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Messages - Footkerchief

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9211
DF Dwarf Mode Discussion / Re: My fey mood Mason demands...
« on: November 03, 2008, 05:13:25 pm »
Make sure that's ALL he's asking for.  If he needs multiple rocks, the demand display might take a while (give it 30 seconds to make sure) to show the other stuff he needs.

9212
DF Suggestions / Re: [NOTRADE]
« on: November 03, 2008, 04:40:28 pm »
I know, but I like the thought of choosing whether to trade with the barely civilized or not.

Me too.  I want to be able to turn my dwarves into rebels against their parent civ, even.

9213
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 03, 2008, 04:28:47 pm »
Footkerchief:
Then organs should be divided into cumulative (eyes for seeing, legs for walking, kidneys for...) and necessary (vocal cords and tongue for speech).

I agree.  It's just that it can't be done with the current organ format since, like I was saying, the game doesn't know that a left kidney and right kidney are both kidneys and are therefore cumulative with regard to each other -- they just have the word "kidney" in common, and that's not enough.

It would have to be like [REDUNDANCY:ORGAN_KIDNEY], a tag applied to ALL of the kidneys so that the game could use the string "ORGAN_KIDNEY" to know that the kidneys are redundant with each other.  What string you use doesn't matter as long as it's unique within the body, it's just a declaration of a "redundancy class."  So for the octopus, you would have the main heart with no redundancy tag, plus the two gill hearts which would have a tag like [REDUNDANCY:HEART_GILL].  Bingo.

Anyway, I'm just going on about this because I think the DF body tree system is fascinating.  Toady probably already implemented a better solution along with all the other organ changes.

I wonder if "send in a chitin tissue to fill the skin role in the exoskeleton plan" means that you actually create the chitin in the creature material list and then send that material.  I suppose for things like iron men you would also have to be able to pass materials from outside the creature definition, i.e. iron.  This lays the framework for some amazing stuff, like an antman's exoskeleton melting off his body based on the chitin material's melting point, etc.

9214
DF Suggestions / Re: [NOTRADE]
« on: November 03, 2008, 11:41:02 am »
I dunno, it seems like a better solution would be to enable 'go hostile'.  There's nothing wrong with them showing up and trying to trade, but being destructive when they are there.  You could just pull up the drawbridge to keep them out, or even better, shoot them up.

I see what you're saying, but I really doubt it's intended behavior.  Toady indicated that tamed BUILDINGDESTROYERs smashing archery targets was a bug.

9215
DF Gameplay Questions / Re: Oh Sweet Irony
« on: November 03, 2008, 11:36:57 am »
Possibly risky. I think I've seen a couple of times when a (different, non-owner) dwarf has been following a cat around waiting for it to drop its kill, pressumably because the dump order doesn't take account of the cat holding the thing.

Well I modded my cats to carry the stuff to end the message spam so they haul the rats themselves. Shouldn't be a problem if you do the same

Wouldn't call it cheating to give them a grasper mouth since they already try to haul it but realize they have no hands

You haven't been watching them closely - the "stockpile" they try to haul the item to is _not_ a stockpile that you have designated, it is their owner.

Actually, when I gave cats a special GRASPMOUTH instead of a regular MOUTH, they "hauled" vermin corpses to garbage zones.  Go figure.

9216
DF Bug Reports / Re: [40d] goblin chunks
« on: November 03, 2008, 01:18:30 am »
That's awesome.  Seriously.

I guess Toady forgot the [ETHIC:FEED_PIECES_OF_SAPIENT_OTHER_TO_ANIMALS] tag.

9217
DF Dwarf Mode Discussion / Re: Undead Dwarves
« on: November 03, 2008, 01:16:48 am »
Imagine every cat, EVERY cat, you killed for science, as baits or as meat and bone provider rising from the dead and attacking your fortress. I doubt that the military dwarves could do anything against this threat.

Good thing I've already turned their hides into mittens, their meat into exported meals, and their bones into bolts.  Let's see them rise now.

Imagine thousands of spectral kittens haunting your fortress.

9218
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 02, 2008, 06:13:55 pm »
Pfft. DF is all about being overly complicted. :p

Seriously though, since this kind of thing wouldn't really be exposed to the end user except in the RAWs (which only modders see anyway), I think increased customizability at the cost of simplicity is a worthy trade-off.

Oh, I'm all for increased customizability.  What I meant is quantifying lethality beyond "you need all of 'em" and "you only need one of 'em" opens up a vast gray area that I can't think of a good way to tackle.  Just making a binary distinction is difficult enough, as I showed.

Another approach would be to extend the game's hardcoded ways of dealing with eye loss, etc. -- lose one [SIGHT] and you can't see as well, lose all of them and you're blind -- to apply to brains, hearts etc. as well.  However, this still wouldn't give the flexibility needed to create an octopus, which has one necessary heart, plus two gill hearts of which it only needs one (I think).

9219
DF General Discussion / Re: The NEW Future of the Fortress
« on: November 02, 2008, 05:40:02 pm »
^^^ "Measure of lethality" might be making things overcomplicated.  I think all that's actually needed right now is a [NOT_REDUNDANT] tag for organs that a creature can't afford to lose even one of, and otherwise the organ is assumed to be redundant as long as there's more than one.

Even this is tricky, though, because the game currently doesn't recognize that a right lung and left lung are both lungs (there's no "basic lung" that is used to "instantiate" the right and left lungs), so it has no way of knowing they're redundant with regard to each other.  Hopefully the new body system circumvents this.

9220
DF General Discussion / Re: Toady's DF Guitar Music
« on: November 02, 2008, 10:44:09 am »
I have a friend who loves classical guitar and he was amazed the first time he heard me playing Dwarf Fortress.  I can't wait until the seasonal music goes in.

9221
DF Modding / Re: Make a creature huntable?
« on: November 02, 2008, 02:09:44 am »
It's probably a tag along the lines of [CAN_LEARN] or [CAN_SPEAK].  Removing anything of that kind should remove their "sentient" status, allowing them to be hunted.

9222
DF Gameplay Questions / Re: any way to get rid of muddy tiles
« on: November 01, 2008, 09:15:05 pm »
What was the mistake you made with your waterfall that caused the mud?  I'm planning quite a few of those, and I would hate to get mud everywhere.

The usual problem is that the drainpipes surrounding the waterfall impact surface aren't quite wide enough and a little water overflows/backflows.  If you play it safe and have the waterfall drain directly into a big cistern, it shouldn't be a problem.

Also, sometimes the water will spread out a little in midair while it falls.  Not much, but if you have staircases surrounding the waterfall, they might get muddy.  I built a waterfall that falls straight down the middle of my current cylindrical fortress, and I had to expand the waterfall space from 1x1 to 3x3 to prevent that.  The mist still reaches the stairs at that distance, so it worked out fine.

9223
DF Gameplay Questions / Re: Oh Sweet Irony
« on: November 01, 2008, 04:40:39 pm »
^^^ Yes, but the cat would probably be released if you tried to do anything with the cage.

9224
DF Gameplay Questions / Re: any way to get rid of muddy tiles
« on: November 01, 2008, 04:26:17 pm »
I *think* mud might stay longer if it's in a farm plot.  It will disappear, though, I think it takes about five years.  You'll get your money's worth out of that floodgate yet!  Maybe all mud takes that long to disappear on its own, I'm not sure.

9225
DF Suggestions / Re: [NOTRADE]
« on: November 01, 2008, 02:45:06 pm »
I think they would be better off if you made their personality such that they would almost never, except through the most extreme of circumstances, ever trade with another civilisation or person.

[NOTRADE] is a bit absolute to me...

Yeah, I agree with this.

Also, hopefully that BUILDINGDESTROYER bug gets fixed sometime soon.

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