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Messages - lastofthelight

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61
DF Modding / Re: Zombie Apocalypse Sample Interaction
« on: February 15, 2012, 09:26:25 pm »
Good work!

Any observations from observing its effects in game?

62
DF Modding / Re: Necronphesh Mod (0.34.x)
« on: February 15, 2012, 08:00:53 pm »
Awesome! A pity we can't do any modding regarding cities/architecture, yet. An egyptian/mesopotamian civilizan mod is an awesome idea, especially with the necromantic/death focus.

63
I read threads like this only to laugh at the groupthink and instinctive reactions.

64
DF General Discussion / Re: What to do first in the new version?
« on: January 24, 2012, 11:18:33 pm »
Set up the 'vampire blood well', transform the largest number of people I can in the largest fortress possible into vampires, wait as long as possible (until the fortress collapses), get way cool history, ensure TONS of vampiric children if possible, then abandon!


and ENJOY THE MIGRANT WAVES. YES. WAVES. FEASTING FOR YOUR SOFT, SUCCULANT DWARVEN BLOOD! KILL US WILL YOU, MORTALS? WE ARE VAMPIRIC MIGRANTS, AND WILL -FEAST UPON YOU- AS IS OUR DUE!

I mean, enjoy useful migrants for a change, without having to worry about sleeping quarters/feeding them/etc.

65
Other Games / Re: Rpg Maker
« on: January 21, 2012, 05:39:35 pm »
I've noticed that there seems to be at least one 'fatal' flaw in all of the RPGmaker line of rpg makers, which prevents you from easily creating rpgs. Whether it be a limitation on the number of graphical sprites you can import ( a very low one) or something else; it changes based on the version, and not necessarily in the direction of 'improving'. You -can- still make games with them, its just 'very annoying'.

I long ago concluded that the makers were being hobbled by some sort of internal political thing, because it couldn't possibly NOT be on purpose.

66
DF General Discussion / Re: Future of the Fortress
« on: January 20, 2012, 11:00:51 pm »
My current OFFICIAL COMMENTARY regarding "I'm down to dwarf-thought preference strings and coloration issue"

FOR THE LOVE OF GOD MAN, WE CAN LIVE WITH THOSE BEING BUGS! RELEASE. THE. GAME. !!!!!!!!

67
DF General Discussion / Re: Automatic Blog Posts
« on: January 20, 2012, 12:20:51 am »
The Goblin Den guy, or Goblin Fortress, or whatever. He's slogworth.


Wait. No. Check that. Too small.

MINECRAFT IS SLUGWORTH.

68
DF General Discussion / Automatic Blog Posts
« on: January 19, 2012, 01:08:58 pm »
You know how on blogs you can write posts in advance, and have them post at a later date and time?

Now, I'm sure the new release will be out in a few days. Don't argue about the release! THIS IS NOT ONE OF THOSE POSTS.

.... BUT....

If Toady were to make, say, YEARS of posts and set them to automatically update, then die/be kidnapped by elves/be held indefinitely without trial due to NDA 2012, and we had no idea....

...

How many years do you think we'd all still hang around the forums waiting before we figured it out?


P.S.

ALSO, FOR THIS REASON, PLEASE OPPOSE NDA 2012 THE WAY YOU WOULD SOPA ... ... BEFORE THEY TAKE TOADY AWAY!

69
DF General Discussion / Re: Demographic insight
« on: January 19, 2012, 01:06:03 pm »
gender: male
age: 28
race: Irish/German
Profession: Dreamer/Underemployed Physicist
Social Class: Under the poverty line
preferred sock color: Bright Blue. Don't judge :(
favorite way to kill a goblin: Drowning trap.

70
General Discussion / Re: American Election Megathread
« on: January 12, 2012, 01:00:54 am »

What I'd like to see is a political candidate in favor of greater power to the states. The federal government has been taking power from the states, and the states from the local, for a long time. And of course, the Executive branch leeches off the federal. It keeps climbing upwards.

And while I like certain compassionate safety nets, I wouldn't be opposed to those safety nets being 'local in nature' rather then 'federal in nature'; but the structure of our society prevents that. You can't just go out, for instance, and start a free health care clinic. You have to have insurance, or you'd be sued off your butt, and there is nothing your town (or state) is allowed to do about it. And while I like the idea of regulating the corporations to protect me from them, I dislike the fact that, when the end of the day comes, most regulations are designed to help them, and benefit them, often at my expense. I worked for major bank once (Servicelink/FNF) - and it was horrible how they made their money. It was blatantly obvious and remarked upon in the company how much of their money was reliant upon foreclosures and favorable government regulations.

So I think the real problems are not the 'right' or the 'left' but corruption and not corruption. I'd like to see an overall reduction in corruption, and a return to a smaller scale government (not the token lies the Republicans claim to support), and I'd like to see an acknowledgement that...endless wars will NOT make us safer, but increase our enemies in countries where we are not wanted.

I volunteered for Obama, but I can't really support him anymore because I feel that he sold me out on the peace issue, on the human rights issue, on the corporatism issue, and... I'm disappointed.

What we really need is to stop looking at any of the politicians/liars in these two parties to do anything to really change the status quo, and to look inwards at how we can fix this country, and ask hard questions about real changes.

Thats what I want.

71
Interesting mod, with great promise and wondrous potential, but perhaps not for me. Looks great though.


I'm not really sure why players in DF are so dead-set on killing their nobles to make things easier, then go in and mod things like 'tougher farming' or steel making or what-not. The chickens thing, for instance, is certainly not a bug. As anyone with chickens can tell you, even a small amount of chickens will result in more fresh eggs then you and your family and your friends and anyone you know can eat. Likewise, farming enough food to eat is really, really easy. The problems come in, historically speaking, when farmers are forced to grow specific things, or all the same variety of one thing (see: the potato famine) which either results in not enough food for the farmers, or nothing that they can sell (See: Mysore, India during the 1920's/1930's). Its the mandates which make it hard, historically speaking.

That being said, if you try and make an industry based just off of exporting grown - not cooked - food, you will find it remarkably tough. But if you then cook and prepare it, it will become remarkably easy. Quality levels for prepared food result in prices that are a bit too high in my opinion, but...again, thats where mandates come in, to mess up farming, and steel-making, and what-not. But usually people just kill off the nobles...


Anyways, I like the mod. I like what you've done with it, and I think you've done a fine job. If I use it, I'll probably go back in and edit the changes to farming out, but I think you've done a wonderful job.

Best of luck, and good job on the hard work.

P.S. Regarding expansions, I would avoid getting too far away from your core principle, which is 'masterworking' the game, I think. Caste systems and religions get away from that. I'd stick to the core things which you have focused on, and try to make that essential enhancement as good as possible. If you -really- want to do religions or castes, I'd say just have it be an optional addon, or another (related) mod. If you stick to your core design philosophy, your mod could become an essential DF mod for many people. If you get too far away from that, it could just become another really great mod, because while almost everyone would want what you have in it already (or things like stone bins), the other stuff gets more into 'ordinary mod' territory. Which would also be fine. You just have to decide what your real goal is.

72
Other Games / Re: Would like a recommendation for a new MUD/MOO to play...
« on: December 26, 2011, 02:21:37 am »
Personally, I prefer Mushing. I'm not so big into the grinds/leveling aspect of RPG's, but I am into the plot.

Unfortunately, few people have the attention span or time for Mushing these days, so as a form of entertainment, it is dying. :(

73
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: December 13, 2011, 07:41:42 pm »

Does anyone know what happens if you give a specific caste (say a caste of dwarves) - or even all dwarves, the POWER tag? Would that mess things up, or make it so ordinary people can occasionally pretend to be gods?

74
DF Modding / Re: Whats wrong with this raw file?
« on: December 13, 2011, 07:01:16 pm »
Thank you kindly.

Ugh. I went by what was in the wiki. I can't really tell then from looking at its skills how they correspond to that list. Well I can in some cases (sneak is pretty obvious!) - but what about  http://df.magmawiki.com/index.php/DF2010:Persuader for example? Speaking I guess?


Ah, I see. They are just NOT in the jobs file, but they are at: http://df.magmawiki.com/index.php/DF2010:Skill_token which I can find (now)  by searching using the above tokens. Thanks!

75
DF Modding / Whats wrong with this raw file?
« on: December 13, 2011, 06:15:27 pm »
I edited this satyr-civ (from a real modder's mod; as opposed to me, who just privately tinkers) awhile back to be more to my liking. I don't remember the exact changes.  In any event, it doesn't work - all of the natural skill tokens get rejected. What did I do wrong? I'm pretty sure thats what I added.

Spoiler (click to show/hide)


Thanks!

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