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Messages - Mel_Vixen

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286
DF General Discussion / Re: Future of the Fortress
« on: February 26, 2012, 09:48:50 pm »
In contrast: The Donation. The donatio is specificly a contract yes but one without return consideration.

Furthermore toady would still work on df even if the donations go down, he would thought have to get a job again to pay his bills.
 
Anyway does this discussion get us anywhere? I think not! So please back on topic?

287
DF General Discussion / Re: Future of the Fortress
« on: February 26, 2012, 09:22:41 pm »
Nw_Kohaku: When i hear script i think structures forks and loops. The stuff from your Final Fantasy example is more constrained and is indeed nice and dandy in my opinion because i have seen this variation in action in Stardocks elemental:Fallen enchantress.

Anyway i dont think that Dwarf fortress is made by toady for making money, thats just a neat side-effect. Toady has no pressing neat to throw out feature releases every few days.  [edit] As such it does not compete with other games on terms of popularity or whatever, it exists solely to be enjoyed like a piece of art. Toady has not signed any contract, a donation is different from contractual payment. People donate money because they like toadys idea and want to support him. Its not like a Big game company announcing a game that is paid by preorders that is also under the constraints of some PRjunk or release dates etc.. (and seriously the last one i had, "from dust", was a mayor disappointmment) [/edit]

And as far as fanboyism goes: Thats to much honor for me, i merely stated my distrust on complex scripting engines in this type of game. And i say that as Programmer and Softwaretester not as "Fanboy".

288
DF General Discussion / Re: Future of the Fortress
« on: February 26, 2012, 05:45:41 pm »
The problem with scripting is that it makes modding inaccessible for the vast majority of the community i guess. The raws as they are right now are nice and (moderatly) simple so everybody can make and maintain a mod.

As far as actual ingame scripting goes *shrugs* but i guess here are the programmers and coders in the community at a certain advantage. I myself think the game should be enjoyable for everyone without such crutches but then again i would also like to see scripting too. Finding the right path between those poles is the crucial thing.

Also scripts can be damn slow respecktive the scriptengine could slow the game down to a crawl ...

289
DF General Discussion / Re: Threetoe's Stories - Arranged into a book!
« on: February 26, 2012, 09:44:04 am »
The donation stories could make theyr own Book ^^. An i have 50 bucks stored for the case a real official Hardcoffer surfaces at some point.

290
DF Dwarf Mode Discussion / Re: Beware the Giant Sponge
« on: February 25, 2012, 09:03:33 pm »
If i have a waterline that is only 2 or 3 hight (iirc that was the save hight for walking over a tile) would the sponge still drown? I could see a wet trench with hip high water acting as entrance.

291
DF General Discussion / Re: Threetoe's Stories - Arranged into a book!
« on: February 25, 2012, 08:37:52 pm »
If you like threetoes storys donate ;) If you get to a good amount you might even coax him into writing a new longer piece for the frontpage.

Also the PDF would need some Illustrtions! Atleast a good cover!
 

292
DF General Discussion / Re: Future of the Fortress
« on: February 25, 2012, 06:27:07 pm »
Does anyone here know the extend to which the interaction attached to books of the secrets of life and death work? i mean would it be possible to mod an item using a materialbreath by linking interactions starting from a book-template?
I'm not entirely certain what you're asking, but I'm pretty sure the answer is yes.

The Secret of life and death contains following line:

Code: [Select]
        [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]    // gods
        [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]            // plain research by reading?
        [IS_SECRET:MUNDANE_TEACHING_POSSIBLE]            // Student and Master
        [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt] // gets written down

(Comments and emphasis by me)

This gives you the ability to learn from various sources.

Thought let me get this straight you want to (for example) make a crossbow throw fireballs via a interaction? If so there is the following snippet (lifted from the fireimp):

Code: [Select]
   
 
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
        [CDI:ADV_NAME:Hurl fireball]
        [CDI:USAGE_HINT:ATTACK]
        [CDI:BP_REQUIRED:BY_CATEGORY:HAND]
        [CDI:FLOW:FIREBALL]
        [CDI:TARGET:C:LINE_OF_SIGHT]
        [CDI:TARGET_RANGE:C:15]
        [CDI:MAX_TARGET_NUMBER:C:1]
        [CDI:WAIT_PERIOD:30]


I dindt see any tags thought that add these abilities to actual objects. Potions work because they are a ingested material.

293
Actually weapontraps work if you have serated disks. Lopping of the zombies hands and heads should kill then permanenty till toady includes pulping.

294
I think the number of necromancers is influenced by the Number of Gods with the "death" sphere and theyr worshipers. More Gods of death means more Necros althought i am not sure if that holds up. There are also Necros that research the secrets of life and death if they realize theyr mortality. Could itbe that Nightcreature attacks are a trigger for that?

295
Hmmm necromancers can teach theyr underlings how to raise zombies, so i was wondering if you could make Witches/Wizzards share knowledge. It would be a nice touch to have different Wizzard shools all over the world that teach different spells.

Also the smokescreen a few pages back could be spell on its own - some kind of "Unnatural Fog"? A simple healing-spell and something for increased poison resistance would be nice.

296
DF General Discussion / Re: Future of the Fortress
« on: February 18, 2012, 02:46:58 pm »
Hmm it would have a impact on the ram-usage that for sure  :-\ and shoving many small bits of data around takes some time indeed which makes me wonder how the part of worldgen works that deals with these and other events. I dont think that it is bad that WG takes some time but it shouldnt "crash" in longer worldgens.

edit: its nice to see you again

297
DF General Discussion / Re: Future of the Fortress
« on: February 18, 2012, 02:13:09 pm »
30 Rampages per year per were-creature sounds suspicious. If we go with lunar cycles it should hover around 12.3 its quit different for vampries thought. You could go to 30 if the full moon is around 3 days.

I am wondering, since vamps and weres can spread the curse, if it would be possible to create a disease from a curse, something like the pest :P
 

298
DF General Discussion / Re: Infinite Population? (How to wipe a civ?)
« on: February 18, 2012, 01:31:53 pm »
Well doing by hand is not possible. If you kill 1 person by minute you would need 7 days to complete the task. And that is if they line up for the slaughter and you do it 24/7 without drinking eating or a break. Iirc the big 10K people towns are the capitals and Tradecenters and thus relatively uncommon. 

Well one could start biological warfare. You could mod a syndrome/secret that turns people in ravenous monsters and later kills them of after they have passed the Syndrom (something like "rabbies"). If your average vector infects atleast 1.1 people you get a exponential killrate, even with  1.0 you could get a total wipeout if your target population isnt fast enough at repopulating.

edit: if the npcs would consume food andwater you could poison these sources. Another tangent would be to give pests like rats somesort of attachedsyndrome that does not kill them ... but iirc. Vermin blinks in and out.

299
DF General Discussion / Re: Future of the Fortress
« on: February 17, 2012, 01:54:28 am »
If toady fixes all bugs half of the emergent features are gone  :o who wants that! Its nice thought to see some bugs fixed in every iteration and i can tell you that it is the only viabale way to find all bugs. I was for a while profesional Softwaretester and from my experience i can tell that under the first layer of bugs are many more increasingly subtile bugs. Even if you have good programmers with good, well document and commented code you will find bugs in every program that is bigger then 1000 lines of code.

Reintroducing Wagons is a nice bonus for the first bugfix release. I hope the crash on saving gets fixed too.

300
DF General Discussion / Re: Future of the Fortress
« on: February 16, 2012, 08:44:54 am »
I could be wrong but so far it seems to me that areas marked as "Haunted" have the undead. "Terrifying" has only the evil raintypes and sinister comes with "fumes/mists". 6 forts thought arent a good basis for a statistic. The evil rain is the most tolerable from what i encountered they seem rather harmles. The "repellent ooze" rain (blue) was only in so far annoying that my dorfs started pussing without any harm. I guess its different when they are injured as the wound can get infected.

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