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Messages - Urist McGoombaBrother

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61
DF General Discussion / Re: Future of the Fortress
« on: March 30, 2015, 01:27:04 pm »
Are the innovations moddable? E.g. Is it possible to add some more innovations or even entire innovation chains via modding or is everything hardcoded? With innovation chain I mean let's say for woodcutting first investigate single blade axe, than double blade axe, than double blade axe with extra sharp blades, etc.

When this is moddable and one day ingame-functionality is added, will we be able to add custom effects to those innovations? e.g. double blade axe => 10 per cent faster chopping than with standard axe, double blade axe with extra sharp blades => 20 % faster chopping than standard axe, etc.

Also when moddable, will we be able to add tech trees for completely random studies e.g. plump helmet science or tree hugging techniques for elves? Just for personal amusement and to be able to find books or engravings about this or that.


Just, for the big picture, is the innovation system currently implemented as major feature of the adventure mode only? Or is this also a major topic for fortress mode?

62
You would be a terrific necromancer who would massacre kobolds everyday, and you would die in the canyons of Coldteeth, of a rare disease.


63
you've seriously not seen people simply shouting "No. No. We don't want. No. Don't you read what this game is about before you suggest something. No. No" on this forum

I am sure there also such threads here. But most are discussions. And I think it makes a huge difference, whether such threads are an exception or standard. However, that's not necessarily related to the size of community.

64
Suggestion: somewhat rare clusters of meteoric iron (taenite, kamacite) in sedimentary, igneus extrusive, and possibly soil layers. These are iron/nickel ores and could provide a valuable source of iron on volcanic embarks.

Thx. Also those will make it in. I don't think you need to worry about lack of iron. XD

Not sure, if it is possible to define a soil layer as environment, but will try. Have only seen various stone so far. :-)

65
you can just drop whatever image files you want, no need to squeeze them into a single tileset image).

This. +1 from me. Absolute awesome work, especially when it works out as intended. Many thx for your effort.

Got some questions.

1) Is adding additional tiles also possible for stones/gems?

2) I created a sample file (16x16) for an unmined stone structure. How will I have to name this and where to put it in future versions of TWBT?

   

3) In the door example from you I found five different types of Gray. In the standard phoebus tileset there are a lot more. Some tiles even contain colours like red, green, etc. What effect do they have? How is defined for which parts of the tile the foreground or background colour of the underlying material is taken? How do you define transparency?

4) How to amend the material in the raw file to actual reference to the new tile? Here is an example of the material Arsenopyrite, I modded in. How to change it the way to use the a.m. custom new sample tile instead of tile [TILE:156]? Maybe [TILE:STONE_STRUCTURE_1.png]?

Spoiler (click to show/hide)

5) Will this be stonesense compatible?

66
That's an interesting topic.

Maybe some of you might call it blasphemy. But sometimes I try to imagine, how Dwarf Fortress could be when it had the support of another crowd funded game, with just a little more backers. I am talking about Star Citizen. Just leave away all that HD bling bling graphics for a moment, also the orchestral soundtracks. I try to imagine how deep and detailled the world could be when there are constantly working 10, 20, 50, 100 or even 300 people (as currently are employed by Chris Robersts) on indepth-gameplay, KI (maybe even dwarfs learning by themself when exploring their world), research all the necessary data of materials/items/lifeforms, constantly adding new features and more. An entire life very likely won't be enough to discover it completely.

On the other hand, the bigger a community, the more likely you can find ignorant people, which think the louder they shout, the more right they are. Or some thinking they are some sort of self-announced speakers of the developers. In certain much bigger forums I have seen threads with actually not that bad suggestions followed by X pages of people simply shouting No. No. We don't want. No. Don't you read what this game is about before you suggest something. No. No. ... Of course, it can be highly debatable in some cases whether those suggestions fit and make sense. But it is another thing, when you have to browse X pages of crapload till you finally find a response giving reasons, why someone thinks that way. In such moments I am glad people are much more friendly and helpful at Bay12.

67
Thx for your suggestions. Will make it in next update. As well as aragonite. :-)

68
DF General Discussion / Re: Future of the Fortress
« on: February 28, 2015, 12:47:28 am »
Thx for all your replies.

Quote from: Toady One
I'm not sure what multi-level means.  Like upgrades?  Maybe I forgot to paste that in from the question.  We'll probably get to the de-building-ification of workshops before we do anything like upgrades, which'll accomplish something similar through furniture.


I mean by that to be able to mod in a workship with a multi-level-structure similar to the metalsmith forge, where you first select a material (Iron, Steel, ...), then a category (weapon, armour, ...) and finally a product (short sword, axe, ...)

Let's say you want to mod in additional types of steel and want to assign all steel types to a custom created seperate Steel Forge. As far as I have understood you currently have to make tons of unique reactions, one for each possible product and finally get one huge list in the custom workshop with "Make Steel Axe/Helmet/Large Serrated Disc/etc./Make Nickel Steel Axe/Helmet/Large Serrated Disc/etc./Make Damascus Steel Axe/Helmet/Large Serrated Disc/etc. ... With multi-level I mean you can create a custom Steel forge, and as with the standard forge you first select material (Steel, Nickel Steel, Damascus Steel), then define the categories like weaponry etc and finally all the possible products are automatically assigned to those categories according to the Material tokens (ITEM_HARD, ITEM_WEAPON, etc.), you assigned to the specific materials.

69
DF Modding / Re: [MODDING] REACTIONS QUESTIONS THREAD
« on: February 22, 2015, 02:25:19 pm »
I have got a weird problem regarding glazing.

I created slag and amended it from stone to metal to avoid the stockpile problems when adding the [METAL_ORE:SLAG:12] tag to the various ores. By stockpile problem I mean, that the METAL_ORE tag creates bars of slag, which can't be matched to the stone definition of slag and ends up sitting forever in the workshop till I decide to glaze something. Weirdly the [MATERIAL_REACTION_PRODUCT:GLAZE_MAT:INORGANIC:SLAG_GLAZE] token does recognise it properly.

Now Slag is defined as following:

Spoiler (click to show/hide)

Also with metal-properties the Kiln takes the slag and glazes an unglazed clay product as intended. It also has the defined colour. The problem is, that the slag does not disappear in the workshop after usage. So I could basically glaze unlimited clay products with just one slag.

just a note: I did not have this problem when slag was defined as stone boulder. I could make custom reactions for each of the automatic smelt ore into metal reactions and remove the METAL_ORE tags and add a boulder of slag as side product. But then then my ore stockpile menu will basically end up empty, which does not look good either.

So to sum up, what I would like to do is following:

1) add slag as side product to each one of the smelt ore into metal reactions
2) make the slag useable for glazing and actually disappear after usage
3) keep the ores as ores in the stockpile menu

Any ideas?

70
DF General Discussion / Re: Future of the Fortress
« on: February 21, 2015, 12:53:00 am »
Sounds like it might be already possible within the next update. Cool.  :)

edit: And will this allow to e.g. just define categories like Material X, Material Y, Material Z and Product A, B, C, D, E. And then each of the 5 products will be automatically assigned to each of the 3 categories without having to create fifteen individual reactions?

Was there some statement regarding un-hardcode certain stuff or extend the various stockpile tokens like wood, stone, no-stone-stockpile, etc. too?

71
DF General Discussion / Re: Future of the Fortress
« on: February 20, 2015, 11:42:22 pm »
Currently there are many materials, reactions and nearly all workshops hardcoded. The glass industry might be a good example. Are there any plans to un-hardcode some of those? Also any plans to enable multi-level workshops for modding? I mean by that to be able to mod in a workship with a multi-level-structure similar to the metalsmith forge, where you first select a material (Iron, Steel, ...), then a category (weapon, armour, ...) and finally a product (short sword, axe, ...).

72
DF Suggestions / Re: Nobody Poops
« on: February 20, 2015, 11:39:51 pm »
I would go so far to say, there even need to be different kind of fecals. Seriously. Fecals are one of the prime health indicators. Let's say you inspect a pile of junk. Then you can get one of several different descriptions. "Those are the fecals of Urist McPoopedThere. Everything seems normal." That's the best thing you can get. Others can be. "He seems to suffer light diarrhea/costiveness." This can indicate one of various issues. E.g. unbalanced nutrition or the beginning of an illness while heavy diarrhea/costiveness indicates that the illness broke out already. And when "contains blood" is added, Urist McPoor might be already in serious trouble. Depending on how often you get the various messages, it might be either a desease of only one or a few of your dwarfes or a serious plague endangering the entire fortress. Countermeasures like medicine or even quarantine in highly virulant cases need to be considered. But I guess that's far beyond the scope of simple sewer management, which was suggested initially. However, DF never attempted to be simple anyway. ;-)

73
DF Suggestions / Re: Empire Mode
« on: February 20, 2015, 11:38:09 pm »
I do like the general idea of having more control on a global way. But I don't think introducing an entirely new game mode is the ideal way to go. I do think it might be better to integrate it into fortress mode. Let's say, first you have to become the Mountainhome. And once you became the capital of Dwarven Culture, you gain indirect control over the other dwarven fortresses all over the world as well. That means you are then allowed to dictate mandates to specific fortresses like Fortress A has to produce 50 Units of Steel and ship it to Fortress B to equip their fine Squads of Hammerers, you wanted them to set up. Fortress C has access to all kind of exotic fruits and you request them to ship it to the capital. Fortress B, D and E are requested to send out their troops to conquer that mages tower constantly bothering you with invasions. etc. Of course as long as you aren't the capital, you very likely will get some requests to fulfill as well. And when you refuse to do so, the royal army might knock on your door. The same way as you can treat rebels. Also interesting will be to introduce districts. So in large worlds, you wouldn't be confronted with the situation to suddenly give orders to 100 or more fortresses. E.g. once you reach status of a county, you get control over a handful of neighbouring provinces. And when you reach status of mountainhome, you get control over the counties, which then autonomous command their provinces according to the instructions you give to them.

For comparison, probably somehow similar to the Command Structure in Hearts of Iron 3 with Theater - Army Group - Army - Corps - Division - Brigade. You could structure the provinces as you like and control everything on army group level, with everything below acting autonomous or micromangement even each single brigade (fort) on your own.

74
DF Modding / Re: Additional Types of Glass
« on: February 20, 2015, 11:36:56 pm »
Not really.  You can make a new inorganic material with the IS_GLASS token, but it won't show up in the default glass furnace.  You can make a new furnace that lets you turn specific kinds of sand into specific special glass items, but you'd need to define a new reaction for each item.

Feared that. So probably the best to define it as inorganic metal for now with IS GLASS token. So I don't need dozend of custom reactions.

75
DF Modding / Re: Additional Types of Glass
« on: February 19, 2015, 02:51:35 am »
So it is not possible to mod in additional types of glass?

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