Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - i2amroy

Pages: 1 ... 637 638 [639] 640 641 ... 678
9571
DF Modding / Re: Dwarf Fortress, Teacher's Edition
« on: October 03, 2008, 01:42:15 am »
Change all the alcohol names to various juices and explain that brewing juice involves mixing juice with water and boiling it.

This would probably work better if alcohol required water to brew, but it would probably be greatly preferable to the current alcohol amounts used in the game.

9572
DF Gameplay Questions / Re: Containing my herd
« on: October 03, 2008, 01:40:41 am »
This is what I use and so far I have never had an escape. This utilizes a small thing in animals pathing methods. *Note, all doors in the following setup must be set to tightly closed/pet-forbidden, but not locked and forbidden completely.

Code: [Select]
XXXXXXXXXXX
X.......DhX
X.......XhX
X*......XhX
XdXXXXXXXhX
Xrrrd^DhXhX
XXXXXXXhXhX
XhhhhhhhXhX
XhXXXXXdXhX
XhhhhhhhhhX
XXXXXXXXXXX

X = wall
* = drop animals here
^ = stairway (up or down doesn't matter)
. = floor
D = door (high traffic designated)
d = door (restricted traffic designated)
h = high traffic designated area
r = restricted traffic designated area

This takes advantage of the fact that animals will try to stick to lower traffic areas and avoid high traffic areas. This means that the animals will stick to the restricted doors while your dwarves use the longer path and can safely retrieve animals for butchery. Even if an animal does escape for the main enclosure, this design incorporates airlocks and secondary trapping doors to ensure that the animals do not completely escape. I have never had this design fail for me and it can hold an infinite amount of animals while still allowing them to breed and be butchered without the others escaping. As a small side effect, this design reduces the pathfinding power that it takes for the animals contained inside as all of the animals just sit at the door waiting for it to open. This means that they take very little pathfinding power and you can therefore have more animals. It may take a little work to set up and a fair amount of room, but this is the best corral design that I have ever seen and I can attest that it works completely.

9573
DF Modding / Re: Mod request: Fortress predesign
« on: October 03, 2008, 01:16:46 am »
Dwarf Companion will allow you to create the fortress, but you have to embark at the spot. You can then create the fortress one tile at a time with the game paused when you first start a fortress.

9574
DF Suggestions / Re: Dragons - Age, abilities, and value.
« on: October 02, 2008, 11:35:44 pm »
I suggested something similar before (but not just for dragons, for any species). Essentially it's a simple tag in the raw text files that let you transform a creature into another creature when certain requirements are met (depending on the values in the tag). It works perfectly for things like lifecycles.

http://www.bay12games.com/forum/index.php?topic=24740.0

Just wanted to say that all of you who like this idea go vote for it on the DF eternal suggestion voting

9575
DF Gameplay Questions / Re: ledgends
« on: October 02, 2008, 11:23:44 pm »
This is for reading all about the cool things that people and groups have done in the past. It is also used to export map data post-world gen.

9576
DF Gameplay Questions / Re: Windmill farms and light blocking
« on: October 02, 2008, 11:22:45 pm »
Wait, they block light, or do they just turn the tile to inside? Because if they block light, then I think that a lot of people will be very happy.

9577
DF Modding / Re: Being Clever
« on: October 02, 2008, 11:19:05 pm »
Something that can be done with that stone is to create gas pockets of freezing death with it. To do this all that you have to do is to make it so that the stone appears exactly the same as the stone it appears in and contains the same name. For example,

Here is the normal stone
[MATGLOSS_STONE:MARBLE]
[NAME:marble][COLOR:7:7:1][TILE:178][REACTION_CLASS:FLUX]
[METAMORPHIC]
[VALUE:2]

and here is the gas pocket stone
[MATGLOSS_STONE:DEATH_MARBLE]
[NAME:marble][COLOR:7:7:1][TILE:178]
[ENVIRONMENT_SPEC:MARBLE:CLUSTER_ONE:100]
[MELTING_POINT:0]
[BOILING_POINT:1]
[SOLID_DENSITY:1]

This stone will randomly appear in marble in clusters of one and is impossible to tell from the marble it appears in. The [SOLID_DENSITY:?] of the gas pocket stone can then be adjusted depending on whether you want your dwarves to have a chance of escaping or if you want the gas to just instantly kill everything nearby.

9578
DF Modding / Re: Dwarf Fortress, Teacher's Edition
« on: October 02, 2008, 11:13:32 pm »
Yeah, but how many people are going to willingly want to expose their third grader to a civilization that is completely dependent on alcohol. At the least, the "needs alcohol to get through the work day" line needs to go.

9579
DF Gameplay Questions / Re: Skill Mismatch?
« on: October 02, 2008, 08:50:21 pm »
They use their highest skill and claim a workshop associated with it. This means that sometimes multiple skills will claim the same type of workshop. For example, an armorsmith, a weaponsmith, and a metalcrafter will all claim a forge, and they might create the same type of stuff, (the metal crafter creating armor for example) but each will become legendary in his highest skill. There is nothing random about it. If a dwarf does not have a compatible mood skill, they will choose stone, wood, or bone crafting and will almost never choose another thing. (like 99.9% of choosing one of those three.)

9580
DF Modding / Re: Init options: PROGRESS_TRIGGER at 0
« on: October 02, 2008, 08:36:03 pm »
Goblins don't have [SIEGER] because all that it does is make it so that when a civ goes to war with you, they sit around a campfire for a while before attacking you. It was determined that goblins shouldn't do this, so they don't have it.

9581
DF Modding / Re: Dwarf Fortress, Teacher's Edition
« on: October 01, 2008, 10:05:28 pm »
If you give creatures the [NOBONES] tag then they will not drop bones. This will turn bonecrafting into one of those useless skills that exist, like cheesemaking. Also if you remove the shaped tag from all armor that has it it will remove some of the bone things that show up in the workshop menu.

9582
DF Modding / Re: A Halloween modding competition
« on: October 01, 2008, 10:02:15 pm »
Also does anyone know EXACTLY what standard_flesh implies, and any way I can make this completely incinerate when it catches fire ???
[STANDARD_FLESH] implies a flesh creature and give it certain preset values pertaining to temperature (damage, evaporating point, that sort of thing) if other ones are not provided.

9583
DF Modding / Re: Dwarf Fortress, Teacher's Edition
« on: October 01, 2008, 08:53:20 am »
You could also maybe have two versions of the kid-friendly thing. One which was totally worked over and extremely kid-friendly, and then another that was more complicated and had more of the original in it, like drinks and playing with dwarves or something like that. This would allow people who had decided that there kid had a grasp on the ropes of the game and could handle more could jump them halfway to the original, instead of instantly going from strawberry cola and humans to Dwarven wine and dwarves.

9584
DF Suggestions / Re: Elephants
« on: October 01, 2008, 12:25:02 am »
And an eye is still generally hollow. I don't care how tough it is, such a hollow membrane would not offer much protection from arrows. Unless, of course, these are either steel or adamantine eyes. In which case, these creatures cannot move their eyes very fast or be upside down, else their eyes fall out from how heavy they are.

Not adamantine, if it is light enough that you can make clothes out of it and dwarves can haul it around like nothing, you could certainly have an eye that could move fast and not fall out.

9585
DF Gameplay Questions / Re: Quick one: Who hauls metal
« on: October 01, 2008, 12:18:19 am »
Stone haulers haul stone only, so they will haul the raw ore. Bars and blocks count as items, so item haulers haul them.

Pages: 1 ... 637 638 [639] 640 641 ... 678