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Messages - UristMcArmok

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31
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.

32
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)

33
DF Suggestions / Re: [VIABLE_AFTER] combat token
« on: October 04, 2017, 08:42:25 pm »
this could be a building block to generated martial arts
I could see this happening. Perhaps these could be learned through champions/soldiers or learned about in books. Perhaps in Adventure mode you could find a codex in a tomb that contains an ancient set of fighting techniques that have higher impact than basic punches or kicks. Your liege might teach you a way so that if you grab an enemies incoming attack, you can knock them over or stun them much easier than normal.

34
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]


35
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.

37
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.

38
DF Modding / Re: Potential third mod for me to work on could be...
« on: August 24, 2017, 05:57:05 pm »
I like the idea of a far past Culture shock. Would it be something like a few different tribes and maybe some cavemen? Each with a specialty attribute or tools?

39
DF Modding / Re: KittyTac's modding requests!
« on: August 24, 2017, 05:48:34 pm »
Thank you so much!

40
DF Modding / Re: Fungal Hivemind Mod
« on: August 24, 2017, 09:09:24 am »
Should I have spore syndromes affect the entire body slowly or only the body part it hits instantly? So a terminal illness, vs a limb rotting off almost immediately

41
DF Modding / Re: KittyTac's modding requests!
« on: August 24, 2017, 06:45:30 am »
A bi-pedal rat man with blood that acts as a contact poison. (Necrotic or blisters)
I'll leave the rest up to your imagination

42
DF Modding / Re: Fungal Hivemind Mod
« on: August 23, 2017, 07:14:07 pm »
Thing is, you'd need atleast 1 male and 1 female caste for them to actually breed and show up in worldgen as civs - you could potentially make 2 breeder castes that serve as the leaders of the race and are incredibly rare but also more powerful than the other castes.
Even though it's not needed, I could potentially add a "Fungal Sack" that has the [FEMALE] tag and have every other caste be [MALE]. They could be rare so the majority of your population isn't breeders that can't preform tasks effecently. If it's sole role was to breed then I could make them very weak and slow so that there is more incentive to hide them away and protect them.

43
DF Modding / Re: What's going on in your modding?
« on: August 22, 2017, 09:56:43 pm »
You can simply make a new material for them to use that is technically a metal but has the properties of wood

44
DF Modding / Re: Fungal hivemind mod concept
« on: August 22, 2017, 09:22:51 pm »
Plump Helmet Men are from vanilla DF just so you know

I know, I just think they're very silly. Especially since it's only a specific type of mushroom.

45
DF Modding / Re: Fungal hivemind mod concept
« on: August 22, 2017, 09:08:23 pm »
oh and maybe make a different plump helmet man civ that trades with them
Currently their ethics let them trade with goblins. They're often at war with humans and sometimes elves.

I'd also like to try and keep this somewhat serious. The notion of plump helmet men makes me imagine dwarves ferverishly shoving hordes of them into the cellar like it's The Road, ready to be brewed into sentient wine.

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