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Messages - DPh Kraken

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16
DF Gameplay Questions / Re: Trapping deer
« on: February 04, 2024, 03:02:05 pm »
Animal traps are small, more portable versions of a cage. Cages trap regular-sized creatures, while animal traps are for tiny "vermin" creatures like mice and toads.

For a cage trap, you also need mechanisms (made at the mechanic or forge) to set them.

17
DF Suggestions / Suggestions for the new unit list
« on: February 01, 2024, 09:11:10 am »
The new unit list has a pair of sorting methods, Prof A and Prof B. Putnam asked for suggestions regarding what to name these on the Kitfox server, both of which should fit in the same small space.
Prof A sorts miners, then all woodworkers, bowyers, carpenters, and wood cutters, et cetera. Prof B goes by each profession/position individually and alphabetically: brokers, butchers, captains, carpenters, and so on.


I suggest that Prof A be named "Cat." (category), as this is the technical term for the color-coded groups that each unit type is sorted into. Graphics raws ask for a PROFESSION_CATEGORY when coloring the default clothing.
Prof B should remain as "Prof." (profession). This is the term that's used elsewhere, when renaming units on their character sheet and when specifying creature-specific [PROFESSION_NAME]s.

In addition, the smaller column margins to display names causes longer names to be shortened and/or displayed on two lines. It's uncommon with typical dwarven names, but creatures with legendary titles or custom nicknames are affected by this.
Image from Logem Cilobdural:


If anyone else has any suggestions for the new unit list menus, please do reply.

18
DF Suggestions / Re: Vampire societies
« on: January 28, 2024, 03:21:03 am »
Even if vampires make great foes, I think that most of the social mechanics (besides the obscure blood-giving ritual) for this don't need to be exclusive to civilized night creatures.
I think that vampires should be predisposed to start villainous secret societies - bloodsucking to make them outcasts, already gravitating to positions of power, personality changes (though not given to default vampires), and an eternity to scheme - but I could see any bunch of creatures with a common background starting their own society if there's going to be a lot of depth to it.
In fort mode their infiltration would be much more subtle, but I imagine there would be a lot of ways to play with a clandestine faction (a formalized villain network with various positions?) in adventure mode - finding hideouts, being able to join them and attempt their rites of initiation, noticing their symbols and signatures in places they rule over...

19
We do see this a bit when asking for information, where [You receive detailed information] comes up, as well as performances being described rather than quoted. I think having dialogue can have its charm, especially when giving out specific information.
Statements of value or personality are better as dialogue,
*Kadol Umiddodok states the nuances of truth.* vs "There is no value in telling the truth thoughtlessly.  Consider the circumstances and say what is best."

I think greetings are a bad example of something that should be abstracted away - there's a lot of contextual information that can be expressed more succinctly as dialogue. The reply changes if you're a foreigner or known as a hero. Peaceful characters attempt to "dissuade you from this foolishness" if you're traveling alone, and religious characters give out a little aphorism relating to their deities.

Descriptions of conversations are good when they clearly relate to confirming the player's actions and updated status, the other examples you provide are well-chosen. Detailed directions are saved in another menu, so it makes sense to be a little meta to confirm you have the information. Being accused of theft makes the player's status that the reputation is directed at you clear (even if displayed with dialogue), and the last one confirms that a player has successfully made a deal.

20
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 27, 2024, 09:33:39 pm »
I think for the more technical objects that don't have cut/select, you just create the object entry again and the last one loads.

21
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 25, 2024, 02:03:23 am »

You'd have to add a creature that actually exists I think, not a dummy one that's only there for materials. Look at how milk is coded in whatever animal you like


Added a bunch of extracts to a single creature owned by the civ, I'm amazed how quickly that worked!
Haven't been able to test extracting from the creature, though. Tame purring maggot shenanigans.

22
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: January 24, 2024, 03:46:10 pm »
I created a civilization with access to inorganic liquids. They produce them by reaction, but I'm having trouble getting them to show up in the embark purchase menu. I've seen some mods add custom resources by giving the civ a special nonexistent creature with animal tokens, but I'm not sure what I'd write in the creature file to enable them for trade.

23
DF Suggestions / Re: Almond Milk
« on: January 13, 2024, 05:51:54 pm »
It'd be nice to see drinkable liquids that aren't water or characterized by all the various baggages of DRINK items (units seek it out preferentially, satisfies "drink alcohol" need)
On a tangent, the material token [CHEESE_PLANT] was recently deprecated.

24
DF Modding / Re: What's going on in your modding?
« on: December 30, 2023, 04:01:27 pm »
Working on a mostly-historical inorganic chemistry mod, initially had the idea to use blocks and have orders to automatically convert alchemical rocks into blocks. Then I realized that blocks aren't affected by economic stone orders, so rebalancing time ahoy. Saves a labor step, too! Probably means upping the metal yields when smelting comes into play, and raising the value of aqua regia.
Also integrating the idea from another chemistry mod to use jugs for alchemical powders, since that also reduces micromanagement with bags being used a lot elsewhere.
I do love the ridiculous complexity of the reactions I've researched, but I think I need to smooth the road a bit.

25
DF General Discussion / Re: Future of the Fortress
« on: December 15, 2023, 12:05:05 am »
Did the hippo man wrestler in the trailer organically accept to come with, or was there some manipulation behind the scenes? I tend to have trouble recruiting in my adventure games.

26
DF Modding / Re: How do I access the new renderer in DF Classic?
« on: December 12, 2023, 01:52:04 am »
With regards to music, the Soundsense pack is CC-BY. I don't know if I've updated my port of it on DFFD to have the correct volume, but that's a viable source of songs.

27
DF Gameplay Questions / Re: Default embark clothing
« on: October 24, 2023, 09:20:11 pm »
This might be more of a raw-loading issue than anything. You should have the FORCED rarity for turbans added to the mountain entity, then generate a new world to create dwarves from that template.

28
DF General Discussion / Re: Magic in the unreleased versions
« on: October 24, 2023, 08:36:36 pm »
It also just wasn't there? There were a couple unused artifact descriptors and a scripted wizard event.
There's still been a slow trickle of rare magical things through the eras, but most of the things that would make magic interesting instead of being a red glowing crossbow goes back to being interconnected with the other systems of the game.

29
It would definitely need its own data storage to be modifying units on the fly, but it could do a lot of interesting things especially when combined with this being a caste-level thing.
Caterpillars might even be better to handle as a separate caste (with the proper overrides to still not get freshly-hatched adult moths), since the body is completely regenerated during pupation (itself could be handled as a separate caste). Allow for branching paths and you might be able to implement huge evolution chains.
Certainly lots of mythical creatures gain additional powers as they grow up, like the kitsune's many tails and its immortality.

30
Procgen would add a hidden-fun-stuff aspect to botany, and I'm all for more fun surprises.
I'd also like to see crop identification be something that mods can play with, or define new syndromes and interactions to be pulled from.
Perhaps this mythgen-oriented arc might also add a little uncertainty to extant plants when extracting their essences - who knows what an alchemist could be doing with golden salve?

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