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Topics - UristMcArmok

Pages: 1 [2]
16
Tilesets and Graphics / Cherrywood ASCII
« on: November 06, 2017, 01:40:09 pm »
This is a work in progress pack. The 16x ascii tiles are finished but the graphical tiles are not. I’m leaving the overrides out of this pack for now but they will be added in the future along with a wide selection of mod support.

Download (self install): http://dffd.bay12games.com/file.php?id=13272
Download (prepackaged): http://dffd.bay12games.com/file.php?id=13273

Sneak peak:
Spoiler (click to show/hide)

0.1- initial release
0.2- Added AA
      fixed misaligned tile
      changed existing sprites
Please let me know if there are any errors in current or future releases.

17
Currently there is a wide spectrum of mostly unused skills (in vanilla at least) like astronomer, chemist, optical engineer etc that only used for book making, giving it little to no practical use. I have two ideas on how this could be expanded into tech trees for advanced equipment, highly valued scholars and proper incentive to conduct research.

The first method I thought of was to have each civ have a hive-mind like knowledge of each tech once it’s discovered. In world gen, each year a civ could have a small chance to discover a tech (this chance could be increase slowly by a larger amount of scholars in the population). The propblem with this would be with time scaling issues. A world that is 300 years old may only have primitive technology due to harsh living conditions = low scholar count, leading to little to no technological advancement, yet a random fortress can suddenly discover highly advanced technology over the course of a decade or two. Another issue and that you might have some random peasant know just as much as a highly intelligent scholar, which would seem atmosphere breaking to me.

This next method is far more preferable and fixes the issues of the previous one. Each dwarf could have a “known technology” skill subset (similar to dance forms) that allow them to craft a certain item (say a repeating crossbow like those from ancient china). For example, a dwarf with a high bowyer/mechanic and military tactics/mathematician skills may have a much higher chance to discover repeating crossbows (if toady implements ranged weapon firing speeds to be moddable, hint hint). The item file could be something along the lines of

[ITEM:ITEM_WEAPON_CROSSBOW_REPEATING]
[NAME:crossbow:crossbows]
[ADJECTIVE:repeating]
[TECH_REQ:MECHANICAL_CROSSBOW]

Now this alone would mean that only your scholars could craft these advanced items, which would be inefficient to say the least. Since discoveries are often manifested as books, codices, or scrolls in game, all your smithies would have to do is is take a stop by the library and have a read. visiting scholars could even come to you could have scribes copy the valuable technology down onto a new quire for further study. If this is how it would it would also be interesting to see already existing items be moved to a tech tree, such as mechanisms, levers, steel, water pumps, strand extraction and bridge making. The tech teee could work similar to the following

[TECH:MECHANICAL_CROSSBOW]
[PREREQ:TECH:CROSSBOW]
[ALLOWS:ITEM:CROSSBOW_REPEATING]
[LEADS_TO:REPEATING_BALLISTA]
[SKILL:MATHEMATICIAN]
[SKILL:BOWYER]
[SKILL:MILITARY_TACTICS]

[TECH:LEVER]
[PREREQ:TECH:MECHANISM]
[PREREQ:TECH:AXEL]
[PREREQ:TECH:JUNCTION]
[ALLOWS:ITEM:LEVER]
[SKILL:MECHANICS]

I’d love to hear how you guys would implement these things. Perhaps there’s a better way I’m not seeing.

18
Say a dwarf gets in a bar scrap with a solider, who happens to have iron gauntlets. The soldiers hits could potentially hit much harder than just a bare fist. This could apply as well to boots, increasing kicking damage. The opposite could also occur if they happen to be wearing some silk gloves or something, softening the blow.

As for a way to process this. Maybe the punch can be calculated as if the attack is made of the metal that the armor is, instead of an organic limb. so a steel gauntlet would be like getting hit with a steel fist.

One last idea is perhaps gauntlets or boots could be refined to be given an edge (like rocks in adv mode) so that instead of dealing blunt dmg, they deal minor piercing and cutting damage. [ex. Spiked gauntlet, knuckle dusters, steel toe boot, spiked boot, etc]

19
DF Suggestions / Adding the [SPEAK] token to body parts as well
« on: October 12, 2017, 04:09:59 am »
I like to play adv mode stealthy sometimes, and I go about it by slitting the throats of the unsuspecting enemy. Even thought they have blood flooding their esophagus and lack the ability to speak clearly, they still call out for help/ moan about their wounds, alerting nearby enemies. If we attached a token to the throat that removes the [CAN_SPEAK] token when injured, it would make assassins much more viable. (I know head shots instantly kill but that doesn’t always work with daggers. Throat is a guaranteed kill.)

20
DF Suggestions / Adv Mode tank controls/limited view
« on: October 10, 2017, 04:06:31 pm »
For some reason out adventures have a 360 degree view even though most of them have binocular vision (front facing eyes). Other humans and such don’t have this 360 view. I think this could be fixed by limiting the view to a cone like the other creatures. It would add more difficulty but also make it more realistic and make you have to check to see if you’re being followed. This field of view could be changed depending on if you’re playing as a humanoid, or as an animal type person such as a bird with (almost) 360 view.

There are two types of controls you could try with this.
-unchanged where your view is determined by where you move. This is how view is determined by ai but would give limited control of where your view cone is pointing.

-tank controls. The view cone would be changed with the left and right arrows, with 8 possible directions to face (cardinal and diagonal). The up and down arrow could be used to move forward (and backward without changing view direction). This would give you more control over view but may cost you time during battle if you need to turn to look behind you (unless turning is very low set to 1 instant or to nothing at all).

UnReal World does these roguelike tank controls very well and has the same basic consept. If you have any additions to this I would like to know.

21
DF Suggestions / Keep forge/smithy (custom armor and weaponry) adv mode
« on: October 05, 2017, 05:01:12 pm »
A forge or armor shop in a human town or dwarven fortress where you can request a custom forged armor piece that particular civ knows for a certain amount of money. This would be useful for animal people or for someone looking for a particular metal or article of armor. The forging process could take a day or a week in game and be of random quality (depending on the smithy)

Say, if you’re a rhino man, you can visit a dwarven smith for their civ unique weapons and a piece of armor that actually fits you (also considering dwarves are the only ones who have steel, you could get stronger equipment)

22
DF Suggestions / [VIABLE_AFTER] combat token
« on: September 30, 2017, 08:45:46 pm »
For weapons and their attacks, we could have a [VIABLE_AFTER] token to make certain attack allowable once a specified one has been used. This could be applied to combos or unique moves. Maybe instead of just viable after attacks they could be viable after block or parry.

For example:
[VIABLE_AFTER:(requisite attack, can be multiple):(newly available attack)]
[VIABLE_AFTER:slash:slash:skewer]
[VIABLE_AFTER:BLOCK:shoulder bash]
[VIABLE_AFTER:PARRY:riposte]
Or for the martial arts or bar scraps
[VIABLE_AFTER:INTTERUPT_ATTACK_WRESTLE:headbut]


23
DF Modding / Disabilities/Deformities
« on: August 25, 2017, 10:40:03 am »
Planning on adding deformities such as giantism, dwarfism, Siamese twins, club foot and butterfly syndrome to dwarves, goblins (to a much greater extent) and humans (maybe elves but to a lesser extent.) via the caste system. They would be somewhat rare (around 1 out of every 100-200 would be deformed in some way). I have giantism and dwarfism already done but if you guys want to see any specific disease/deformity/disability let me know.

25
Creative Projects / Let me draw your Adventurer
« on: August 24, 2017, 06:25:54 pm »
Send me requests and if it seems interesting enough I'll draw your adventure mode character. Please include a screen cap of their description as well as important items like their weapon of choice, or for non-combatants, their instrument description.

Spoiler (click to show/hide)
Here's my rat-man adventurer. Weak and frail with nothing but a loincloth and stick to fight off his enemies.

26
DF Modding / Fungal Hivemind Mod
« on: August 22, 2017, 08:44:38 pm »
I am currently developing a playable civ of fungus men. They will be slow and weak, yet large and tanky. When injured, instead of blood they release gaseous spores that can poison nearby foes. Their odd body composition makes them almost immune to most bashing attacks but very vaunrable to fire and slashing attacks. They also have no knowledge of metal smithing, instead, crafting anything and everything from fiberous plant materials, weapons included. Although their weapons are not sharp, they are incredibly dense. All fungal building material is generated at a Fungal Mass (custom workshop) by feeding it meat or bones.

These fungus people will be broken up into a few different castes. (Keep in mind these creatures are genderless, and their method of breeding is unknown)

Sporelings- undeveloped fungus that are small and weak, but fairly fast for their race. Not good for much. Releases small clouds of weak spores upon injury that cause minor flu-like symptoms.

Fungal Tendrils- thin and tall mushroom stalks that are made to move materials back and forth for the others to make use of. Somewhat quick. Extremely susceptible to any type of damage. The only caste to not release spores.

Fungal Brute- The strongest, yet slowest of them all. This hulk of tissues can crush several foes with ease. Somewhat rarer than the rest. Releases blistering spores upon injury that cause swelling and coughing.

Fungal Bloater- A fat, round mushroom. Weak but can absorb more damage than the other castes. Releases spores that cause bloody vomit, necrosis, and coughing.

Fungal Flower- A writhing mass of stalks and tendrils topped with a beautiful flower. Very rare and the only caste that can take up Nobility roles as they help control the other fungus men. They release spores upon injury that cause drowsiness and paralyzation.

I would appreciate some input on this to make it better than my initial vision. Perhaps more castes or other ideas.

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