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Messages - voliol

Pages: 1 ... 97 98 [99] 100 101 ... 126
1471
DF Suggestions / Re: Forgotten Beasts should be able to reproduce
« on: September 27, 2019, 11:57:17 am »
They already *can* reproduce. :)

This piqued my interest. So do some of the FBs (and Titans) have sexed castes, similar to Clowns? Either way they shouldn't reproduce when encountering one another due to being part of different species. If they were not each one-of-a-kind it would be a different story.

+1 to the suggestion anyhow. It feels like something that would fit in all settings where FB:s are considered aberrant monstrosities by nature. After all, isn't two strange monstrosities breeding and giving birth to other strange monstrosities extremely myth-like (e.g. Echidna + Typhon => Cerberus, The Lemernean Hydra etc.).

Considering gods (or primordial pseudo-gods) often have a part in this (both Echidna and Typhon are of divine descent, Loki, Zeus of course) I feel like this would be fit for some part of the mythgen development. This even if the body rewrite (allowing partial transformation, true half-breeds) has not been done yet; far from all of these are physically similar to their parents.

I'm surprised I can't seem to find another older thread like this.

1472
DF Suggestions / Re: NPC cities use mud and brick for buildings.
« on: September 21, 2019, 03:45:24 pm »
Using clay should be as easy as adding a CLAY_PREF entity token (in line with STONE_PREF, GEM_PREF etc.). I imagine Bricks would be more tricky though as there are both metallic blocks, and non-metallic blocks (e.g. soap) you probably don't want houses made of.

Why would bricks be any trickier than clay boulders?  There are separate identifiers for stone, non-economic stone, clay, glass, metal, and soap already implemented.  We know this because the job manager interface has access to them. 

Hum, I done-goofed. You are right it probably would be just as difficult.

1473
DF Suggestions / Re: Tree tapping using a tool (a spile)
« on: September 20, 2019, 03:09:22 am »
Necro'd for the sake of the subject coming up again.

Some other trees with economical saps would be the myrrh and bdellium (fake myrrh) trees, whose saps are used for incense and and perfume.
Perfume would be practical as soon as the undead start concealing themselves (next version), so having a few ways to produce it would be handy.

+1 on the general idea, and some of the underground trees having useful saps.

1474
DF Suggestions / Re: NPC cities use mud and brick for buildings.
« on: September 18, 2019, 02:30:00 am »
Using clay should be as easy as adding a CLAY_PREF entity token (in line with STONE_PREF, GEM_PREF etc.). I imagine Bricks would be more tricky though as there are both metallic blocks, and non-metallic blocks (e.g. soap) you probably don't want houses made of.

1475
DF General Discussion / Re: Future of the Fortress
« on: September 18, 2019, 02:21:55 am »
Will it be possible for adventurers or armies to travel across mountains in the near future? Right now they can isolate huge portions of the map from each other, so I was wondering how it would affect things like criminal conspiracies and new traveling agents like exiled religions/player-sent minions. Will they be able to move across the world or just their local region?


I have no idea how palatable the solutions could be but you could fly (innately, or with a mount, to which flying raids might be a big deal versus players who isolate themselves on islands but still draw the jealous eyes of the world.) or you could go through the mountain in a subterreanean way.

Depends how Toady will seek to address this but the terrain re-write might make the pathing more preferable and completely suspend mountains as a no go zone. Alternatively people might be able to start fortresses below ground in the future where being inside the depths of a mountain could be preferable (maybe not in the mouth or lava of a volcano by accident)
I remember asking a bit on this sometime last year or so, the notion was that mountains being no-go zones are kind of a placeholder at the moment, as you'll notice that mountain biomes often have quite a lot of foraging options, and are nowhere near insurmountable as the terrain shifts only very mildly, and the biomes don't span far enough distances in the current iteration to make even adventure-mode scale travel unable to sustain off their own pack-food.
Non-player adventurers in adventurer mode easily scale mountains though. I had this problem the other day when I was stalking some performers traveling to the big city, and I had to exit fast travel as soon as the mountains appeared in our path, not to lose them by going around.

1476
Mod Releases / Re: [44.12] Fishing Expanded v1.0
« on: September 16, 2019, 01:11:41 pm »
The selection of species for the v2.0 seems good to me. I was somewhat confused by the name "common dolphin", but that is not really something you can do anything about. I'm not too sure on the PRONE_TO_RAGE and OPPOSED_TO_LIFE tokens. Wouldn't sharks being large predators try to attack your dwarves/captive goblins either way?

I have a question about the mod in general as well. I just generated a world with this mod, and got the error message "[species_plural_name]: Null Pop Num" for a lot of the fishes. Is this the consequence of intentional work-around, or is it a bug?


1477
I wonder why felsite was replaced. Especially since it is still the name of an in-game month.

1478
DF Modding / Re: Reclaiming non-dwarven sites
« on: September 15, 2019, 08:52:58 am »
Some sites didn't properly exist last time I played.  Or were extremely minimized.  Is this still the case?

Forest retreats and pits are still relatively boring, but all sites, including kobold caves, have some kind of support. I strangely haven't actually heard of anybody exploring a kobold cave or seen any screenshots of one though, but that might just be due to issues of them being hard to find/me browsing the wrong subforums.

1479
DF Suggestions / Re: Alternative breeding variants
« on: September 15, 2019, 05:03:27 am »
Or palanrasit can have [LITTER_FROM_SIZE], when litter of babies will be larger in larger creatures.
This guy just necro'd his own post.

I think necroing a suggestion post like this is okay, as long as you add something new to it. After all, necroing suggestion posts is generally preferred over starting nearly identical new ones. It would be another case if it had been a simple "bump".

1480
Patience is the key. Don't worry about it. (though I would of course see it continue as soon as possible)

1481
DF Suggestions / Re: Some ideas for the villains update
« on: September 13, 2019, 09:42:27 am »
Mind control could actually be more simple to implement due to recent changes in the relationship code. Each relationship has a several variables, each for a different aspect (love-hate, trust, loyalty, fear, respect).
Just forcing one or more of these to set values should do for some kind of mind control, as long as the change sets in swiftly; if the creatures don't check their relationship values often enough a fierce warrior might just slay the vampire queen and then, during the subsequent off-load, realize they were supposed to be enthralled by her.

1482
Looks good enough to me, though of I'd prefer some size variance. Something like the elephant/rhino/giraffe/elephant seal people using a bigger base frame than the others would probably suffice. Still that would mean making new sprites for all applicable armor parts. I suppose you could use the kobold base for smaller animal men (i.e. those derived from vermin) and you wouldn't have that problem?

Regarding individual ones, the neck of the ostrich man is a bit too white and thick, and it's head is too tall; I'd probably guess it to be a goose man if I didn't know better. I also find it strange that the snail/slug, worm/leech and spider men are so large here while they really are among the smaller animal people in-game. Even if nothing changes among the other animal men it would be nice to see them shrunk.
The oriole man I don't quite get either, shouldn't it have some black plumage? There are many kinds of birds bearing the name "oriole" though, so you might just be basing it off some species I'm not thinking of.

1483
DF Suggestions / Re: Drugs update
« on: September 08, 2019, 01:11:31 am »

1484
DF General Discussion / Re: Future of the Fortress
« on: September 06, 2019, 12:59:52 am »
Thanks for the answers Toady! Got a bit of a question that refers back to a devlog, but one I felt needed asking after remembering the details.

Will the sphere of a secret affect the type of area it spreads, if it spreads influence over the surroundings at all? Like how necromancer towers spread reanimating (I would assume) evil areas, would a secret with the blight sphere kill vegetation, and deformity evil creature populations like the described freed demon spheres? Or is the reanimating region spread part of some specific feature of the necromancer code itself?

The devlog for anyone wondering:
Spoiler (click to show/hide)
Note that it doesn't mention whether these sphere-related effects apply to secrets (i.e. necromancy) as well.

1485
DF General Discussion / Re: Future of the Fortress
« on: September 05, 2019, 02:37:09 am »
Thanks for the answers :)

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