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Messages - DG

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691
DF General Discussion / Re: So... What's up next?
« on: April 13, 2013, 11:08:13 am »
I don't know about this. They WILL make the game lag, and don't provide any useful information. Maybe they could be added for megabeasts, etc. But for small creatures? Come on.

There is so much potential though. Granted, I've never worried about how laggy the game gets and am unlikely to start worrying about that any time soon. I think most of the people who were/are against artwork for footprints mainly had an issue with Toady spending time doing them before other big ticket features.

692
DF General Discussion / Re: So... What's up next?
« on: April 12, 2013, 11:54:24 pm »
Don't forget racoon prints! http://bay12games.com/dwarves/imgs/raccoon.png

Heh. There was such a backlash when Toady reveiled he was working on footprints. I thought it was cool.

693
DF General Discussion / Re: Wear Something DF-ish Day 2013: August 8
« on: April 11, 2013, 09:27:25 pm »
Wow, you look like Tom Ballard. Grow a beard and you'll never worry about MCS (missing chin syndrome) again! And that's a great shirt, I'd wear that.

694
DF General Discussion / Re: Illustrating Dwarf Fortress
« on: April 11, 2013, 01:33:54 am »
Impressive and ambitious, that's pretty cool. I'm wondering though, the fortress looks like it's a 2d side view while the little dwarf sketch example is more three dimensional so I'm not sure how well they will marry up.

695
DF General Discussion / Re: Wear Something DF-ish Day 2013: August 8
« on: April 11, 2013, 01:27:29 am »
Show us! Picture of the shirt, please.

696
DF General Discussion / Re: Future of the Fortress
« on: April 08, 2013, 04:27:05 am »
Which is precisely why I suggest the term mangled over pulped. It's closer to what Toady has described.

This man speaks sense. Toady's already had to put energy into explaining what pulping isn't as far as DF is concerned, simply because of the term.




Now, entirely unrelated...

Toady, regarding elves. Do you and Threetoe envisage that they will have physical characteristics adapted to an arboreal live-style beyond what normal humans have? Random examples of what I mean: claws to grab onto bark, ball and socket wrist joints like a gibbon, prehensile tails, whatever. Or in your minds are their adaptions to living in trees entirely the engineered or magical structures they have in the trees (like ladders, houses, sentient vines that reach down to lift them up when required, whatever)? From what I can tell their only current physical advantage over humans for living in trees is their lighter weight. Do you imagine that will change?

697
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: April 08, 2013, 04:13:19 am »
This is how I always imagined Trade Depots to look.  A simple loading dock for wagons with a counter.



It's made from rough marble.

"You know...I wouldn't usually consider trading all of my goods for soiled and bloody goblin rags, but this depot...Man, this depot." DG seems pleased with the trading.

698
DF General Discussion / Re: Illustrating Dwarf Fortress
« on: April 06, 2013, 07:59:39 am »
I think adventure mode has the best inspiration for DF art.

Spoiler (click to show/hide)

699
DF General Discussion / Re: Future of the Fortress
« on: April 06, 2013, 01:06:38 am »
Yeah the trees are fat, but they aren't particularly tall. Toady did talk about 30z or 20z tall trees being possible, but that was before he implemented them. 27z would be like the Grant Tree.

Which has a trunk diameter of about 5m, right? What're the dimensions of a tile meant to be again?

With pulping coming to prevent Necromancers and reanimation to be too strong, do you plan to ever add a limit to the number of corpses a necromancer is able to reanimate at a time ? With something like a necromancer skill to increase our corpse cap and/or our range. And making reanimating creature that are far stronger than us possibly go berserk because of its strong will being able to be partially free from our control over them, but not being strong enough to be sane.

From the wiki: "Necromancers who have a sufficient following may use their zombie slaves to build dark towers, a task that requires at least 50 followers" http://dwarffortresswiki.org/index.php/DF2012:Necromancer
DF doesn't seem like the type of game that wants to allow the AI to do things that the player couldn't theoretically do so I assume you would be able to get at least that many followers and probably more. Of course there's a difference between directly controlling that many zombies as a fighting force and simply animating them like puppets. So there's merit in considering limits on how it would work and a sense of the "strength" of different necromancers that is not tied exclusively to how many zombies they curently have. But that's when questions start becoming suggestions. I'd guess that Toady hasn't thought about it much yet.

700
DF General Discussion / Re: Future of the Fortress
« on: April 05, 2013, 10:47:26 am »
I agree that the height of the trees is not a problem. On the other hand I think the width of the trunks is far too much for trees of that height. I forgot who put up an ascii mock-up in this thread when trees first started getting worked on but I liked their idea.

701
DF General Discussion / Re: Future of the Fortress
« on: April 03, 2013, 08:25:56 pm »
I wonder if there will be complaints about sneaking no longer being a perfect cloaking device.

702
DF General Discussion / Re: Fan art competition! *Moving sound*
« on: April 03, 2013, 08:24:01 pm »
When possible, Urist prefers to consume firesnake.

703
I've played fortresses at 1FPS for (in-game)decades, I don't really mind it.

Yeah, when I was playing in the 2d days my computer would hover under 10 fps right on embark and I was content with that. Now I get high FPS with a better computer but it's never really been a game-breaker for me in fortmode because of the type of game it is. I'm content to wait. Adventure mode is a pain in the ass if you have low FPS or hit a lag spike though.

704
DF Adventure Mode Discussion / Re: WTF is up with this games and feet.
« on: March 15, 2013, 05:56:18 am »
The problem is that individuals attracted to adventuring are naturally footloose.

705
DF General Discussion / Re: Future of the Fortress
« on: March 14, 2013, 06:02:37 am »
The way I envision "pulping" is just a step beyond all-red damage is currently.  For things that move under their own power, pulping shouldn't really have any effect when it happens, since a fully damaged limb is unusable. 

I'm pretty sure that thralls aren't going to be any easier to deal with, since their whole deal seems to mainly be immunity to pain (which seems to afford an enormous advantage in combat), and if you can get a part fully damaged then it can't be used anyway, regardless of pulping. 

The only place it ought to show up is with zombies, and perhaps material-based creatures, though once again, I would expect that mangling a bronze leg into a pulp wouldn't be easy to do (and I suppose "dusting" or "rubble-ing" might be better descriptors).  The mechanic is (from what I understand) something to handle situations where the damage done to a part is extremely extensive, to the point where it seems strange that it can still be used by the creature. 

What you should probably actually be worried about is how much HARDER the (proper non-thrall) undead are going to be in upcoming versions.  Right now the fact they use hit points makes them very very easy to defeat.  The pulping changes mean they are going to be moved back to the standard combat mechanics, but with some way to damage them beyond repair, but this will probably be very difficult to do.  My expectation is that zombies are going to end up somewhat stronger than their living or husked counterparts, and that unless Toady does some reaction-timer stuff along with the combat mechanics, necromancers are going to be (even more) completely unstoppable. 



Creatures do get an arbitrary buff if they are killed and then raised and I assume it was done to make them more difficult. Find a creature that is skinny, kill it, raise it, and then check its description. You'll notice that it's now giant and packed with muscles. To be scientific you can weigh the corpse before it's raised and then again once you kill the zombie; you'll see that the zombie corpse weighs more. I did some testing on dragons and their zombies for a thread where I was trying to prove if undead worldgen dragons start out fully grown but the changing weight of zombies thwarted me. There was also the zombie bacon thread.

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