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Messages - Footkerchief

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9196
DF Gameplay Questions / Re: so, eh... yeah.... i got... i got nobles...
« on: November 04, 2008, 09:06:35 pm »
On anouther note, are coins really that bad I will be disapointed if I cant manage my ecnonomy and wouldnt like to skip coinage if possible.

Yes, coins make a huge mess, and I'm pretty sure the economy works the same way with or without them.

9197
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 04, 2008, 08:10:11 pm »
Erom the hit on the FPS of the Game would be almost unnoticeable at such minor things like aditional bodyparts. New bodeyparts are not weather. They mostly get loaded if you look at "dwarves" (Elves,Gobos, Catgirls etc) and when this creatures get hit by something. Adding some more options wouldnt make it slower i say. 

That's my guess too, and we don't even know how the new body stuff will figure into combat.

9198
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 04, 2008, 07:39:17 pm »
Yeah, but I maintain that there are plenty of examples out in the game universe of mechanics that balance combat without resorting to tracking multiple groups of teeth which is just needlessly complex. I don't like losing a dwarf out of a fort to maintain framerate for teeth.

What makes you think it'll affect framerate?

9199
DF Gameplay Questions / Re: Artifacts and Useless champions
« on: November 04, 2008, 07:38:14 pm »
Make sure you didn't accidentally give him a one-waypoint patrol route, those always supersede the station point.

9200
DF Gameplay Questions / Re: so, eh... yeah.... i got... i got nobles...
« on: November 04, 2008, 06:24:56 pm »
You got a bad case of the ellipses, son.

9201
DF Suggestions / Re: Don't shoot unconscious enemies (small military sugg.)
« on: November 04, 2008, 06:22:43 pm »
This would be a good general military option; "ignore crippled enemies".

I would change this to "prioritize conscious enemies," which I've wished for often.

9202
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 04, 2008, 01:33:19 pm »
I haven't played in a couple months, can someone sum up major changes before I start a community fortress on another forum?

- Variable amount of tiles displayed (i.e. true fullscreen)
- Site finder (basically an automated, built-in regional prospector)
- Highly customizable world gen
- More complex civilization histories with wars, conquest, etc.
- Embark settings can be saved
- Ability to forbid/dump/melt/hide items en masse, either with a designation or from Stocks
- Ability to place large sections of constructions (walls, floors) at once, rather than one at a time

Depending on how many months you've been away, these may or may not be new to you.

9203
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 04, 2008, 10:59:20 am »
Does "caste stuff" mean creature polymorphism?

9204
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 03, 2008, 09:35:28 pm »
I'm still curious if with all this body detail if there would be sexual organs.

He mentioned "basic di/polymorphism for creatures" being on the table for this release, so what Toady doesn't make explicit, the modders will.

9205
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 03, 2008, 07:04:07 pm »
^^^ It's not a body part, it's part of what forms a body part.

9206
DF Modding / Re: Item Creation
« on: November 03, 2008, 06:12:18 pm »
Okay.   And what if I want something better than masterpiece?  Say...  Artifact level?

You could try setting itemcorpse quality to 6, I guess, but I doubt it'll work.  The game treats artifacts differently in lots of ways.

9207
DF Dwarf Mode Discussion / Re: Kinetic projectile trap
« on: November 03, 2008, 05:48:49 pm »
If all you want is a cave-in trap, that's easy -- build a support next to a pressure plate, link them up, build a floor on top of the support that overhangs the pressure plate.  Supports collapse instantly -- they don't have a delay like bridges do.  Takes a while to reload, but it's satisfying, plus the game auto-pauses due to the cave-in when the trap springs.

9208
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 03, 2008, 05:40:53 pm »
Will we be able to determine certain body layers' hardness? So we can have a creature with a hard exoskeleton but a soft, easy to gouge out inside.

I was wondering about this too, in the context of material lists in general.  It would be nice to be able to individually specify material properties such as hardness, sharpness, and strength (catchall for tensile, shear, compressive, etc.) with hardcoded defaults based on the material category (e.g. silk shouldn't be sharp unless otherwise specified).  Dragons with exceptionally strong bones, feathertree treants easier to kill, flint being sharper than granite but not as sharp as obsidian, chitin being hard but brittle.

9209
DF Modding / Re: Item Creation
« on: November 03, 2008, 05:28:21 pm »
Correct.
And just in case you misread, I didn't actually say you could.
My method was to have a legendary dwarf create the armor from adamantine wafers that you created at a smelter, as those don't have qualities in the first place.

I'm... not arguing with you?

9210
DF Modding / Re: Item Creation
« on: November 03, 2008, 05:19:17 pm »
Making items of a specific quality requires ITEMCORPSE (more specifically, ITEMCORPSE_QUALITY) -- you can't set quality at a smelter.  For masterwork adamantine plate (untested):

[ITEMCORPSE:ARMOR:ITEM_ARMOR_PLATEMAIL:METAL:ADAMANTINE]
[ITEMCORPSE_QUALITY:5]

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