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Messages - lastofthelight

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46
DF General Discussion / Re: So, there a Dwarf Fortress Book on iTunes
« on: April 27, 2012, 10:25:22 am »
Thanks Capntastic. That clears things up for me.

47
DF General Discussion / Re: So, there a Dwarf Fortress Book on iTunes
« on: April 26, 2012, 07:07:55 pm »
(Vherid) - it is my understanding that applies to original and not derivative works. The point that I was trying to make was that, as an arguably derivative work, it is possible that Toady actually would have the best claim on it. Failing that, the law as I understand it is that it fits with the terms and conditions of the forum it is posted on. If the forum notes it has IP rights, it has IP rights. If it notes the end-users have them, the end-users have them. If it notes nothing...there actually hasn't been a legal precedent for that yet, which is why I was babbling about terms and conditions.

HOWEVER, this is all a moot point. I read SA's terms and conditions, but not the individual Let's Play boards. If it notes the users have IP rights, then they have the IP rights. (Unless they don't.) ....I guess I'm getting a bit too in-depth for this forum. Sorry.

48
DF General Discussion / Re: So, there a Dwarf Fortress Book on iTunes
« on: April 25, 2012, 03:21:15 pm »
*finally notices the thread regarding Sankis when looking at all the above Boatmurdered comments and links* Holy -crap- what a <censored>. Not much understanding of the law, either. Still, while I disagree with him, I have sympathy for Mike Mayday (or anyone else so affected), and think that -charging- for a DF book is a bit of a sleazy move. Even so, however...

No, Boatmurdered hasn't reserved a copyright. To make things more complicated, its not clear (under the US or UK) laws whether or not a forum poster or a forum owner actually owns a forum post; there is no clear legal consensus yet as it has never been seriously tested. Even more unfortunately, even if it was copyrighted, intellectual property rights vanish without enforcement. As it has been posted in many places on the internet and redistributed, and neither Something Awful's terms and conditions nor the forum post itself have a policy on that, all of the authors (all of them) involved in the original boatmurdered would have to send c&d notices (or Something Awful, LLC) as well as make good faith legal efforts to ensure such notices were complied with to maintain it. An even bigger issue is that U.S. Law generally only recognizes original and joint works and not 'communal' works. It might actually be that the Toady one has the only -real- claim on Boatmurdered.

That being said, its a bit sleazy. You shouldn't make money off of this stuff. And I'd be annoyed if I was Mayday or someone else.

49
DF General Discussion / Re: Heart-warming discovery
« on: April 24, 2012, 07:19:27 am »
I've noticed huge problems with single-ore embarks in the last two years releases. No idea why. Annoying as hell.

50
DF Dwarf Mode Discussion / Starting dwarves can lie, too!
« on: February 23, 2012, 11:22:02 pm »

So, the first thing I do is check my starting dwarves and name them. I have one named Dopy. He was one of my starting seven. He has two deities, and his only acquaintances are those in the game with him. I did notice, however, that he seemed to have skills that I couldn't remember having given him, but since I chose a profile before adding them, I wasn't sure.

So I set my other dwarves to making engravings. I like a well hewn fortress! Whats this, I see?

A well designed image of "The Human: Fact or Fiction by Dopey Thoblatur" ....carved by Dopy Thoblatur. INTERESTING.

So I check his deity screen and one of his dieties "most often associated with fortresses" has inspired a necromancer, created a werewolf, and cursed someone with vampirism.

So, what is this guy? A vampire? A necromancer?

This is cool!!!!




51
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 21, 2012, 04:45:15 pm »

Vaporstone is in there. Doesn't seem to help.

52
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 21, 2012, 04:23:48 pm »
I've been trying for awhile to get the various things on here to work; they all seem to have errors of one sort or another. I'm battling these right now.

From the golem process, we have:


[INORGANIC:GOLEM_STONE] produced in transmutation
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:blinding flash of light]
[STATE_NAME_ADJ:LIQUID:molten failure stone]
[STATE_NAME_ADJ:GAS:blinding light]

But there is no STONE_VAPOR_TEMPLATE.

What was he meaning to refer to?

[Edit: An error with the werewolf was here. I have fixed and deleted it, since it was on my end.]



Lastly, whenever I add the spells onto a creature, the game crashes in worldgen with no errorlog.

53
DF Modding / Re: Necronphesh Mod (0.34.x)
« on: February 21, 2012, 01:14:16 pm »
Awesome mod. Can't wait for more.

54
DF Modding / Re: The Spellbook - Community Interaction Repository
« on: February 21, 2012, 10:09:26 am »
Anyone know what causes this when I plug the messiah stuff in?


*** Error(s) finalizing the interaction MESSIAHRAISE
Unrecognized Caste Token in Body Transformation Effect: BIRD_JUJU:DEFAULT
*** Error(s) finalizing the interaction LAYONHANDS
Unrecognized Caste Token in Body Transformation Effect: BIRD_JUJU:DEFAULT
*** Error(s) finalizing the interaction ANGELASCEND
Unrecognized Caste Token in Body Transformation Effect: MESSIAHANGEL:DEFAULT

Or this stuff when I plug in the werewolf stuff?

*** Error(s) finalizing the interaction WEREWOLF_CURSE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF:DEFAULT
*** Error(s) finalizing the interaction WEREWOLF_QUICKTRANSF
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF:DEFAULT
*** Error(s) finalizing the interaction WEREWOLF_MEDTRANSF
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF:DEFAULT
*** Error(s) finalizing the interaction WEREWOLF_LONGTRANSF
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF:DEFAULT
*** Error(s) finalizing the interaction WEREWOLF_BITE
Unrecognized Caste Token in Body Transformation Effect: WEREWOLF:DEFAULT

55
DF Modding / Re: Custom Necromancer and mage towers questions.
« on: February 20, 2012, 05:46:23 pm »
Which could explain why you don't see many of these secrets in worldgen.

56
DF General Discussion / Re: Future of the Fortress
« on: February 20, 2012, 05:42:47 pm »
Toady, there are reports on the modding forum that any Secret not able to raise the dead will result in wizards/things not able to build towers. Is this is a bug? Could this perhaps be because you linked up the whole 'undead minions' with 'towers' in the code? Even if some code/worldgen limitation prevents them from having towers, is there any chance that you might put in a tag so you could choose to have Secret-creatures dwell in a hut  in the middle of nowhere, or a cave, go back and pretend to be a god, or just live in the forest instead? Those all seem like low hanging fruit, and might enable them to actually have apprentices, so stock-necromancers wouldn't just be over-running everything, which is what happens currently. This is probably on the bottom of the priority list though, sadly.

57
DF Modding / Re: Custom Necromancer and mage towers questions.
« on: February 20, 2012, 07:43:47 am »
What happens if you take away the immortality part of a secret? Anything interesting to the towers in history?

And if you have pyromancers, one way or the other, who lives in their tower? Zombies? Is it hardcoded?

58
DF Modding / Mods that do not change difficulty
« on: February 19, 2012, 10:01:24 pm »

Are there any major mods that do -not- change the difficulty by adding insane things? Almost all of them these days just do some absurd things with difficulty (even the ones that claim to really just want to enhance vanilla df/add optional features) - in ways that I just don't enjoy. I -like- sitting on piles of goblin corpses; and I have a high enough FUN rate that I don't really want it to become even harder. I enjoy new buildings, enemies, things to build and ways of killing - I just don't want to see it get harder. I think farming/the economy/the invader difficulty is fine.

Anyone have mod reccomendations?

59
DF Modding / Re: Curse You! V0.2
« on: February 16, 2012, 05:53:29 pm »
Noone reads legends. If it gets into gameplay in a useful way (the real judge), go for it. Besides, some 'curses', in fantasy, are pretty damn cool...

60
DF Modding / Re: Zombie Apocalypse Sample Interaction
« on: February 16, 2012, 01:29:16 am »
What does this do in worldgen/history? Will people who get this 'secret' in history cause this to happen? Will you embark in a cold, dead, zombie world?

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