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Messages - KittyTac

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5041
Well, I did it, but I'm now some random human.

EDIT: Okay, low numbers seem to give you more interesting things.

5042
Title. I want to go on a megabeast rampage.

5043
DF General Discussion / Re: Future of the Fortress
« on: August 21, 2017, 02:43:38 am »
Good news is, the editor which is planned (probably not in the first mythgen release, but sometime "soon") should enable you to design your own sites. Those firey vomit temples may be nearer than you expect! Maybe.

Coupled with mythgen including destroyable walls, and knowing how fragile fire and vomit are...

5044
Dwarf Fortress - the only game where cannibal wannabes can mod the game to their heart's content!

Welcome to the fandom!  :P Althrough I was playing a monster, so it's not that bad.

5045
DF General Discussion / Re: ETA for the next release
« on: August 21, 2017, 01:59:24 am »
Do we have any estimate?

~1-3 months.

5046
DF General Discussion / Re: Future of the Fortress
« on: August 20, 2017, 10:50:39 pm »
I doubt races will be non organic, as that will mess things up even more than they're already going to be. What would a fire based race use for sustenance, and how does farming/livestock come into play? This sounds like enhancements that can be added after 1.0...

As for extra dimensional creatures (Titans/FBs/Clowns currently) I believe divine materials, slade, and candy are already off the list.

They... wouldn't use anything, like goblins do now.
Goblins raise trolls and shear them for their wool to make clothes.

Would be a bit of a waste if random creature civs all ended up as titan-like critters. No need for food, farming, or anything. Utterly boring worldsim.

I like the part in the PC Gamer interview where Toady muses on how one simple innate ability (teleportation) should end up effecting almost everything we know about society. But slade hulks as actual civs would be a step too far, I think (but modders, go crazy, sure).

I thought you meant food. A fire civ would, for example, coat their weapons with fire to make them ignite people. Sorta like the draconians in my mod, but their armor ignites non-draconians trying to wear it, by the virtue of being dragonfire-hot.

5047
Since I've been playing around with building styles that fit a fortress into a single tile because of a megaproject of mine, so I abuse multiple Z-levels a lot. The main thoroughfare of my current fortress is about 20 z levels tall, and scrapes the first cavern layer.

I usually dedicate an entire level of this 1-tile to food production/storage and a legendary dining hall. I use the size of the latter to train up my first engraver to legendary early, meaning I can make noble quarters smaller when they pop up.

1 tile fort? Then how do you build workshops?

5048
DF General Discussion / Re: Future of the Fortress
« on: August 20, 2017, 10:27:55 pm »
I doubt races will be non organic, as that will mess things up even more than they're already going to be. What would a fire based race use for sustenance, and how does farming/livestock come into play? This sounds like enhancements that can be added after 1.0...

As for extra dimensional creatures (Titans/FBs/Clowns currently) I believe divine materials, slade, and candy are already off the list.

They... wouldn't use anything, like goblins do now.

5049
DF Dwarf Mode Discussion / Re: How can I get my dwarves to make out?
« on: August 20, 2017, 08:33:36 am »
The question is unclear.
If you're talking about everyone you'd modify entity_defaults.txt in line with steel jackal's description (into the female/male sub sections). If you want to modify individual dorfs in fortress mode gaydar or gui/gm-editor can be used.

Where in Entity_default is the Orientation tag? Because I can't find it and neither can the "View" tool

Orientation is defined in creatures, not entity_default.txt.

5050
DF General Discussion / Re: Future of the Fortress
« on: August 20, 2017, 07:44:39 am »
Once the myth gen is integrated, will we be able to see what the generator has created?
Mythgen demo (starts at about 9:15)
https://youtu.be/v8zwPdPvN10
Actually what i meant was once you genned your world you could view the mythology that it generated, i just think it would be cool to look at all the random magic and such
Hopefully all that info will be readily available in Legends. Exportable too.
I imagine on Fantasy level 4 you're going to want to read carefully about the creatures you're going to try playing with and the weird magic they're capable of before you embark.
Yeah, although i wonder if the races could be genned in random materials?

Will probably include a "powerfulness" variable for materials. Nobody wants siegers made out of slade.

5051
DF General Discussion / Re: Future of the Fortress
« on: August 20, 2017, 04:45:10 am »
Once the myth gen is integrated, will we be able to see what the generator has created?

Obviously. It'll also be hypertext-like.

5052
DF Gameplay Questions / Re: Dwarf Pregnancy Pre-Requisites?
« on: August 19, 2017, 10:58:30 pm »

1. Is there an age cap to pregnancy?


At least in fort mode, no.

5053
DF Modding / Re: What's going on in your modding?
« on: August 19, 2017, 10:56:00 pm »
Godzilla seems finished, so I moved on to my next goal.



Raws? Sounds like my Edgy Sladeath Blender on crack.

5054
DF Community Games & Stories / Re: Making the world a better place
« on: August 19, 2017, 09:19:18 am »
I'm trying to spread DF around my school. A lonely few played it before, some were really eager and I taught them on how to farm, set up militia, etc. Some didn't want to, but I convinced them.


What did you tell them?

They didn't want because it was ASCII, so I pointed them towards a texture pack.

5055
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: August 18, 2017, 10:38:59 pm »
Why 65x65? i.e. what do you desire to get with that map size besides the forgotten beasts? ('cause with just that, can make a pocket-area world with rest of the map being ocean)

What do you consider a nice cliffside? A sloping mountain with 50z between top and bottom of 2x2 embark, deep river gorge's flat walls(I guess not) or what?

A cliff to the right, more than 5 z tall.

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