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Messages - Sky-Streamer

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1
DF Suggestions / Re: Terrible Suggestions Thread
« on: October 10, 2022, 10:36:20 am »
How about Whitespace?

For a second, I thought you meant a different kind of white space.

Also, give all dwarves a horrendous fear of stairs.

2
DF Modding / How to make creatures summon other creatures?
« on: September 29, 2022, 01:28:17 pm »
Hello! I'm a bit of a modding newbie, and I'm wondering if it's possible to create a megabeast that - when encountered in Fortress Mode, can summon creatures to help it in battle? And if so, how?
EDIT: I completely forgot that nightmares exist. Please ignore this.

3
DF General Discussion / Re: What Would Urist Do?
« on: September 29, 2022, 07:03:44 am »
Something very, very homicidal.

WWUD if there were very, very fearful animal men between him and the sock?

4
DF Suggestions / Re: Animals Scratching at Doors
« on: September 19, 2022, 11:53:12 am »
I didn't think of that! I'd imagine horned animals may try and headbutt through doors out of desperation rather than a simple desire to come inside - kicking it down entirely would be both annoying and painful for the animal and whatever dwarves are on the other side, but if they're trying to get away from something it could definitely happen. With sized up animals, I'd imagine some of the sized up vermin could - but giant livestock/benign animals like hedgehogs would probably be too large for scratching on the door (let alone fitting in it). This also counts for the Rutherer - shouldn't have added that in retrospect.

After looking at the raws for creature sizes, only baby giant animals are really comparable to dwarves and could be able to even go through doors. Dwarves are 60k cm^3, while most giant creatures are ~200k.

5
DF General Discussion / Re: What Would Urist Do?
« on: September 17, 2022, 07:27:01 pm »
Random Dwarf #172 cancels plant seeds: Beat to death by Urist via blunt force trauma, delivered via artifact.

WWUD if he gets thrown into jail for his crimes?

6
DF Suggestions / Re: Terrible Suggestions Thread
« on: September 16, 2022, 04:26:46 pm »
Every time a clown kills something, a bass-boosted time rewind sound effect should play at max volume regardless of the player's current setting.

7
DF Suggestions / Animals Scratching at Doors
« on: September 16, 2022, 01:40:26 pm »
At the moment, a consistent problem involving FPS is passive / farm animals trying (and failing) to path through doors, leading them to absolutely tank the FPS. A way that this could be solved (or, at the very least, alleviated) is by having some animals - when unable to move through a door - simply start scratching at it, waiting for a bit, then scratching again. This will also slightly weaken the quality of wooden doors (greatly so if it’s a larger creature doing the scratching).

This will add a bit of realism to how cats and other smaller animals react to doors being locked, as well as other creatures - such as elk birds - being feasibly able to do so out of curiosity (and also having the limbs to do so).

Adding a small delay of waiting after each scratch (400-500 ticks, or 2-3 seconds) can also make it less FPS-Strainuous than how it is now.

This could be able to be modified by a new tag that gives them this behavior, [ SCRATCHING ]. BUILDING DESTROYER, CANOPENDOORS, CAN_LEARN and animals without a beak or front / grasping limb can not utilize this tag. For flightless birds, they are also able to peck at the door.

Giant variants of animals are not able to do this, though the offspring of animals listed are able to.

The creatures that could utilize this tag would be;

Livestock:
Spoiler (click to show/hide)

Surface:
Spoiler (click to show/hide)

Underground:
Spoiler (click to show/hide)

To calculate how many points of wear a door gets from a scratch, the game uses creature’s size to get the number. Cats, of course, get a x4 damage bonus.

8
DF General Discussion / Re: What Would Urist Do?
« on: September 12, 2022, 10:30:28 pm »
URIST's corpse rises from beyond the grave, and begins a spiral of death and evil-biome shenanigans.

WWUD if he encountered a random chunk of slade out in the forest?

9
DF Suggestions / Hiring Workers at Caravans
« on: September 10, 2022, 02:49:33 pm »
The ability to hire workers as they arrive in Caravans would be really interesting.

Of course, they would be very expensive but would stay with your fortress for a large amount of time. Said time could be determined by the dwarf that is being hired, or decided upon by the player via contract. The longer the time at the fortress, the larger the costs are. There could also be additional costs added based on the skills of the worker and their overall role. A hired mercenary/military dwarf could cost an additional 3-4k☼ at the next caravan if they are killed in the line of duty, while a legendary gem cutter could cost 10k extra at the start due to their sheer skill in the craft.

This solves a problem with some fortresses, as ones on islands have a very limited amount of workers. Being able to hire more will make them able to grow faster, with a price on doing so as well. It will also allow you to gain some more dwarven strength early-game when you are low on the metals needed for military work, or just want a dwarf to be able to teach your new migrants on the best ways to butcher goblin tuchus via blunt force trauma.

10
DF Suggestions / Re: Necromancer experiments going /badly/ awry
« on: August 31, 2022, 01:09:20 pm »
Oh, yeah - I mainly mean a sort of situation where a singular tile entity has more and more sub-segments or more and more strength the more creatures are absorbed into it. Possibly creating a few sub-entities if it grows big enough (maybe 10-20 max)

Edit - Another idea could possibly be making that kind of creature have many smaller individuals, but with each of them having an incredibly flimsy AI. There is only one primary entity with a more powerful AI, which can dictate a point that the subcreatures make a bee line to. The others simply move forward and attack. I'm not too well-versed in how Dwarf Fort functions internally, so this may not work at all - just a thought.

11
DF Suggestions / Necromancer experiments going /badly/ awry
« on: August 30, 2022, 02:07:31 pm »
Necromancers, when creating new or mutated creatures, could possibly create creatures that are not just mindless or rebellious - but are violent towards all parties, with strength comparable to that of a megabeast.

An example of this could be a "Molten Flesh" type creature, similar to the creatures seen in When Day Breaks from the SCP lore. A viscous, sentient blob of flesh that turns all creatures into itself upon contact, with its only desire being to spread and assimilate itself further. Additions such as this would make playing as a necromancer (once it is further expanded upon) MUCH more interesting, while also solving an issue with current Necromancers - when they gather tens of thousands of undead in their tower and wind up unstoppable. Of course, at this point, now you'd have a massive, constantly growing mound of hundreds of minds and bodies trying their hardest to squeeze through every inch of your fortress and add you to its whole...

... but it's pretty fun that way :>

12
DF General Discussion / Re: What Would Urist Do?
« on: May 08, 2021, 01:28:46 pm »
Invent Dwarven Psychology.

WWUD if he was suddenly teleported several hundred Z-Levels above the king?

13
To you, what are the songs that most scream 'Dwarf Fortress!' without actually being from any games that involve fantasy or dwarves in any significant fashion? Personally, it would be Prelude in C Minor from Ib; but, I'd like to hear what others think as well!

14
The ability to move the camera by clicking and dragging the middle mouse button; That would be a very reliable, easy-to-use method of camera movement.

15
DF General Discussion / [Fanart] Wafer of Refined Adamantine
« on: December 25, 2020, 11:00:15 am »
I noticed there's barely any images of Adamantine in Wafer form, so I decided to draw one.


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