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Messages - KittyTac

Pages: 1 ... 329 330 [331] 332 333 ... 347
4951
DF Modding / Re: What's going on in your modding?
« on: September 03, 2017, 08:14:21 am »
Realistic-ish tank bodyplan done. Waiting for answer to my material property maximizing thread to continue.

EDIT: The tanks lay eggs. So do the tanks from the diep.io mod, which is developing at a snail's pace. I wonder, gow do I implement drones, since spawning creatures is impossible? I'm thinking vermin with edgy slade stingers that cause rupturing of the chassis.

4952
DF Suggestions / Re: Dwarven School System
« on: September 03, 2017, 06:58:31 am »
One of the older suggestions, along these lines, involve making the Toy Forges, and otherwise, a (stealth!) training tool rather than merely trade-goods, and used to familiarise the child in the basic principles of a future profession.

(A bit like I had many toy tractors, with toy ploughs and ('working'!) bailers when I was young. It seemed like a theme. A strange theme, given that I had no family connections to farming and it turns out I was totally not in danger of going into farming, so in my case it was just toys, but it could so easily have been a prepping device, until the point I was given (initially supervised) free rein to tkddle around the very real and dangerous actual farm machinery.)


While I'm not so sure that Dwarversity Lectures is the training method to use (making libraries even more reference-library like, usable by those inclined to pick up additional theory would be a start, and then Teachers could act as a training focus in either book study or practical demonstration of something, code-plucking/improving from the military training bits), there should be opportunity for era-relevant learning of all kinds, both academic and vocaational.

But it shouldn't be entirely rote-learning in stuffy classcaves, if indeed anywhere near a majority. For one thing, until/unless the discipline of the young is implemented ("you do not go into the magma-trap corridor! "), I see it as something the otherwise free-roaming Drawrven Cider With Urist McRosie children would gravitate to according to psych-prefs. Observing spear-training because of spears-affinity, reading things because of studiousness, hovering around the brewery becajse... well, Dwarf, but also attracted by a booze-preference being prepared.

Some of that could certainly be allowed to self-organise into a creche+ child-care-cum-prep-school thing, or (player-led) some method of turning a space (already designated as/overlapping with a barracks, library, workshop...) into a lecture-theatre; sitting or standing space, accordingly; tables necessary to include student books, rather than just have a designated lecturer orating extempore or from their own volume; formality optional, as to whether students are gathered to start proceedings and then 'tied' to their desks/into the standing area or can wander in and out of any ongoing lesson; possinle adult (re) education, maybe, and (with restraints or cages for those not willing, or prisoners being indoctrinated)...   A load of possible factors, some of which will probably not work or be 'apt', but surely enough there to pick and choose.

Or even parents taking children on walks around the fort for them to learn things. "UristMcKid, this is the barracks, here soldiers are being trained, UristMcKid, here's the dog breeding area, because you've always wanted to see from where puppies come from." etc.

4953
DF Adventure Mode Discussion / Re: Funniest things said in dialogues
« on: September 03, 2017, 06:53:37 am »
I went to a human town one day that had one of those open markets, and every one of the merchants there was a dingo man, and they are were all saying "In a time before time I attacked me." to every one around them.

Also first post.

Young world hijinks. These rumors tend to not spread once the first generation dies. Try genning 125 year of 250 year worlds.

4954
Simple. I want to, ahem, optimize my OP materials.

4955
DF Modding / Re: What's going on in your modding?
« on: September 03, 2017, 06:50:46 am »
I decided to make the normal world tank civ have wooden tanks that fire annihilator bullets lifted straight from the diep.io mod. Yes. Don't ask.

4956
DF General Discussion / Re: Future of the Fortress
« on: September 03, 2017, 03:28:18 am »
Would the secondary load areas work like fort or adventure mode, meaning: do you move inside a square or will the map load chunks around an object that moves?

What? Did I miss anything? Are you talking about expeditions? If so, you don't control them, they're AI controlled.

4957
DF Suggestions / Re: Interdimensional portals
« on: September 03, 2017, 03:03:02 am »
Judging by what I know, there will be 2 myth releases and portals are coming in the second one.

4958
DF Modding / Re: What's going on in your modding?
« on: September 02, 2017, 08:46:37 pm »
Aha. The Hobbit caravan has arrived. The plucky little fellas have brought unicorn cheese. Yum!

Oh, and a stray giant sperm whale in a cage.

Yay, meat for years!

4959
DF Modding / Re: Ideas for subterranean creatures?
« on: September 02, 2017, 08:44:13 pm »
I've decided to add in some subterranean beasts into Culture Shock along with the new Feytouched castes for the races. Any ideas for some beasts to lurk the underground?

A blob of mud, armed with a lot of steel weapons.

4960
DF General Discussion / Re: How old is the average dwarf fortress player?
« on: September 02, 2017, 08:43:06 pm »
I'm 16. Joined in May or June AFAIR.

4961
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2017, 09:21:16 am »
In worlds where gods/forces physically exist, would the death of a god eventually lead to rumors of their death, which itself would cause their followers to worship another god? Would priests working in temples devoted to that god change their profession upon learning of their god's death? Would temples dedicated to that god be destroyed, or would they be re-dedicated to another god?

Addind to the above: Will creatures magically linked to the deities, possibly including priests, die/commit suicide?

4962
DF Suggestions / Re: Brain-computer interface
« on: September 02, 2017, 08:14:02 am »
Hmm, this would ease up learning the menus immensely.

4963
Regarding all of this I think the plans are to abstract the night creatures sooner or later, rather than to add more specific night creatures. There are some night creature types that are still planned to be added, including moving (ghost) furniture, sea monsters and evil organic constructs.
My guess is that the first changes and additions to do this will occur during the upcoming myths update.

The DF talk on night creatures should explain thing pretty well: http://www.bay12games.com/media/Dwarf_Fortress_Talk_14.mp3 http://www.bay12games.com/media/df_talk_14_transcript.html

That said, something like a succubus/incubus is not to be out-ruled, it seems like something that could very well be a variation of the vampire template.

Ghost furniture? "The coffin: You will be my new occupant!".

4964
DF Modding / Re: About slavery, women warriors and trolls.
« on: September 02, 2017, 03:25:13 am »
Interestingly, while you probably can't easily exclude women from the military it is easy to give them different roles in the military: prevent them from learning certain weapon skills while giving them some small natural skill in others. When NPCs spawn as soldiers they'll be equipped with weapons they are skilled in. So you could restrict women to using spears and bows only for example.

I've had sentient pets a couple of times before. Things were weirder in previous versions but ever since the visitor update they'll integrate with the fort so much easier. I can order them off the outpost liaison and they'll arrive next year in cages available for purchase. And once I let them out they'll... act like every other member of the fort. They'll take breaks, yes. They'll do jobs I tell them to do. They'll sleep where I tell them to. If they require different sized clothes from my main species then it only takes a little manipulation of work orders to make them wear what I want. If I put them in the military I can tell them directly. I can tell them to kill, and they will. Just like any other member of my fort. Which leads you to question what separates a man from a slave? Holdings? Nobility? Your starting seven dwarves think they have memories: they lived twenty or more years. They made a journey from the mountain homes. Yet they had no existence or any effect on the world until you chose to place down a fort. Are they any different from some animal you bought off the caravan to work in your fort? You could give them all lavishly decorated bedrooms but unlike the necromancer that chose to do something about their own mortality nothing significant they accomplish in your fort will be because of their own will. The only exception is an artifact made from a strange mood, when a dwarf is inspired to make something greater than themselves, in a form chosen by them out of their own chosen materials at a time of their choosing. And as soon as their work is done, before they've even had time to wipe the sweat off their brow, the overseer plucks their work out of their hands as says it belongs to everybody.

To mod in slaves you first have to mod in free will.

Edit: oh there's some combination of personality traits that causes people to never tell you their name when you greet them. That seems useful.

Can confirm. Had a felid (sentient cat) furnace operator in my fort. Did smelting just fine, but couldn't reassign her. Sentient animals are pretty goofy, but otherwise work fine.

4965
DF General Discussion / Re: Future of the Fortress
« on: September 02, 2017, 02:40:45 am »
Welp. I haven't even asked any questions in a while, and since you mentioned me again despite not having any questions for you, I guess it's that time of year again. It's time...for the dreaded scorpionpost!

Ever gonna copy-paste giant desert scorpions back into the raws? <3


You can just do it yourself using the raws from the wiki, you know.

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