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Messages - Urlance Woolsbane

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241
DF General Discussion / Re: Future of the Fortress
« on: November 16, 2017, 12:27:25 am »
Oh wait, perhaps it was "I'm a human beast hunter from [goblin_civ_name]". That would work...
That would make sense, although Toady's phrasing was a tad confusing. I'm not sure why Buddy A would need to mention his species, since that can't yet be disguised, if I remember rightly.  And surely the whole "I'm from civ x" shtick only works on those who don't belong to civ x? Mind you, it does give rise to a rather funny mental image:

Elf: "Someone's skulking around... That's incredibly suspicious!"
Goblin agent: "Hello fellow long-ears! Is good day in tree-loving sylvan paradise we have here, no? What say we swing from branch and eat roast leg of dwarf?"
Elf: "Uh... Maybe another time... [Walks away muttering something about the acacia district.]"

242
DF Modding / Re: Multi-z level rooms mod?
« on: November 14, 2017, 06:34:21 am »
DFHack might be able to help. If I were you I'd check this thread.

243
DF General Discussion / Re: Future of the Fortress
« on: November 14, 2017, 04:18:35 am »
I'd like to see a cannibalism ethics tag added to this. It's quite different cooking a delicious troll stew than chewing on a fellow halfling's hairy feet.
I think this should instead be an interpolation of the presently existing EAT_SAPIENT tag and a putative one governing whether other races are seen as sapient.

244
After thinking it over more, its possible that the inherent non-competitive nature of dwarf fortress, especially the "Losing is Fun" philosophy, prevents a lot of the dick measuring fights for nerd cred that causes drama and toxicity in other gaming communities.  So maybe it is the nature of the game that keeps the forums asshole free, who knows.  Definitely food for thought!
This is definitely part of it. It's also a thinking man's game, which leads to a decidedly more genteel community. Note how infamous someone like Obok Meatgod is, whereas his sort of antics would be a sad fact of life in most other places. Contrast with Space Station 13, which has a playerbase downwards of 3000 and at least two popular ERP servers (one of which is dedicated especially to vore,) and another one full of aspiring Klan members.

245
DF General Discussion / Re: Future of the Fortress
« on: November 13, 2017, 11:14:20 pm »
Of course, that was also a bug as, ethically, only Elf adventurers should have been able to feast on their sapient buddies (and goblin civ goblins if you modded them in).
I've never bought that line of reasoning. You can do all other manner of atrocious things in Adventure Mode, in defiance not only of your civ's ethics, but of your character's beliefs. The game treats you, in essence, as a possessing spirit, leaving your poor puppet the freedom only to weep. Granted, future releases may penalize you for breaking character, but I doubt Toady intends to outright stop you from doing so.

246
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 13, 2017, 11:05:10 pm »
Are there any additional SITE types for entities other than:
  • DARK_FORTRESS
  • CAVE
  • CAVE_DETAILED
  • TREE_CITY
  • CITY

The WIKI mentions PLAYER_FORTRESS and MONUMENT, but these do not seem to work for a playable fortress mode entity.
I was trying to put together a new civilisation, but none of these sites really fit, it would be great to narrow things down to their default sites being a Hillocks, etc.

I have tried CAVE, which also would be okay, but it doesn't seem to allow selection of the entity when embarking, only adventurers.
MONUMENT technically works, but the game usually crashes on trying to load all the site-residents. Besides, it's not all that impressive; it's a miniature pyramid, like a tomb (which is technically a variation on it) but about 4X4x3, if memory serves.
PLAYER_FORTRESS "works," in that it creates "hillocks" devoid of any features, which also tend to crash.

Sites are the perhaps the most considerable obstacle to modding. DFHack can deal with a lot of hard-coded things, e.g. Vanilla workshops, but good luck making a sci-fi mod when everyone's still living in trees and wooden huts. Whoever finds a way to produce custom sites may well unleash a golden age of modding.

247
DF General Discussion / Re: Future of the Fortress
« on: November 13, 2017, 08:37:28 pm »
Actually the sapient parts being unusable is a bug or atleast not intended, since it applies to adventure mode as well to adventurers that shouldn't care about dwarven ethics. In 40.xx you could easily butcher a human or goblin corpse as any race and just plain eat its meat - in the current one you cannot.
If Toady were to spend a few months properly integrating civ-ethics before he starts on myth-gen, I'd be overjoyed.

248
The top line is an allusion to Homestuck's in-universe web comic "Sweet Bro and Hella Jeff," and the bottom one is a variation on Ryan North's "A wizard has turned you into a whale" t-shirt.

249
DF Dwarf Mode Discussion / Re: Merchants are jerks.
« on: November 10, 2017, 12:26:30 am »
Merchants can be tricky, but there's little you can't fix by spamming minecarts, I've found.

250
I used to go to about 1,000 years, but I found that it didn't make too much of a difference and resulted in most vampires having non-vampiric blood (a bizarre and utterly frustrating bug.) In Vanilla, at the very least, you shouldn't need to gen beyond 500 years, unless you want to go for a few thousand years and see the goblins conquer everything. 125 years should do you fine.

251
Masterwork DF / Re: i Reported Meph's Patreon.
« on: November 06, 2017, 07:28:12 pm »
Also maybe stick to a specific theme for the content (nothing too constricting obviously, but something a bit more concrete than MDF had). Just my opinion, but one of my biggest beefs with MDF was that the sheer amount of clashing content made it feel artificial to me and took away from DF's storytelling potential simply because player worlds didn't feel like individual settings anymore.
This. To me, MDF's appeal lay in the various playable custom civs, with their strategy-game sensibilities and the unique fortress experiences they offered. Something like Fortress Defense, while also a darned fine mod, was clearly tailored to a rather different experience, with a distinct aesthetic.

It should probably also include the original ASCII as one of the tilesets for those who prefer it. Because unless I missed it, all the tilesets in MDF were user-made.
Also this. ASCII is love, ASCII is life. The apostates and the heretics must not be allowed to prevail.

252
Masterwork DF / Re: i Reported Meph's Patreon.
« on: November 06, 2017, 05:31:07 pm »
On one hand, having a collaboration that actually does have multiple people sharing the burden would be good.
On the other, I just worry it'd cause the same effects to the community as MW since fewer people would want to learn how to mod.
Surely it would cause the opposite? A player who would otherwise be too daunted to release a mod could get a start by contributing odds and ends to a greater whole. As you mentioned earlier, it's easy to get the passing impression that Masterwork is largely one person's doing, as opposed to a conglomeration of creators' content. That wouldn't be an issue here.

That said, it would be nice if there were a fairly specific mission statement (e.g. "Harder Dwarf Fortress,") so as to prevent anyone from seeing it as a sort of Ubermod, which could be fairly discouraging to aspiring modders.

253
Masterwork DF / Re: i Reported Meph's Patreon.
« on: November 06, 2017, 12:52:08 am »
Again perhaps, maybe a new collaborative work by a group of modders would be in order. Something akin to MDF, with launcher and configuration and shit, but not a one man job.
I have no dog in this fight, but something like that would be lovely. I'd love to see some life breathed back into the modding scene, and it'd be nice to have an outlet for whatever bits and bobs I come up with.

254
I made a civ of bear/dwarf hybrids once.

It's up on the mod forum somewhere.
Half dwarf, half bear, half pig?

255
DF General Discussion / Re: Future of the Fortress
« on: November 03, 2017, 05:11:27 pm »
Can we expect to see underwater sites similar to those of dwarves, goblins etc.? I'm thinking something like coral castles of mermaids.
FWIW, sea-trolls, ala Grendel's mother in Beowulf, were on the table at one point. A sea-cave is obviously a lot simpler than a merpalace, but it suggest that the requisite mechanics will someday exist.

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