to build a functioning justice system. 

708
DF Suggestions / Re: King and queen wear crown, as miners wield pick
« on: April 24, 2015, 12:46:44 pm »
Nobles in general need to start dressing more lavishly for the position they hold. I always found it bizarre that my local noble is A-OK to wear the exact same set of clothes that the rest of the peasantry wears. Like others have already said, having some culturally-linked garments would be nice, but I also feel that it should partially depend on personality. A noble who is extremely modest wouldn't wear the same clothes as their more extravagant counterparts.

This sounds like it would be Dwarven Economy related. 

If the noble position requires a crown item, the noble should be able to request a certain quality, as they do with rooms.  That way, your king will demand jewel encrusted gold crown, while your peasants can wear the left over crowns. 

709
DF Dwarf Mode Discussion / Re: My Butcher wishes to rule the world...
« on: April 24, 2015, 06:36:14 am »
Back to start:  How do you complete this request? 

710
DF Suggestions / Re: Randomly generated animals
« on: April 23, 2015, 10:26:26 pm »
PTW. I love this idea. It would make modding very hard, though.

Hmm.  Yes, the process would have to change a little.  I think you'd want to keep the current ability to create specific creatures, but then also mod the base creatures.  For example, let's say you want to add chocobos to DF.  It has feathers, a beak, somewhere between horse and ostrich in size, etc.  Then when you generate a world, it populates with various kinds of chocobo, Grey Chocobo, Minkot's Chocobo, Mountain Chocobo, Murk of Ticks Chocobo, etc.  Perhaps somewhere in there, you can specify that some species of chocobo can fly, while others cannot.  There could be a %age range, like there are for attributes and personalities, although I think it would be simpler to just mod in "chocobos" and "flying chocobos". 

...

But I also wouldn't want to find that I'm forced to analyse each individual within the fauna as I would a Forgotten Beast , where previously there's a very useful shortcut that even within this alien dwarf-inhabited land I can very quickly identify the relevance of a critter to my endeavours.

("What's that creature that just wandered onto my map?  Is it going to be troublesome?  Will it try to half-hinch food or valuable goods?  Is it likely to predate my dwarves?  Do I have to watch out for it being able to swim or fly?  I think I need to check its description very carefully..." vs "Ah, a kangaroo...  Have I sufficient meat?  I could safely ignore it or re-activate my Hunter's skills anyway...")

Yeah, I think it's important to strike the proper balance between amusement and usability.  But this being Dwarf Fortress, usability is not necessarily at the forefront. 

I do think I would want a clear list of features, like in the DF wiki, things like Adult Size, Diet, Mount/Pack/Pet/Trainable, Air Breather/Water Breather/Amphibious, Flying Y/N, quick list of body parts.  In the spirit of NetHack and Pokedex, maybe information comes to you slowly as you encounter each animal.  For example, the animals that live around the mountains and grasslands of your starting civ are fully described, but if you embark to a far-off jungle, you won't see any information about the new animals until you've caught or dissected a couple.  If you encounter the equivalent of a Kea, you may not see "Steals Stuff" in its description until after it has stolen something.  If an animal can be trained for war, you won't know until your animal trainers have tried to tame one.  Things that you can see with your eyes should be given for free.  Or since taverns and books will come first, maybe you can hear about animals from travelers or trade an elf for a zoological manual. 

711
DF Modding / Re: Urist's Ark - taking suggestions before launch
« on: April 23, 2015, 10:11:22 am »
AceVs, first off you really like animals don't you :P Second (this may be wrong but I think it should work) you can add a prehensile tail by just adding a tail body part with the [GRASP] tag.

Well, yes, but it's mostly that zoology relatively easy to mod.  I'd go equally nutz about martial arts, but DF doesn't have that. 

712
DF Suggestions / Re: Equipment Shattering
« on: April 23, 2015, 09:59:47 am »
I can't find where but I remember Toady saying he was both willing and wary of giving metal weapons and armour durability because the materials are much harder to renew. Sites have limited resources, trade isn't a great source, and you can't yet set up mining camps off site or similar. Think this was back when 40d was current.

The original Slaves to Armok apparently had it.
Quote
Ruining of Items:  Weapon damage and breaking has already been added.  There are weight modifications when pieces break off.  I think I added item chipping with weight decreases (if a chip item is actually created), but I don't think I added the more subtle weight decreases.  I'll have to look at it.

The obvious fix would be to make sure that when a metal item is melted down, you get exactly as much metal back as was used to make it.  It really should do that anyways. 

713
DF Suggestions / Re: Dwarven Socializing - tl;dr
« on: April 22, 2015, 12:19:13 am »
It'd be funny if when some dwarves are brawling, the game produces cartoon fight smoke and flying stars or something.  Maybe socks and hats go flying out of the fight cloud. 

714
DF Modding / Re: Angry drakeling dev thread
« on: April 21, 2015, 11:32:45 am »
From the furry fortress guy, how about something to do with animal kung fu?  http://en.wikipedia.org/wiki/Five_Animals  In a fantasy world you could really go nuts with that theme. 

If you want other japanese weapons, there's the yari, naginata, kusarigama, kama, kannabo, wakazashi, kodachi, odachi, nodachi. 

I'm partial to the http://en.wikipedia.org/wiki/Eighteen_Arms_of_Wushu

715
DF Dwarf Mode Discussion / Re: Getting rid of chronic stress
« on: April 20, 2015, 04:07:51 pm »
Also I think working makes dwarves happy, especially when they make something high quality.  I've seen Miners become wildly ecstatic after large digging jobs.  If he's a Potash Maker or something and doing too much hauling instead of working, that might be hurting him too. 

If it was me, I'd lock him into a tantrum bunker and have him split coin stacks. 

He's a legendary +5 gem cutter, so he can't produce any masterwork, but I'll let him cut 100 schist to see if it helps.

Can't they?  I think cut gems have quality modifiers and gem cutters occasional produce gem crafts instead of cut gems (or at least, this happens with glass).  I don't know if rock or clay can do that, since you're meant to make rock/clay crafts elsewhere. 

Also, I don't think it has to be the job he has now, just something he's good at.  For example, Gem Cutting depends on Agility and Analytical Ability, other jobs that use those skills would probably work fine ( http://dwarffortresswiki.org/index.php/DF2014:Attribute ), assuming that Gem Cutting is something he is good at in the first place. 

716
DF Dwarf Mode Discussion / Re: A few problems
« on: April 20, 2015, 10:43:18 am »
Oh, you know what, wooden cages are a great way to use up wood.  If you have a lot of cage traps, you need a lot of cages to fill them and you need to replace them often. 

717
DF Modding / Re: Urist's Ark - taking suggestions before launch
« on: April 19, 2015, 07:27:38 pm »
Iguanas, Sea Iguanas, Herons/Egrets (plus Giant Dwarf-Eating herons), Snow Leopard, Anteater, Fox Bats.  If the game has a way to do prehensile tails, spider monkey and tamanduas could be interesting. 

More Giant Animals too, like Giant Fox, Giant Raccoon, Giant Armadillo, Giant Gorilla, Giant Elephant, etc. and Giant Vermin, like Giant Two Legged Rhino Lizard, Giant Pond Turtle or Giant Blue Jay.

Pro Tip, Baboons are smaller versions of Mandrills, which DF already has, so no need to build them completely from scratch.  Giant Baboons would also be cool. 


I don't think calling an animal asian/african is appropriate since there is no asia/africa.

Forest Elephant and Plains Elephant.  There are also Pygmy Elephants. 

http://en.wikipedia.org/wiki/Mantis_shrimp

This guy needs to be included, and it should not be vermin. Not unless you can give vermin the ability to shatter bone or something.

That's what GIANT Mantis Shrimp is for.  It is terrifying. 


And as I prowl around the wiki, this pops up:  http://dwarffortresswiki.org/index.php/Modification:Ark_Project 

If I was doing it, I would mod in a bunch of post-dinosaur prehistorical animals.  Some of the game's Giant Animals actually existed, like the Giant Sloth and Giant Monitor Lizard anyways, so I wouldn't feel weird about it. 

http://en.wikipedia.org/wiki/Mammoth
http://en.wikipedia.org/wiki/Woolly_rhinoceros
http://en.wikipedia.org/wiki/Elasmotherium
http://en.wikipedia.org/wiki/Paraceratherium
http://en.wikipedia.org/wiki/Glyptodon
http://en.wikipedia.org/wiki/Smilodon
http://en.wikipedia.org/wiki/Homotherium
http://en.wikipedia.org/wiki/Andrewsarchus
http://en.wikipedia.org/wiki/Entelodont
http://en.wikipedia.org/wiki/Teratornithidae  http://planetsave.com/2013/06/28/argentavis-magnificens-largest-flying-bird-ever-giant-teratorn-facts-extinction-wingspan-etc/
http://en.wikipedia.org/wiki/Phorusrhacidae  https://naturalishistoria.files.wordpress.com/2013/03/skull-terror-bird-scientific-american.jpg  http://pl.wikipedia.org/wiki/Plik:Terror_birds_and_Gastornis_height_comparison.jpg 
http://en.wikipedia.org/wiki/Gastornis  (which looks the same as a skeleton, but is thought to be related to ducks)
http://en.wikipedia.org/wiki/Mekosuchinae  (land crocodiles.  It's hard to find pics of their fossils, but they might have looked like the Cretaceous land crocodile http://en.wikipedia.org/wiki/Sebecus )
Saber Toothed Salmon:  http://en.wikipedia.org/wiki/Oncorhynchus_rastrosus  That's a real thing that happened. 

718
Theoretically, you could put all the marksdorves in minecarts.

This has been theorized, but has anyone accomplished it?

I keep reading peoples suggestion of "build fortifications," and I can't help but wonder who isn't building fortifications? I've reread the thread twice to try and find out who these suggestions are addressed to and can't find anyone who mentioned not using fortifications...

There's a difference between building fortifications and carving fortifications.  I have carved fortifications.  This has brought sadness. 

719
DF Dwarf Mode Discussion / Re: Ravens are murder. [SPOILERS]
« on: April 19, 2015, 08:05:11 am »
It's less dramatic, but couldn't you still wall off all map edges below like you can wall off the caverns?  I've never actually explored much down there. 

720
DF Dwarf Mode Discussion / Re: Getting rid of chronic stress
« on: April 18, 2015, 05:39:45 pm »
Note the line in his description, "Doesn't handle stress well." I suspect what it's trying to say is that he's got a highly unfavorable Stress Propensity, which means he's just going to feel stressed. 

Also I think working makes dwarves happy, especially when they make something high quality.  I've seen Miners become wildly ecstatic after large digging jobs.  If he's a Potash Maker or something and doing too much hauling instead of working, that might be hurting him too. 

If it was me, I'd lock him into a tantrum bunker and have him split coin stacks. 

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