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Messages - Jeon

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61
DF Suggestions / Re: Usability
« on: August 14, 2007, 03:51:00 pm »
#1: Yes, the interface is not that great and has a steep learning curve.

#2: It gets enhancements over time and will be rewritten eventually.

#3: There is no 16 color restriction on graphics.  The bitmaps for creature graphics are 24-bit color.  I believe the inanimate objects will be seperate from the font tileset in the near future.  The font tileset itself which is for the current ascii 'graphics' can be shades of gray to change the intensity of the color for shading effects if desired.


62
DF Suggestions / Re: Paper II
« on: August 10, 2007, 04:03:00 pm »
Paper money sounds like something the evil nobles would introduce as an excuse to horde all the precious metal for themselves!

63
DF Suggestions / Re: Suggestion about modding
« on: May 23, 2007, 10:05:00 am »
Armor level indicates at what setting of armor your dwarves will wear certain gear.

1 = leather
2 = chain
3 = plate

"ubstep" is how much of the upper body the gear covers.

0 = upper body
1 = upper body/upper arm
MAX = upper body/upper arm/lower arm

"lbstep" is lower body covering

0 = lower body
1 = lower body/upper legs
MAX = lower body/upper legs/lower legs

Well, that is for body armor.

[SHAPED] = craftable from shell
[HARD] = craftable from bone
[METAL] = craftable from metal
[SOFT] = craftable from cloth
[LEATHER] = craftable from leather
[SCALED] = ??? (craftable from scales but no scales in game?)
[BARRED] = ???

[MATERIAL_SIZE] divided by 3 is how much material it takes to make something.

Mainblock = how much it blocks for the main part (e.g. upper body for chest, lower body for leggings)
Secondblock = how much it blocks for other things it covers (arms, legs, etc)

[METAL_ARMOR_LEVELS] means that the gear will be based on its material for dwarf preference rather than the [ARMORLEVEL] tag.  Used for caps/helms currently.

[UPSTEP] is a tag on boots that indicates how far up the leg they go.
0 = feet only
1 = feet/lower legs
MAX = feet/lower/upper legs

[UPSTEP] on gloves is similar to boots.
0 = hands only
1 = hands/lower arms
2 = hands/lower/upper arms

I am not sure how the
[LAYER]
[COVERAGE]
[LAYER_SIZE]
[LAYER_PERMIT]
tags work although I know they pertain to layering on plate/chain/shirt/etc.  I haven't played around with them enough to know.


64
DF Suggestions / Re: Dwarf music?
« on: July 19, 2007, 03:19:00 pm »
quote:
Originally posted by Anticheese:
<STRONG>
Personally I want to recreate the Mos Eisley cantina   :)</STRONG>

Argh, now that tune is stuck in my head... GAH!


65
DF Suggestions / Re: Necks
« on: September 25, 2007, 10:43:00 am »
What are you talking about?  There are necks in adventure mode...


 

quote:
You bash The wolf in the head with your copper maul!
It is battered!
The wolf's left eye has been blackened!
The wolf's throat has been blackened!
The wolf's neck has been broken!
The wolf falls over.

See?  Light damage overall but the broken neck causes the wolf to fall over! (And start to suffocate)

Whoa, adding the [JOINT] tag to necks IS fun!

 

quote:
You grab The frogman by the head with your right upper arm!
The frogman misses You!
You lock The frogman's neck with Your right upper arm!
The frogman misses You!
You break The frogman's neck!
The frogman falls over.
The frogman misses You!
You release the grip of Your right upper arm from The frogman's head.
The frogman has suffocated.

No nervous system?

quote:
Your upper spine has been broken!
You lose hold of the bronze shield.
You lose hold of the copper maul.

[ September 25, 2007: Message edited by: Jeon ]


66
DF Suggestions / Re: Another Tasking Topic
« on: June 15, 2007, 03:37:00 pm »
quote:
Originally posted by Core Xii:
<STRONG>Hmmmmmm, I just thought of something. What if you adjust the food stockpile to also be a barrel stockpile? Then ALL excess barrels would automatically end up there!</STRONG>

That's brilliant!

I think I'll have to try that out sometime.


67
DF Suggestions / Re: Speed vs. Quality -- Dwarf Jobs
« on: May 30, 2007, 03:32:00 pm »
quote:
Originally posted by Tamren:
<STRONG>But i agree some sort of quality control would be great. Its hard to build economy bedrooms when all i have are masterpiece beds.</STRONG>

I think quality control has been suggested before for the too expensive rooms problem and then it was suggested that instead there would be some kind of supply and demand system for room prices.

If the average quality of the rooms is high and there are plenty of rooms then the price of housing would be adjusted down.  If there aren't many rooms and the average quality of them is low, then a room with masterpiece furniture would cost a fortune.

And by average I mean median so that you can't have rooms with masterpiece platinum chests and cabinets for your legendary dwarves to lower the rent costs of everyone else's rooms significantly.

Supply and demand would be nice for food/clothing/crafts that the dwarves buy as well so that the prices aren't determined by noble's whims... until they spike the demand up insanely high by hoarding all of the goods to themselves.  (Why does my Baron have so many masterpiece dresses on his floor? o.O)


68
DF Suggestions / Re: Possible new job
« on: February 05, 2007, 04:27:00 pm »
I agree with making glassmaking a jeweler skill.  I pretty much always assign all incoming jewelers to glassworking.

69
DF Suggestions / Trading improvements
« on: November 05, 2007, 04:21:00 pm »
It would be nice if traders could bring more than like... 1 bar of a metal with them per animal.  Since my fortress site is devoid of any useful metal besides copper, I've been trying to import iron/bronze/steel... but the caravans show up with 7 or 8 animals with 1 bar on each of them.  Not too useful.

Also, as other people have suggested... it would be nice to be able to trade for uncut gems, and/or use cut gems for more things.  Bags with sand in them?

It would also be nice if the counteroffers would not include things currently banned for export.  Very annoying to fail a trade because the traders want the banned things and won't accept other items instead...

And will the stupid humans stop bringing me 6 iron anvils every year?  And gear I can't use.


70
DF Suggestions / Re: Random thoughts on adventure mode (long)
« on: January 11, 2007, 04:06:00 pm »
Priority on improving adventure mode directly is low because the world of DF is not complete yet.  Most of the recent changes affect both modes and will continue to have more uses as each mode is fleshed out.

Take for example artwork done in dwarf mode.  Yes, you can see drawing of things, etc in dwarf mode but if you return to the fortress later as an adventurer you can see that a lot of the artwork is tied to particular events that happened in the fortress.  That nearly blew me away as I looked through the artwork in my old fortress.  Tellings of people dying from elephants.

Unfortunately I had only looked at about 1% of the artwork before I was overran by an army of giant moles and proceeded to die.

If I remember right I think I found some of the coins from my old fortress in a nearby kobold cave... some had images of dwarves trading with humans on them I think in 1054.


71
DF Suggestions / Re: "Traditional" stats system
« on: November 08, 2007, 01:24:00 pm »
I have no problem with displaying the numerical values of some things (skill levels with numbers would help for sure), but there really isn't anything to display right now.

The values for strength, agility, toughness are 0-5 that you can see.  I think it's been shown that it goes above 5, but it is pretty meaningless since it doesn't effect many calculations at all once it reaches that level.

Every single creature with a certain stat bonus gets the SAME effect.  A strong groundhog would be able to carry the same weight without speed penalties as a strong elephant.  The stats system is very basic and simple and incomplete.  An agile groundhog has the same dodge and movement speed as an agile elephant.  A tough groundhog has the same damage reduction as a tough elephant (although size is a large factor in damage).

I'm not seeing how strength(1) is more beneficial than seeing Strong.

There are some other stats like... how badly they are bleeding, lack of air, lack of blood, pain, nausea, fatigue, tiredness, thirst, hunger, suffocating, drowning, etc.  Those might actually have some numbers with them but I'm not too sure they would mean much a player considering all the factors relating to death.  Hmmm, I'm at Heavy bleeding(24), Pale(18)... looks like I better... um... bleed to death I guess.

If you want an init option to show numbers that's fine... but I'm not sure there is anything useful to be shown at this point.


72
DF Suggestions / Re: Random gripes. Err, that is, random number gripes.
« on: January 03, 2008, 05:05:00 pm »
Eh, I like the randomness of crazy streaks more than the randomless of fairly even distribution...

73
Other Games / Re: I Suck at Warcraft III
« on: January 07, 2008, 01:59:00 pm »
I am also terrible at playing the normal skirmish type games of Warcraft III.

I enjoy playing a lot of custom games online though.

I tried to work on gaining skill playing against an easy computer as well and kept losing...

So then I tried putting a normal computer on my team vs. the easy computer and kinda look at what the normal computer was doing.  Somehow, I managed to level up the easy computer's hero enough through my incompetance that he took out the normal computer and then me.  I gave up after that -_-

I find lots of the custom games to be much more fun, and I'm way better at most of them as well.


74
Curses / Re: LCS game mechanics feedback (spoilers)
« on: July 18, 2007, 03:46:00 pm »
I'm pretty sure sweatshop workers will get deported no matter what... being illegal immigrants and all... unless amnesty bills get implemented.

75
If the water was moving fast enough to travel up a hill, I think it would probably carve into the hill instead of going up.  Or just run into it and splash off to the sides.

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