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Messages - ShinyandKittens

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196
I think an easy way is to make it like a cabinet, but with a much smaller solid storage size as to only hold maybe 4-5 pieces of armor. I’m assuming that the cabinet is set to only hold clothes when I say this, so I’m assuming that the capability can also be used here. Still assuming.

197
I can poke him on Discord, mercilessly, if necessary.

Mercilessly...

*winces*

198
Maybe “I last saw him/her at “blah blah name of tavern” or “in the northern part of town”

199
DF Modding / Re: What's going on in your modding?
« on: October 19, 2017, 02:00:36 pm »
I’ve been editing my phoenixes to be more like phoenixes should based on suggestions when I posted V1.

Some stuff like adding spheres and removing MAXAGE.

Still haven’t seen if golden eggshells actually make golden bars/golden meals yet

200
Kind of like “Urist McUristDwarfyUristMan worships Urist McDwarfyImmortalGuy the god of RANDOM_SPHERE.”

They would idolize and would be more likely to join them on adventures, and would also show in their thoughts/prefrences and relations screen.

201
I don't think dwarves should refer to "z-levels" in in-game dialogue, but aside from that this isn't a bad idea.

Although you should probably know that you can already ask for the whereabouts of specific people.

Ah, right. Z-levels are a technical term, maybe “at the surface” instead

But when you ask for the whereabouts of someone  they just say that “blah blah Mr. vampire guy is right here in this town” not “Urist McBloodsucker is in the north tavern (tavern name)”.

202
Stuff like where local markets, leaders, specific people are so they’re easier to find.

Eg.

I ask for where the market is, Urist McGlassmaker “up 49 z-levels and right outside.” Or for humans, “walk west for a bit and find it.”

203
I can see a lot of problems happening here.

What if you created one world filled with Godzilla-type megabeasts and another with wimpy kobold creatures, and a portal opened between them? What if you created a testing world with a mod that doesn't work and crashes often, forgot to delete it, and then have a portal from it open up to one of your regular worlds, thus ruining the latter forever?

There is just too much possibility of incompatible worlds for this to work.

What if it performs a check on this?

Hmmm... what Toady said is that there would be generated ways to open or close a portal, so maybe towns ravaged by portal monsters would enlist the help of a nearby wizard to throw a golden venom-covered chair into it.

204
This would just be a way that your mods (phoenixes, perhaps) can exist in a world which was generated before you made that mod.

A few more things should also happen for this stuff

- Everything can start to have prefrences for a creature
- Creatures should only materialize in biomes that support them (eg oceans for new fish)
- Materials  can be used by forgotten beasts (and similar, including a possible “portal monster”)
- Monsters coming from portals should wield items made from new stuff
- A tag that makes materials come only from portals like this.

For me, it would be portals spewing out !!FUN!! draconians.

For me, it would be lolcatman civilizations and phoenixes. And poison dart frogs and poison gas and numbing poison. Lots of poison.

205
There should also be some way to make prepared meals in adventure mode, possibly through cauldrons too.

206
This would just be a way that your mods (phoenixes, perhaps) can exist in a world which was generated before you made that mod.

A few more things should also happen for this stuff

- Everything can start to have prefrences for a creature
- Creatures should only materialize in biomes that support them (eg oceans for new fish)
- Materials  can be used by forgotten beasts (and similar, including a possible “portal monster”)
- Monsters coming from portals should wield items made from new stuff
- A tag that makes materials come only from portals like this.

207
...

*sniffs*

...

...

*coughs blantly*

...

So...

...

Are there gonna be more comics?

208
1. There should be buoyancy, which is as simple as liquids and solids being pushed up if their density is lower than a liquid they’re in. For example, water has a density of 1000 (1g/cm3, exactly real life), and wood has a density of 600. Wood will float up as much as it can.

2. There should be lumosity, which affects both how much a creature glows in adventure mode but can also add a glow to materials like fire. Maybe support for torches to increase light vision for non-Dwarves

3. There should be some ability to recolor walls and furniture without mining and building them with certain materials.

209
DF Suggestions / Re: Ovens/grills as workshops
« on: October 18, 2017, 09:30:32 pm »
I totally support the removal of workshops for the workspaces idea.
Also, it would make the suggestion way more plausible. As it stands now, in my humble opinion, introducing more logistics to the logistic hell that farming related jobs already are would make it kind of unviable.

Also maybe bonuses/drawbacks to balance effective size, like maybe less cluttering and slightly more work time for larger ones, and the reverse for smaller ones.

210
DF General Discussion / Re: Future of the Fortress
« on: October 18, 2017, 02:00:47 pm »
1. Will we be getting an overhaul of the calendar, with procedurally generated per-word calendar systems? By this I mean two things - both the mechanics of time passage themself(for example worlds where seasons last several years, perhaps even decades, like ASOIAF, among the more mundane options) and the recording of the passage of time by sapient beings(e.g. a different number of months in a year, the division of time into "eras"(like in the TES universe), an explanation of when year 1 starts(where applicable), etc.)
2. How will spellbooks work? They're a staple of high fantasy and they'll obviously be included, but I see some problems with how to make them both fun and having them make sense. More specifically:

a) How will the generator handle the writing of spellbooks? Obviously this would require mages experimenting during worldgen and then writing their discoveries down, but how specifically are they going to experiment? A human might be able to see potentially interesting venues of further investigation, but how would a computer handle this?
b) Are spellbooks planned to be the one-spell-per-book variety, or the all-encompassing tomes with a bunch of spells contained? The first would be more fun(since it would require more exploration and learning new spells would be more rewarding) but would make far less sense(why, exactly, would a 2 step spell require an entire book about it?) while the second would be the other way around.
c) What would prevent worldgen mages from cluttering the world with 3000 books about the exact same spell?
d) What would prevent worldgen mages from simply discovering every spell there is on older worlds?
e) What would prevent spellbooks going around the world in massive numbers and making everyone a mage over time? If my character can read, what prevents me from simply learning a spell even if I'm not a mage(excluding spells that have prerequests, such as a bloodline or a faith in a god)?
f) Will there be spellbooks less about practical spells and more about interesting experiments that could further one's deeper understanding of the magic system?

Hope that isn't too much.


Answer to (c): likely a spell book cap, in which you can no longer make any more of a certain type

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