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Messages - Impaler[WrG]

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271
DF Modding / Re: (REQ) Multi-Tree Mod
« on: October 29, 2009, 01:44:45 am »
The only real way to mod the 'rubber hits the road' game play level is to do either new reactions or new/modified creatures and some cost adjustments, everything else is essentially decorative in nature.

272
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 28, 2009, 05:22:18 pm »
jonask84:  You should post a png the height and width you want and with a diamond shaped magenta area at the bottom showing ware the floor tile will line up with the graphic.  Artists can then use this as a template and reference as they will know not to put any part of the creature graphic below that diamond, its also handy for making sure the creature appears centered in the tile.  SimCity 2000 used a similar system in an editor that allowed you to pixel paint new buildings.

273
Actually I think the simpler way is to have a chopped down tree become X number of wood pieces and then they get carried away as now.  That would certainly increase the wood supply a LOT and make it feasible to have furniture require a varying number of pieces to create without inducing a big shortage.

274
Books are something that have been desired for a long time but some of your ideas sound a bit too modern for my taste.

On a purely material level using parchment is more appropriate then paper, though paper would also have existed the transition to paper was driven by the printing press.  The modern movable type Printing press was created in 1450 right at the historical cut-off point for DF (per Toady), given its very mechanical nature though I think most people would be willing to give it to dwarves because of their very mechanical inclinations.

I'm sure 'Journalist' is not appropriate though, real newspapers (as in Private for profit and independent news disseminating businesses) are clearly outside the DF time period (they originate in the 17th Century according to Wikipedia).  But government based 'news' publications did exist much much earlier and in many cultures, though clearly this was little more then "The Kings Proclamations".  I'd change this concept to the "Herald" and remove all the "fighting the man" stuff, the Herald will simply be an agent of the King/power print a Prava style flier that would have a small positive moral boost for the reader.  In the absence of Paper the Herald could just default to a 'town crier' after all their will be a lot of illiteracy.

275
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: October 27, 2009, 03:25:35 am »
New bug report (#149), Traits sorting ignores blank 'average' dwarves when they should be between the high and low ends of the spectrum.

276
DF Modding / Re: Dwarf Therapist (LATEST 0.4.2 10/26/09 see first post)
« on: October 27, 2009, 12:52:53 am »
Hurray!!!   (9th download)

277
I can't imagine any metal other then steel having sufficient tensile strength and springiness to serve as a bow.  I believe the Romans used animal-sinew torsion based weapons more then springs as a spring also needs to be made of steel or else it will snap very quickly.

278
People need to be cognizant that their are different sizes of crossbow so all these rate of fire citations need to for specific types in order to be useful.  My understanding is that a 'light' battlefield crossbow would have about half the rate of fire of a SKILLED bowman, ware as a 'heavy' crossbow which would be typically used to defend a castle would be half again as slow primarily because it use a winch to pull the string ware as the light crossbow is pulled by hand usually placing it on the ground and using the front mounted stirrup to perform a upward pull on the string using the strong muscles of the back.

The both bow and crossbow the larger the draw-weight the slower the reload time and the longer the range and force the projectile strikes with.  In both a normal bow and a crossbow the wielders strength and skill should provide a bonus to the rate of fire, but the bonus is greater for the bow.  Strength also gives the bow a range and damage advantage ware the crossbow has a fixed range and fixed damage.  In a system can be designed that takes these factors into account and exposes them to moding then I'd be satisfied.

279
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 25, 2009, 02:31:15 pm »
Quote
@CobaltKobold: we want to switch to alpha and PNG files. but it would require many more library dependencies, not good for people who want to compile.

I'd recommend the DevIL (Developer's Image Library) which is used in Khazad, all our textures are PNGs, it can load and save just about any kind of image file and works well with SDL.

280
DF Modding / Re: Economic mod - value reduction
« on: October 25, 2009, 04:01:11 am »
Could you share some of those files Telcontar, Teal and I would probably like too have a look.

281
DF Suggestions / Re: Seperate Masonry and Construction
« on: October 25, 2009, 02:40:56 am »
Alternatively move both wood and bone bolt/arrow production to the Bowyer, move Stone crafts like ring/amulets/Scepters/Idols to the Jewelers shop under the name "Lapidary Crafts", put Leather crafts at the Leather works under the Leather working profession, likewise cloth & silk crafts should go to the Clothier and its workshop.

282
DF Modding / Re: Economic mod - value reduction
« on: October 25, 2009, 01:09:09 am »
I personally find the most effective difficulty mod is to give dwarves [SLOW_LEARNER] which really slows down skill gain and thus the speed & quality of everything else include skill gain from a Strange Mood.

283
DF Modding / Re: Economic mod - value reduction
« on: October 25, 2009, 12:43:58 am »
Most stones already have a value of 1, I wonder if 0 would make stone crafted items worthless.  If so then doing that for layer stone might make sense as the player could still use stuff like Microcline and Obsidian (worth perhaps 1 or 2 respectively) for crafting which would not be so bad.

Of course any value reduction is a double edged sword as it makes the stuff on the Caravan cheaper as well, I don't know how the quantity of goods will change in response to lower values, the caravan just might bring MORE stuff, dose anyone know for sure?

As for Plants their are some mods floating around already that try to reduce value and increase growing time so I'd focus on other areas to see what can be done their.

284
DF Suggestions / Re: Move Quality Multipliers to a raw\objects text file
« on: October 24, 2009, 03:57:36 pm »
Second, this is a MAJOR source of balance issues and the ability to immediately create a high value export industry from day one and make so much money that you can buy an entire caravan without even thinking about it.  We would need to be able to apply percentages under 100 to make low quality stuff worth much much less.

I think I'd go with something like this (value starts low but doubles with each level, damage/block remains the same)

[QUALITY:STANDARD]
  [DAMAGE:100]
  [DEFENSE:100]
  [VALUE:25]
[QUALITY:WELL-CRAFTED]
  [DAMAGE:120]
  [DEFENSE:120]
  [VALUE:50]
[QUALITY:FINELY-CRAFTED]
  [DAMAGE:140]
  [DEFENSE:140]
  [VALUE:100]
[QUALITY:SUPERIOR-QUALITY]
  [DAMAGE:160]
  [DEFENSE:160]
  [VALUE:200]
[QUALITY:EXCEPTIONAL]
  [DAMAGE:180]
  [DEFENSE:180]
  [VALUE:400]
[QUALITY:MASTERFUL]
  [DAMAGE:200]
  [DEFENSE:200]
  [VALUE:800]


285
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: October 24, 2009, 02:58:03 am »
Quote
Of course, the dwarves are entirely capable of using circular saws ("large serrated disc") on goblins, so it isnt *too* far fetched to have them for civilian use...

Oh I completely agree its not an issue of feasibility or technology, rather that don't NEED a serrated disc to build the workshop so it's inaccurate to show it.

The artworks looking really nice and theirs a real outpouring of it as well.


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