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Messages - FantasticDorf

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256
DF General Discussion / Re: Future of the Fortress
« on: June 14, 2022, 01:00:58 pm »
Very eloquent development log, lot to chew over, so here's a question i had rattling around about it.

Quote from: question for Toady
Q: Regarding the groundwork of "religious hunting orders", will they avoid forming in the death religion* or will a alternative explanation like ethical legality on necromancy/nightcreatures be introduced to motivate their behaviours?
  • Since the main proprietor of give & take for slabs (creating devoted followers who raise & destroy the undead) is the god itself as the source. Seems good for making bodies, but not for a clear view of what the sphere would now represent.

Without trying to be suggestiony, 'Undeath' might be a more apt sphere description for what we have in its place at the moment, as its a perversion of death and the values of burial, mortality & funerary practices.

257
DF General Discussion / Re: Future of the Fortress
« on: June 13, 2022, 01:42:36 pm »
Will there ever be Randomly generated Martial Arts? Will dwarven children ever play-spar with each other and get combat experience?

I think fighting styles has turned up on the old roadmap at one point, but the randomly generated everything is a bit of a broad leap to spring out of a question not really aimed at the current next development (might be more army arc, which we are gradually drifting towards given the emphasis on combat).

Most real martial arts have a principle in founding, so i assume multiple dwarves could discover and accreddit special fighting moves like how scholars do discoveries but that's just me talking, i dont know what Toady would think of this question.

258
Tilesets and Graphics / Re: Returning Player LF Tileset
« on: June 13, 2022, 01:34:29 pm »
Noone?
Have I broken some rule with an inept question?:D
Hi, no don't worry about that, the forum usually is pretty quiet without too-many new developments.

LNP does come with a lot, but there's plenty to offer. I personally use grim tileset (which i've had to partially write in the init myself, it being a legacy pack), but if its 10 years you've been gone, you might want to get DFhack so you can use TWBT and utilize the image-swap capabilities it can offer you, with some highly implemented tilesets being able to distinguish spritesheets from just materials alone.

- Im unsure on the side if the current state of world affairs (covid, war in the east) has also whittled down active member numbers.

Also i suppose the modding community and tileset community at large are holding their breath until the graphical release of the game on steam and they have a proper idea on how to break-new ground for tilesets.

259
DF General Discussion / Re: Future of the Fortress
« on: June 13, 2022, 03:35:59 am »
The huge contact area for the blunt attack of a crossbow - 10,000 vs a war hammer at 10 or a mace at 20 - it's no better than hitting them with a light weight stick. The low mass and slow speed don't help any.

Best effect might be maximum velocity launch through a minecart in any given case, as unlike mauls with also a whiffle bat "too big to use" radius, the crossbow is always programmed to shoot when put in a weapon-trap, rather than do a mechanically twirled and fixed speed melee-smack.

260
DF Dwarf Mode Discussion / Re: Entity Editing, no clothes?
« on: June 12, 2022, 02:07:34 am »
You'd have to fish for DFhack scripts in definity to make a race/caste who doesn't care about clothes in entirety. Last one i saw of note included adding them into a remote script list, but there may be ways to automate it with custom raw tokens.

Cluttered clothes arent so bad, they lose bad fashion so you can move them into better more quality fashion as soon as you can get a couple of clothiers, dyers and leatherworker experts which make high-chic forts more than possible to sustain.

261
DF Suggestions / Re: Bees, Apiaries, Mead, Wax and You!
« on: June 12, 2022, 02:02:00 am »
lantern.

Just to keep in mind, you can case a candle in a glass box as per like a display case (bit odd to bring over a entire window to cut down to size), but olive oil lanterns by themselves were the most prominent classical choice for a long time due to being easier to industrially scale.

262
DF Modding / Re: require water for booze?
« on: June 11, 2022, 09:40:13 am »
Am I missing something? Can I report bugs in DFHack somewhere? And is there another way to cancel the reaction? I tried reaction_product.probability = 0, but that had no effect.

Ill PM you a discord link to the DFhack hub, elsewise like most of us its merely waiting around for inspiration to strike or someone to dive in and finish the last piece of the puzzle out of their own initative.

Probability doesn't physically turn it off, it just executes it with no chance of procuring the *product, as a alternative you could have it be probability 0 then return the water if false to where it came from, assuming it the same water that got drawn up (perhaps into a 1x1 solid cavity in the workshop to "hold" the water, but im unsure if the dynamics of having that much water nearby would make it deconstruct.)

263
DF Suggestions / Re: Bees, Apiaries, Mead, Wax and You!
« on: June 11, 2022, 07:08:24 am »
Keep it simple. No light update needed, that's far too complicated. A candle can just be an item that improves the effectiveness of a Pray action, or increases the value of a temple.

I agree, even if a 'light' mechanic is added, to where there are such things as optimal light levels for comfort without actually impacting on what the player can see in fortressmode, but being meaningful to vision in adventuremode a couple of candle objects or standing torches will not hurt as decorative/moodboost objects.

Its easy to forget, but in the raws, dwarves have perfect darksight anyway. So unless you're accomodating mercenaries and visitors/or tracking scentless sneaking enemies its not going to be forced on you.

264
DF Suggestions / Re: Boats and Moodable Pottery
« on: June 11, 2022, 07:02:20 am »
Some sort of moodable pottery would be nice i agree, its a niche area but like perfect gems maybe 'vases' as a purely decorative object or something to push a few flowers in would be worthwhile? Your own little dwarf ming dynasty porcelain collection and the like.

Meanwhile on boats... That's a whole other kettle of fish. There are many, variations of ideas offered by Toady and other players how it could be done (searchbar in the top right) but the water-simulation and current dimensions of movement make it difficult on any sort of approach until they're overhauled in a workable way in the upcoming map-rewrite.

I dont feel like both of these suggestions should be together in the same space though, its asking for different sizes of things.

265
DF Modding / Re: require water for booze?
« on: June 10, 2022, 11:17:24 am »
A aged reply is that it could be possible by use of a script, but you'd have to make the solution yourself.

People prior to you have suggested a [NEEDS_WATER] function similar to [NEEDS_MAGMA] that works like the mentioned with the inaccessible tile, but the hermit "handpump" mentioned and the code provided is a startpoint to getting to grips with what you may need to do. In addition, if you set something up, it would be possible to assign this to a custom token in the latest DFhack.

So in essence, every time the desired directional space runs the reaction, it'd pull up water, then you could generate a water-bucket at the end of the reaction. The DFhack steam engine that's included with every release may use something similar as my own hint.

266
General Discussion / Re: Conspiracy, Superstition and Cryptozoology
« on: June 10, 2022, 10:48:47 am »
There's pretty much no way to run this thread without a topic or overarching theme of narration that isn't going to cause controversy, break forum rules in some way or people inputting opposing blunt points against each other for pages on end.

Format and or Subject  - (Greentexts/Personal Experiences/stories you know of/reported stories) about (Ghosts/Aliens/Bigfoot/What the gov doesnt want you to know)

267
Hate to steal your thunder, but normally i just make the animal stand up again by force using gui-editor, then they get moving again but i definitely think its somewhat related to what you're talking about.

The front and back of the caravan might be sequenced, each wagon and animal arrives and stands up in the order of which they arrived, leaving the liason for last, but if they arent entering the same direction, the camel or animal in question misses its cue but is still ready to go in a stuck prone position.

268
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 07, 2022, 01:27:55 am »
If I give [STRANGE_MOODS] to animal men, would they go extinct from insanity due to the fact that their civilizations don't build workshops? Would giving the [AMPHIBIOUS] tag to dwarves let them build underwater?

For underwater dwarves thing, I don't think the game allows anything to generate underwater.
Pretty sure the pathing code in fort mode doesn't allow amphibious creatures to path in water either.

Sites are generated well above the waterline, and amphibious races (or least a amphibious army, or amphibious pack animals with amphibious people leading them/amphibious wagons + pullers) are required for them to ever leave the site, unless they can fly because of pathing rules for terrain. In fortress mode they might survive in water but they wont be able to path through it well (or at all)

The Naga people of the Masterwork mod are a good archetype for showing this off, since technically they live on the interior of major lakes that are inaccessible.

269
DF General Discussion / Re: Slaves to Armok 3:[Title Speculative]
« on: June 06, 2022, 06:37:43 am »
I'd go with: "DragSlay Returns (plus fortress stuff)"

"Slaves to Armok 3: The Ancestor Lineage" , but i guess that's kind of generic, your's is a better in-joke  :D

I don't think a graphical overlay and change in interface will make it feel like a different game. The changes planned for Mythgen and the map rewrite have far more potential to change the fundamental feel and aim of the game enough to maybe call it something new.

Yeah that's kind of what i mean, we're not there just yet but at the moment as a extension of the system being cleaned up, internally as well as externally, its like the first inkling or glimmer of it.

270
DF General Discussion / Slaves to Armok 3:[Title Speculative]
« on: June 04, 2022, 03:21:20 pm »
Does the Steam Release meet the relevant criteria to be a sequel? Or will the game eventually culminate a splitoff point from the original that would nessecitate a new inner workings and therefore 'engine' behind the fantasy simulation alltogether?

Personally on reflection of some of some of the dissent against steam release for keyboard and disparity of userbase, do believe it would be better to canonize it as its own game, in regards to its audience than force it to be Slaves to Armok 2: Dwarf Fortress's siamese twin. They might always be somewhat similar but with the game's ambitions moving foward they may have to depart from one another.

I wouldn't put it in the suggestions subforum because its mostly meta in a way of asking you forum users directly about your public opinions than anything for the game.

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