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Messages - KittyTac

Pages: 1 ... 337 338 [339] 340 341 ... 347
5071
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: August 16, 2017, 07:47:17 am »
What about running a fort mode fort then allowing pleyers to take control of a dorf, do jobs, fight, etc? Just make sure they don't go on a killing spree and cause a loyalty cascade.
That is in the plans. I was thinking of two choices (for server): either let dwarf "start" jobs on their own (more work for me though). That way you could go to a workshop (or construct your own) and make yourself a battleaxe. Or just allow working on available jobs. Maybe suspended too (less work for me). This way would better integrate with vanilla job management.

I think i'll post approximate roadmap in the first post.

If this happens, this will be the game's first true community game.

5072
DF Adventure Mode Discussion / Re: Funniest Names
« on: August 16, 2017, 03:30:43 am »

5073
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: August 16, 2017, 12:58:34 am »
What about running a fort mode fort then allowing pleyers to take control of a dorf, do jobs, fight, etc? Just make sure they don't go on a killing spree and cause a loyalty cascade.

5074
(How do you delete message on this forum ?? :p)

Ask Toady or ThreeToe to remove it if you reaaaaaallllllly want to remove it. Otherwise it's best to not bother the developers.

5075
A large fortress stockpile with workshop rooms going outwards from it. In the lower corners, there are either offices, or stairs to more stockpiles. Individual rooms nonexistent, just a smallish room chock full of beds.

5076
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: August 15, 2017, 08:31:32 pm »
With a better computer, Warmist could do this in an actual pocket world and not in the arena. That would be cool with more players.

5077
DF Modding / Re: What's going on in your modding?
« on: August 15, 2017, 09:56:35 am »
I'm curious how you're implementing the diep.io mod. How do you model transformations between tank types? An interaction is the obvious  way to go, but how do you delay the ability to use the interaction until you have scored enough points -- and for that matter, how do you define points?

Never really thought of that. Maybe add a grasp to the tanks, then use the corpses of tanks to gain some items called points. Once you scored enough, you can do an interaction that transforms you into another tank.

5078
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: August 15, 2017, 05:48:25 am »
Hmm. I can't attack dwarves as a night creature for some reason.

5079
DF General Discussion / Re: Future of the Fortress
« on: August 15, 2017, 05:41:43 am »
What, if anything, will be changed/new in Legends mode for this the artifact release?

Most likely improved artifacts tab. Not only books showing up.

5080
Utilities and 3rd Party Applications / Re: Dwarf fortress multiplayer
« on: August 15, 2017, 02:06:54 am »
I keep spawning as an aardvark.
Sorry. Fixed :)

Maybe add an aardvark race just to commemorate this bug.

5081
DF Modding / Re: What's going on in your modding?
« on: August 15, 2017, 12:31:13 am »
Spike tank?

It's a rammer tank in diep.io. Spiketank done.

5082
DF Modding / Re: What's going on in your modding?
« on: August 14, 2017, 11:42:03 pm »
Grid is done. Modding a Spike tank.

5083
DF Modding / Re: What's going on in your modding?
« on: August 14, 2017, 10:12:01 pm »
Not exactly, unless you count carefully replacing everything that spawns in the biome.

Well, I basically deleted every creature and started modding diep.io tanks. Might replace the grass with a thing called "grid" that is white and shows up as +.

5084
DF Modding / Re: What's going on in your modding?
« on: August 14, 2017, 07:52:32 am »
Diep.io mod development has started. Is there a way to modify biomes?

5085
DF Gameplay Questions / Re: releasing POWs
« on: August 13, 2017, 10:30:45 pm »
Just release them. Into your execution pit.  ;)

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