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Messages - Lyrax

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16
DF Suggestions / Re: Gates
« on: October 09, 2009, 10:24:46 pm »
Ooh, a portcullis!  I like that.  Imagine a lavafall with a great big iron portcullis above it?  Although that effect can be made with iron bars/gratings, it's quite inefficient for large areas.

17
DF Suggestions / Re: Gates
« on: October 08, 2009, 11:34:17 pm »
Pardon if this has been suggested, but I looked and cannot find it.
I find this discussion on whether or not the thing has been suggested before to be totally unnecessary and completely redundant.  I searched.  I even read all of the options on the permanent voting software.  Nothing.  That's why this thread exists.  End of discussion please, thank you very much.

On the subject of gates, they could easily be put in as a building (like floor bars or gem windows in that respect) or, perhaps less easily, as a piece of furniture (like doors).

Most importantly, Wagon pathing would need to ignore them for this to work.  Regardless of whether or not they are closed.  If a wagon cannot CURRENTLY go through a gate, they will patiently wait outside until the gate opens.  Or, optionally, wagons and friendlies can ALWAYS go through a gate, and invaders must break it down in order to pass.

Each gate might serve as a station for two Fortress Guards.  That's enough to help out with any altercations at the gate without being a military force.  To prevent abuse of this, a gate must be stationed adjacent to a wall.

18
DF Suggestions / Re: Gates
« on: October 08, 2009, 07:38:51 pm »
Exactly!  I'm a big fan of project BIFF:  Big Improvements For Free.

19
DF Dwarf Mode Discussion / Re: Capturing fiery clowns?
« on: October 08, 2009, 07:27:41 pm »
The reasoning is thus:

A: Friendly dwarves do not trigger traps.
B: Unconscious dwarves do trigger traps.

Conclusion 1: Unconscious state overrides trap avoidance.

Given A + B leads to conclusion 1, examine A + C.

C: Webbed dwarves do trigger traps.

20
DF Dwarf Mode Discussion / Re: Capturing fiery clowns?
« on: October 08, 2009, 06:39:21 pm »
This is *frumple* talk for the *sad animals*.  But you are *happy campers*!  It is *alliance party* for a time.

21
DF Suggestions / Gates
« on: October 08, 2009, 06:34:22 pm »
Pardon if this has been suggested, but I looked and cannot find it.

I would like to see the invention of a new building, or perhaps furniture: the gate.

It must be wide enough to allow a wagon to pass.  It might need a metal bar and three building materials to be built, and should not block wagons unless forbidden.

A gate could also function as a task for the useless Fortress Guards.  They could guard gates much like Royal Guards guard nobles.  This would have two game effects:

1) Fortress design is much easier, because one may easily create an entry point for wagons that can be controlled.
2) Fortress guards are not so useless, but cannot be commanded like military and thus will not replace the military.

22
DF Dwarf Mode Discussion / Re: Farming in winter
« on: October 08, 2009, 12:58:51 pm »
Yes.  That's why I mod my plants.  To add verisimilitude.

I like the gentle farming mod, myself.  Of course, it's probably like this because the game is about dwarves.  Greater attention is paid to the dwarven crops/food than surface crops/food.

23
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: October 08, 2009, 11:07:49 am »
CF has nearly all the important changes that DD has.  It has differing marble types, it has mithril (a metal between steel and adamantium), it has a new magma-proof rock found in igneous areas, it has new meal names, creatures (some of which are trainable and tameable), new gems...

DD has new craft names that CF doesn't have, I think it alters the plants more, and I'm fairly certain CF has neither orcs nor pizza.  And DD probably has more new wood names.

EDIT: Oh I forgot!  DD does have lots of surface plants CF doesn't have.  I forgot those because I deleted almost all of them when I played DD.

24
Mod Releases / Re: Dwarf Fortress: DIG DEEPER [v1.3] NEW RELEASE!
« on: October 08, 2009, 01:21:55 am »
How easy/difficult would it be to merge this mod with Civforge?
Very easy.  Just add the orcs from DD to CivForge (both creature AND entity) and presto!  There you are.

Both of them change the metals around a lot, but the changes are more numerous in CivForge and CF has almost all the changes that DD has.

Oh, you'll also have to make sure the GROWDUR values on your crops are as high as DD sets them, in order to get the real experience.

25
DF Modding / Re: Traps in dig deeper
« on: October 08, 2009, 01:19:10 am »
It does not, however, protect against long corridors full of manually operated spikes.

26
DF Modding / Re: A gentle farming adjustment.
« on: October 08, 2009, 01:17:52 am »
One comment!

The sun berries must be changed to grow during fall as well as summer, because they take about a full season to grow - a little longer, I think.  As is, they cannot be planted at all.

27
DF Modding / Re: A gentle farming adjustment.
« on: October 07, 2009, 06:53:03 pm »
My name is Lyrax, and I approve of this mod!

28
DF Modding / Re: Civilization Forge Mod
« on: October 07, 2009, 10:05:01 am »
I love this mod!

I wasn't too sure at first, so I just decided to give it a go.  The only thing I changed was the plants... I used the old gentle farming mod to give them all extra verisimilitude and make the luxury plants more of a luxury.

Anyways, this mod puts a lot more action into DF without making it one-dimensional.  I love it!

29
Everyone has waited a long time for his/her fight... that's why it seems so nasty to get eliminated after just one fight.  And who knows?  A dwarf who loses might improve more quickly than the winners, and win the tournament!

30
I really wish I thought of that one.  You sir, have won one internets.
Thank you!  I shall update my sig appropriately.

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