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Messages - voliol

Pages: 1 ... 99 100 [101] 102 103 ... 126
1501
DF Suggestions / Re: Game graphics
« on: August 11, 2019, 11:39:51 am »
Small tip, you should see the bottom-left option to move the thread into the Modding board.

The Suggestions board is suggestions for Toady for stuff for the official version, Modding is for fan projects, so the people interested in that will be more likely to see it there and you can read through threads of existing projects.

I think this is meant as a Toady suggestion. That said, Dwarf Fortress will probably never get an official 3D graphics release, even as the game is being graphically enhanced with the Steam/itch.io release. You will have to rely on external utilities for that.

IIRC one of the reasons they dropped Armok I was due to complications with dealing with 3D graphics, and so they steered off of that with the ASCII of Dwarf Fortress. The full 2D graphics of the Steam/itch.io release is a step away from that simplified graphics direction, but it is still a small one that required quite a economical scare to get going, and teaming up with an external publisher to deal with the graphics production. Putting your hopes (and suggestions) onto the modding community I would say is a much safer option. Especially since Armok Vision is already a thing.

1502
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: August 10, 2019, 11:34:00 am »
No in the case of fish, both prepared and unprepared. Yes in the case of live vermin. All fish should weigh ~0.2 kg, if their main material is any normal organic material with a density of about 1 g/cm2. The volume of the fish item in the current version is 200 cm2.

https://dwarffortresswiki.org/index.php/DF2014:Weight

1503
DF General Discussion / Re: Why is the tile for humans "U"?
« on: August 09, 2019, 05:50:28 pm »
For those reading the thread now, the question has already been answered, by none less than Toady One (and also Knight Otu who found/linked the quote).

A byproduct of an earlier age, where Dwarf Fortress didn't have as many creatures. But yes, Humans and Horses.

A human is you.

Actually, that wasn't the reason.  It was horses vs. humans.  We thought O was definitely going to be ogres or something, and also that U is traditionally taken by a DND monster (umber hulk) that were never going to be put in.  So the horse won the first letter race, and the human was stuck with U as a consolation prize.  There are no doubt many superior choices.

1504
Mod Releases / Re: [Community Mod 44.12]Teh LOLmod 1.8.451
« on: August 09, 2019, 06:43:30 am »
After not having access to a proper computer/my DF files for a few months I am back and finalizing the food stuff. It should be done within a few days, all that's left that I know of is testing.

Also, while doing so I encountered some bugs, namely that the forumites (and other civs) don't have any of the plastic/lego reactions, so that should either be added now separately, or I'll add them myself with the food reactions. Doing it now on the forum (or later on the forum) would have the up-side of being able to discuss which civs get to have which reactions.

1505
DF Suggestions / Re: (playable) "Gondola" race
« on: August 07, 2019, 05:33:33 pm »
Would be funny as a mod, in any case. :P
It would fit in well in Teh LOLmod.

1506
I agree with DG that having all too powerful tools too easily available for the player (and only the player) might spoil the experience of an internally consistent world. If the player can summon demons with random dice rolls, then it becomes strange that there are not many more demons roaming around already, if it doesn't happen during world-gen/by non-player actors. Well, it might be fine to leave it like this for now, as it is bound to be changed when the Myths&Magics update comes along for real, and that is at least within a set time-frame.

The "dug too deep" demon civs should have demon lieutenants that do not start as civ leaders. Maybe they'll be interested in taking over other civs?

1507
DF General Discussion / Re: The Dwarven Language Codified
« on: August 03, 2019, 01:40:10 pm »
Are you familiar with Diggy Diggy Hole, the very dwarfy song by the Yogscast? I translated it! I'm not completely satisfied, as a few lines feel a bit awkward, but overall I am happy with the result. Here it is! Sing it in the shower! Its Dwarven name is Osaleshim - the song of freedom (literally "singing freedom").

This is wonderful! Let's set it to music. :D

For that we need to establish the sounds of certain letters, but it is definitely doable!

One sound I propose is that C has the sound of /t∫/ (aka the sound of ch in church or the sound of C in Italian Cesare). The vowels will be the more complicated part because each should be distinct (since they actually differentiate words)

Loam's posts could/should be used as the foundation for this. (link 1|link 2)

It would be nice to see a voice synthesizer reading dwarven at some point; it might actually make it easier with the vowels as finding a singer able to pronounce that many (possibly tonal) vowels might be difficult on an English-based forum.

1508
DF Modding / Re: SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: August 03, 2019, 05:07:27 am »
Good stuff! Now there's just the question of applying these effects from reactions...

That is the million dollar question

I put a thread up on the suggestions forum, so at least Toady should have read that and gotten that it's requested by the modding community, if he didn't know that already.

1509
DF Suggestions / Re: Let civs make bone weapons and armor
« on: August 02, 2019, 12:57:45 pm »
I feel like moving the (armor/weapon) reactions to the raws should fix this, as entities using assigned raw-reactions tend to work well. Currently material ellegibility is decided by weird tokens like [BARRED] on the items themselves, instead of it being decided by normal reaction raws. I would guess there is some hard-coded check that prevents non-metal armor/weapons from being used, or maybe the civs don't recognize they can use the bones. They should though, considering USE_ANIMAL_PRODUCTS is a thing.

1510
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2019, 07:21:57 pm »
Are the experiment/giant amalgamation type creatures bright red Ñs, the color reserved for "constructed creatures" as stated in that old night creature DF talk? Are intelligent undead bright cyan Ñs?

Good to hear getting the tangents out of your system helped, and that we get quite some goodies out of it.

1511
DF Suggestions / Summoning through reactions
« on: July 29, 2019, 02:16:27 pm »
You might already have seen requests of it, or had in mind since before, but please add summoning by means of reactions during the upcoming fortress mode work period. This is something modders have wanted for ages, and now that summoning has been added it would be a real shame if it isn’t easily accessible in fortress mode.

I do believe, that even if summoning directly through a reaction isn’t added, modders will find a way to make it happen. But this method will be ridiculously lenghty and overly complex*, and will both make adding summoning reactions a pain and bring a few strange limitations.

I am aware making full support for reaction summoning might be tricky and time consuming (if the framework allowing it isn’t done already), especially since much of it might have to be reworked when the magic comes for real. However, adding an extra reaction token that forces the worker to do a summoning interaction shouldn’t be as difficult, so I suggest doing that, for the sake of dwarf-made golems, dwarf-made homunculi, dwarf-made robots, and dwarf-made demon summoning portals.

*The method I imagine modders would use:
Spoiler (click to show/hide)

1512
DF Suggestions / Re: Bogeyman change and sleepovers
« on: July 29, 2019, 01:25:34 pm »
+1 At the very least the dialogue must be changed to them warning about whatever LARGE_PREDATOR stalks the surrounding biome. If the biome is benign (calm or serene) with no predators to be seen, then I suppose they should deny you, or at least be much more likely to do so.

1513
DF Modding / Re: A list of stupid mod ideas
« on: July 27, 2019, 01:58:50 pm »
Minecraft zombies don’t feel to me like they’d be building a civilization. I think they (and creepers, spiders and skeletons) are better fit for being nonintelligent creatures found in caverns and evil biomes. Evil biomes because restricting them to be night-only wouldn’t work in fort mode, and you’d get swarms of zombies all time any time.

Of course, to make sure the player is still encountering zombies and the like you could put all the iron ore far enough into the earth for there to be caverns in the proximity.

1514
DF Modding / Re: How do appearance modifiers in the raw files work?
« on: July 26, 2019, 06:21:53 pm »
You want to replace
Code: [Select]
SET_TL_GROUP:BY_CATEGORY:EYE:EYE]       
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EY_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1]
with
Code: [Select]
SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
         [TL_COLOR_MODIFIER:IRIS_EYE_RED:1]

That way, the only eye color option will be red. The ”1” after is a weight used by the random picker. If you have something like IRIS_EYE_RED:1:IRIS_EYE_BLUE:10 then blue eyes will be ten times as likely as red eyes, and if its IRIS_EYE_RED:1:IRIS_EYE_BLUE:10:IRIS_EYE_GREEN:10 then 1/21 dwarves will have red eyes, 10/21 dwarves will have blue eyes, and another 10/21 dwarves will have green eyes.

1515
DF Modding / Re: SUMMONING & MORE CONFIRMED FOR VILLAINS RELEASE!
« on: July 25, 2019, 05:48:54 pm »
This will be a boon for the old Star Wars mods, I imagine.

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