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Topics - darkhog

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16
DF General Discussion / Don't miss on Dwarfcember!
« on: December 15, 2022, 05:40:52 pm »
So I am doing a month-long DF event on my channel, called Dwarfcember. Releasing DF videos every day. There are some videos already there (though first few are done on 0.47 as Steam version wasn't up yet back then) and since I am releasing the videos as I record them (i.e. I record them roughly the same day I post them), if any other DF content creator wants to join in on the fun, they can (I am open to collabs).

Here's the link to the playlist: https://www.youtube.com/playlist?list=PLiFKnlc3WMa_Y-l5s6WyRGltDcEAzTC_w

This is not a one-off thing either, I plan on doing this every year from now on.

17
I am pretty certain I got a bloodsucker in my fort (a vampire) as I got a dwarf that died from getting all of blood drained. But how do I find which one it is?

18
DF Suggestions / Trading still needs work
« on: December 14, 2022, 08:48:34 pm »
The trading interface itself is great and miles ahead of what it used to be. The Trade Depot one, however? Nope.
Right now there's just a single button (and interface) responsible for hauling stuff both to and from the trade depo, which is confusing for even someone of average DF knowledge like me. And if it's confusing for some who knows how to play DF (well, basics at least), think how it is going to be for beginners.
IMO the interface should be broken up in two - "move items to depo" and "move items from depo". That way you will know whether you haul purchased/unused after trading items back to your stockpiles or the other way around. Also the option of moving stuff to/from depot should be there regardless if there is trade caravan in town as after they were gone I often had stuff that I didn't end up using during the trade stuck on the shelves of the depot with no way of getting them back, only to be stolen by keas later on.

19
DF Suggestions / Procedural music for tavern musicians?
« on: December 14, 2022, 03:55:17 pm »
Could it be done (at least in Premium) since the game now has a proper audio engine? I mean tavern musicians playing actual music for the player that is procedurally generated in real time, probably a variation of Dunc's AlgoMusic (google it).

20
So I want to make a big mod for the new DF. One that replace the dwarves with another species (though having the mechanics more or less the same).
Things I want to do for this mod:
- Make a species that is currently not playable and sentient being able to be used in the fortress mode- Replace dwarves with that species but without removing dwarves from the game (making them non-playable NPC race, similar to humans, elves, etc.).
Can someone walk me through what it would take for me to do it? All I know that it would be a huge undertaking, but I recently have been afflicted with a strange mood, so I need help before I go insane.

21
DF Suggestions / Think of the dragons!
« on: October 13, 2022, 01:26:01 pm »
Dragons in DF are so utterly... boring.
Yes, they're powerful, they are dangerous to deal with, but they're utterly boring.

So, as a part of myth and magic update I propose to add the following changes to the dergs:

1. Randomized breath weapons. Not every dragon should breathe fire. Some should breathe ice, acid, poison, electricity or even other stuff.
2. Dragon personalities. I think dragons shouldn't be just dumb beasts to be disposed of. I think they should be intelligent and have varying personalities, just like the other races. Yes, some would want to burn and destroy everything in sight, but some should be neutral or even friendly/helpful, so the player, both in fort and adventure mode would have to think if he/she really wants to kill that dragon and risk angering neutral or even friendly dragon.*
3. Dragons should know advanced magic and be able to teach them to dwarfs and other civs if they're friendly. They have lived for centuries, if not millennia so it makes sense they'd pick up some tricks.
*Dragon personalities explanation:

Decided to put it after the asterisk, because otherwise the second point would be too long.

Bad/angry/evil/whatever you want to call it: These dergs just want to burn everything in sight, either because they were wronged in the past (looking at you, Alan!) or because they were just born that way (being raised by "evil" dragons increases likelihood that the child will also be evil). They can be turned neutral, but it would take a lot of time and appeasement, they also would mellow over the time (centuries) given they aren't disturbed and angered further.

Neutral: Neither good, or bad. Be careful, if attacked they would turn into bad/evil dergs, though unlike the pregenerated evil dergs, they'd not be fully gone, allowing players to right the wrong (though if too much time passes before the player makes things right, they'd be evil for good). If the player decide to be nice to them, they'd slowly become friendly/helpful dergs.


Friendly/helpful: Nice dergs. These will help players in various ways, from making nice ash piles where the enemies once stood, to helping in forges and kitchens (and anywhere the fire would be useful). They also make sure to control the range and the temperature of their flames, although accidents do happen. They would also teach and learn from the local wizards that are either a part of or friends with the civ these nice dergs are part of.

While I've described it as 3 states, I would actually like this to be a spectrum from fully bad to really friendly. Some "evil" dergs would still help out if it aligns with their interests, while some good dergs are good to the point of refusing to hurt a living thing, even if they're the enemy. Or on the flipside, would help dispose of enemies or making weapons, but refuse to teach any magic either because the dragon in question thinks the mortals aren't yet ready, or wouldn't be able to safely use it.

22
Other Games / Boundless
« on: September 16, 2022, 06:53:59 pm »
Dunno if we have a Boundless thread here, so if we do and I have missed it, feel free to merge, mods.


Boundless is a buy to play sandbox building MMO where every structure is build by the players. The game is similar to Minecraft in how it works, but also significantly different. For example, each player gets a beacon and set amount of plots (that can be expanded later on as you level up) that has to be refueled (otherwise the structure will be destroyed over time due to world regeneration - any unoccupied chunks are slowly regenerated back to their original state). The game is surprisingly good, even if underappreciated and it really lets you unleash your inner dwarf, for example there's quite a depth for the crafting and forging system in the game, there are AOE tools that allow you to mine faster and there are so many materials, each in different colors that no two structures can really be the same (unless you actually try to copy someone else's build).


There's also a potential for mega structures, in fact there are several player-made cities in the game.


You can learn more and get the game at: https://playboundless.com/ - it's available via Steam.

23
With all the UI changes in DF, I feel that the wiki will quickly become outdated as nothing will match with what players will actually see on screen. And since the wiki is such a huge part of the DF experience, I think the people who write guides there should get early DF Premium keys, or at least access to the builds in order to update the wiki in time for the release.

24
I can't go to PAX, but I still want to be able to see it.

25
DF Suggestions / Regarding the tabs in classic
« on: July 30, 2022, 07:24:44 am »
These things:

take too much space IMO. Also due to the slashes being misaligned, they break the ASCII immersion. How about doing something like this instead?
Code: [Select]
Creatures | Tasks | Places | Labor | etc.Or something like this:
Code: [Select]
[tab][tab][tab][tab][tab]
Basically research how various DOS/UNIX text mode GUI apps did tabs and do it like that.

26
...view.
Instead an ability to go into legends viewer should be in both Fortress and Adventure modes, similar to how you access the help screen or the announcements/reports.

27
DF Gameplay Questions / How do you sell livestock?
« on: January 30, 2022, 01:03:15 pm »
I want to make my playthrough extra difficult by doing the most undwarfy things you can (as much as I can get away with it) and make most of the income from farming. Selling crops is easy, but I have no idea how do you sell livestock after you breed them.

28
...in a computer simulation?

29
While some people may already engage in what I'm about to explain, I do believe that more people will once Steam version with proper graphics rolls around do so.
In short words: Fashion fortress.
Now there's little to no reason to use materials other than what's "on site" because the only graphics (unless someone is using a tileset) are ASCII and all the stuff is obscured by it.
While some people already make some dwarves wear stuff for fashion reasons more than any practical ones, I do believe more people will engage with this sort of gameplay when they're actually able to see how certain stuff looks on their dwarves (unless it's something that can't be really represented in a 32x32 tile, such as a ring).
Another thing is actually building the fortress. Currently players mostly use materials found on-site in the embark, because wall is a wall and slight variation in the color of the █ character can be satisfied by any number of materials. But, when graphics are in, with every type of stone represented in its own graphic, I can see players importing materials by caravan trading in order to beautify their fortress (currently any beauty of the fortress is reserved for intricate passages rather than materials used).

30
DF General Discussion / Toady, please stay safe and at home
« on: March 31, 2020, 05:04:20 pm »
In these times, it's really important to us that you will take care about yourself and your family first and only secondly about the game. Your health should be your #1 priority over the coming months and I hope that you won't get the sickness that seems to be going around.

With that in mind, please don't push yourself if you don't feel well. We'll understand if the premium version will be pushed back due to the coronavirus outbreak. Take care and rest. A dead Toad is a Toad that can'r code, so please keep that in mind and stay healthy.

Same goes to Meph/Mayday and any Kitfox employees that come across this post.

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