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Messages - puke

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3946
DF Suggestions / Re: Dwarven Cinema
« on: May 29, 2007, 06:16:00 pm »
i had another idea along these lines.  the gem-window neon-sign thing has been floating about for a while, but im excited that someone has finally done it.

hows this, though:

people are starting to make lots of those bridge-mosaic images in the larger and richer forts.  with some levers, you can make those into two-frame animations.  but its also completely customizeable, so you can toggle different parts of the image with different levers.

and since you can link one bridge to multiple levers, you could have one large marquee that says different things depending on which lever you pulled!


3947
DF Suggestions / Re: tile improvement: Tiles!
« on: May 29, 2007, 06:09:00 pm »
to the original point of the topic, this can already be done with bridges.  you can build them on top of floor and engraving, and can make them out of neigh any material.

not silk, perhaps.  but any bar, block, or log.

some of the cooler forts (copperblazes with its giant axe, and whatsitscalled with its giant phoenix) viewable on the DF map archive already do this on a larger scale.

of course, you can only do this to empty floor space.  you cant detail a floor, put a bridge on it, and then put a cabinet on it.  but you can put a lovely colored metal or glass bridge on any spot where you dont have furniture.


3948
DF Suggestions / Re: Color blind
« on: February 12, 2007, 08:35:00 pm »
yeah.  i play with his tile set, and its complete enough that i have unique graphics for nearly everything in fortress mode.  a few odd wild animals are missing representations, but its not a big deal.

3949
DF Suggestions / Re: Color blind
« on: February 02, 2007, 11:53:00 am »
yeah... so, nethack is based on rogue.  rogue had one monster for each letter of the alphabet, from Ant to Zombie.  nethack has roughly the same formula, with some switched out and changed or added in.

DF is entirely different.  It has a totally unique creature list, which was created with no attention paid to the alphabet.  So whatever you do with it, you'll either end up with nonsensical representations or some overlapping characters.

This is probably because Toady originally intended the game to have graphics, and its still in the long term plans.  But I dont want to put words in anyone's mouth.  Either way, the nethack comparison just isnt going to pan out in this particular case.


3950
DF Suggestions / Re: Color blind
« on: January 31, 2007, 07:34:00 pm »
so, nethack isnt such a problem to play in B&W.  and you dont lose as much information.  for example, all the g's in Nethack are the same general class of creature.  but the E's in Dwarf Fortress could be wildly different, even if they are both grey.

Using the user-created tile sets is the only way to go.


3951
DF Suggestions / Re: Psychokinesis?
« on: September 19, 2007, 06:08:00 pm »
so, did you dream in ascii?

3952
DF Suggestions / Re: Floodgate configuration by "openings" on the g
« on: January 24, 2007, 05:03:00 pm »
this is a good idea, but it does have some other implications.  for example, it would mean that the floodgate would not transform into a chanel when opened.  instead, it would become a quasi-aquaduct.

this would cause problems for anyone who used floodgates in their fort defenses as toggleable walls.


3953
DF Suggestions / Re: Alternate Bed Materials
« on: January 24, 2007, 05:00:00 pm »
single wooden log? thats an entire tree cut down and processed into an intricate frame, featuring thin strips of wood layered to make springs.  its the pinical of dwarven comfort.

3954
DF Suggestions / Re: Miners more sensitive to natural caves.
« on: January 24, 2007, 05:07:00 pm »
in the case of the cave river, i dig up and down the bank to create a natural flood zone and tree-farm.  my main hallway is still the only crossing point, and is well defended.

i guess i could pipe water somewhere else to make an enclosed tree farm, but so far there hasnt been a need. and the extra river space seems to generate more webs.

in the case of the chasm, i build bridges up and down to scout the thing out.  Or, I dig until i breach, and then seal it off with a window or something.


3955
DF Suggestions / Re: No pause option
« on: January 22, 2007, 09:50:00 pm »
actually, it ought to be pretty easy.  

my elephant traps would easily feed a fortress indefinitly.  and the butchering and tanning happen automagically.

dwarves would have to drink water instead of booze, and craft production would slow to a crawl or halt altogether.  but the fortress would continue to survive on butchering, and all the stockpiles would be filled with bone and leather in about a year or two tops.

heck, even invasions would be pretty reliably repelled by the first few lines of tripple bronze serrated discs.  a few dwarves might be lost in each one because they wandered outside, but imigrants would replace them.


3956
DF Suggestions / Re: poison gas to damage lungs
« on: January 24, 2007, 05:36:00 pm »
yes, but people shave years off their lives by smoking cigarettes.  a DWARF would take about a dozzen decades off by smoking poisonous frog skin out of a masterwork talc hookah decorated with images of demons in unicorn leather.  The demons are giggling.

3957
DF Suggestions / poison gas to damage lungs
« on: January 20, 2007, 01:22:00 pm »
thats about it.  this is a cross-post from the steam defense thread in the bug report forum.

also, dwarves could smoke to increase productivity, but after about 10 years of doing so their lungs would be in the yellow or red.


3958
DF Suggestions / Re: idea about z-axis cavein
« on: September 12, 2007, 12:20:00 pm »
oh. guess i missed it.

3959
DF Suggestions / idea about z-axis cavein
« on: September 11, 2007, 05:43:00 pm »
so i have been thinking about z-axis cave in problems, and how to handle them.  in know posting complicated algorithm ideas here is supposed to be verboten, but this is pretty simple and only has basic pseudo-code. so:

is clear area is 7x7?
is z+1 full of stone?
is z+2 thru z+n full of stone?

if: yes yes yes, then randomly cave in bits of z+1 down to the current level.
if: yes yes no, then drop down each z level up to z+n, where z+n is the first empty level.

i havent thought through every permutation, but i'm pretty sure such a check would cover all the bases.  can anybody confirm?

edit: NullAshton from IRC suggests randomizing how levels are dropped, in the case of a "yes yes no" such that rock will be jumbled and possibly leave empty squares above.

[ September 11, 2007: Message edited by: puke ]


3960
DF Suggestions / Re: More possible glass colors with metal impurities
« on: January 09, 2007, 07:42:00 pm »
ninja magma.

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