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Messages - DanielLC

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121
DF Modding / Re: I need help with utilities
« on: March 23, 2009, 10:32:18 pm »
I was hoping I could use the DF recording utility built into it. Does the CMV Movie Editor work on wine?

Would it be possible to make military dwarves use the symbol for elves?

122
DF Modding / Re: I need help with utilities
« on: March 23, 2009, 05:34:13 pm »
But what utilities do I use so I can control everything? For example, I want to try making a machinima of this. I'd need to be able to move elves where they wouldn't normally go.

123
DF Suggestions / Re: Acceptable odds of tunneling abilities
« on: March 22, 2009, 10:05:00 pm »
I don't think the problem is breaching the fortress, I think the problem is having a cottage-cheese mountain because animals keep digging.

124
DF Gameplay Questions / Re: Artificial Land?
« on: March 22, 2009, 08:24:38 pm »
Drop magma squares until the obsidian island reaches the surface, then drill a hole down the center into the ground below.

125
DF Gameplay Questions / Re: Go, battleroach!
« on: March 22, 2009, 07:52:30 pm »
If you keep them vermin, you can give them the [EXTRACT_PARALYZE] and [EXTRACT_PERMANENT] tags, but then they'll just kill (well, permanently paralyze) everything in one hit.

Given that that works, I wonder if you could use [SPECIALATTACK_SUCK_BLOOD:50:100]. Then again, cave spiders don't have the [SPECIALATTACK_INJECT_EXTRACT:50:100] tag, so it probably wouldn't

126
DF Modding / I need help with utilities
« on: March 22, 2009, 01:06:35 pm »
I want to try making machinima. I'm using a mac. What utilities should I download?

127
I'm better at theoretical stuff than practical. I like theoretical stuff more. I'm more likely to do it. I have designed dozens of epic spells, among other things, for D&D, but I've never played the game. Similarly, I can design a few ☼Megastructures☼, but I have yet to build more than a single three year old +Fortress+ (that has been corrupted, unfortunately), and that hand nothing more than a half-built +Megastructure+.

I'm thinking about trying my hand at dwarven machinima (animate Threetoes stories, along with one I made myself), and if that goes well, I might join this.

Edit: Are there utilities I can use on a Mac?

128
Two problems with your idea. First, the hatches on the top and on the bottom both need to be closed when emptying a cistern. Second, I don't think you can rig a lever to open one set of hatches and close another. It's all open or all closed.

Your mistakes cancelled each other out.

This works a lot better than my way.

By the way, how will filling up areas make anything more accessible? Will it be so you have to swim to it?

If you do a water-themed level, you should probably have something somewhere where water moves something. Maybe have the entrance a series of ramps and smooth floors with water going down them acting as a water slide, and have it end dumping you down a z-level into a pool.

By the way, everyone talks about feeding dwarfs to animals in order to make them named so they'd still be there when you adventure. How about having ways to herd the new animals? Say you want a carp-pool. You could have a waterfall empty from a river into the pool, and have the pool go through bars so the carp don't come back out.
Code: [Select]
~~~~~~#
####~~#
    ~~
#~~~~~#
#=#####
 ~
The way water pressure works should keep the water level at 7/7, but keep it from overflowing.

Edit: Fixed a problem in my design. The water entry should be larger than the water exit. Come to think of it, this could be used for the whatchamacallit this comment was started talking about. Just make a hatch on each z-level and a waterfall pouring in. It will fill to the lowest open hatch. This would have the added bonus that you can have floodgates controlling specific parts of z-levels that will fill, and it will still work right.
Code: [Select]
aquifier
#~########
 ~
#~       #
#~~~~~~#¢#
#~~~~#¢#
####¢#~
      ~
    chasm

129
Wouldn't there be ones you can't mod in because of a special attack you can't do, such as the cockatrice? Come to think of it, you might get a passable variant with [SPECIALATTACK_INJECT_EXTRACT:?:?], [EXTRACT_PERMANENT], and either [EXTRACT_PARALYZE] or [EXTRACT_STUN].

130
xpCynic, The way Mondark did it involved pressure plates, which don't work. You're probably best off to have one lever for fill and one lever for empty and have it right next to the place the water comes from, so it's obvious what it does, and next to a spot where you can see how deep the water is.

By the way, you can use long series' of pumps to move water in faster. Also having a waterfall so the PC can get the hint would be a good idea.

If you do want to have it so you pull levers to specify how many level of water:

Build each layer so they have exactly the same number of tiles.
Build one cistern with that many tiles for each layer.
Make a series of pumps that allows each cistern to take water from the bottom layer and and water to the top layer.
Give each cistern a single lever. If it's pulled one way, the pumps leading to it are on and the ones leading away are off. If it's pulled the other way, it's switched.

By the way, you can turn pumps off by connecting a gear to something that uses too much power. See Mechanical Logic for details. Also, rather than having two sets of pumps for each cistern, you can use one set of pumps and a hatch, so when the hatch is open the water drains one way, and when it's closed, but the pumps are on, it pumps the other way. Finally, if you want to make sure there's no evaporation, build all of the floors out of bars so the water's not just on the floor, and make each cistern two z-levels deep, but only use the top z-level. Since all of the bars have to be connected to walls, you'll have to make sections like this:
(= means bars, O means wall)
Code: [Select]
====O==
==O====
O====O=
===O===
=O====O
====O==
==O====


This is a cool thread, but I'm too much of a noob to join. I am allowed to give ideas though, right?

Have a lever that, when pulled, drops a donut shaped area around the PC to make them fall a z-level. Someone already suggested that part. Make it so this places them in a room with a floodgate and a lever, but no other way out. When they pull that lever it opens the floodgate, leading into a partially drained magma vent, with a bridge over it. It also opens a floodgate on the opposite side of the bridge, opens a cage on the other side of the door, and opens the retracting bridge that was keeping the magma vent from filling. This will leave the PC forced to fight a monster on a bridge over a slowly-filling magma vent.

As an added bonus, if the PC survives, try and distract them after they leave for long enough that the magma vent fills and the lava spills out of the opened floodgate.

131
DF Suggestions / Re: Colosseum (Threetoe-style suggestion)
« on: March 20, 2009, 07:03:52 pm »
It just needs, that fancy workshop = designable room thing, and it is a shoe in, but there may need to be a few sub-designations, like battle area, dungeon, seats, et cetera.

This wouldn't be a workshop. At first I figured it would be a room, then I realized there's nothing specific you need that you could designate it from, so an activity zone would be best. If it isn't too difficult, the seating area would be automatic and just be anywhere you can see the battle area from.

The area would just make it so dwarfs seeing fighting and enemies would have a happy thought rather than getting scared and running away.

Urist McDwarf has been ecstatic lately. He has lost a friend lately. He has watched a battle in a legendary arena lately.

Edit: Should I move this to Community Games & Stories?

132
DF Suggestions / Colosseum (Threetoe-style suggestion)
« on: March 20, 2009, 05:30:43 pm »
Colosseum

By DanielLC

The dwarves and elves have been at war for the past three years. A dwarven outpost has asked to let the war end, and has requested a group of elves to join them at the opening of the Colosseum.

The elves are given the seats up front, but there isn't enough room for the dwarves, so they stand in an area farther back.

"The seats aren't full. Why don't some of the dwarves come down here?" asks Lethiro, the elven liaison.

"No offense, but they'd rather stand and watch with their families and friends than sit with complete strangers. Besides, you'd block their view," replied Noshtath, a dwarven usher.

"Still, It seems like a waste having all these empty seats," Lethiro responds. "Why the iron grates on the floor?"

"The arena was built on top of a magma vent. The top is closed off with what's essentially a giant valve. They can open the valve to allow magma to slowly come up from vent if fight takes too long," answers Noshtath.

"Nice," says the elf. "Are they going to do it this time?"

"I don't know. I'm just an usher. Anyway, the fight's going to start soon. I'd better get back," says the dwarf as he hurries away.

A few minutes pass.

"For the grand opening of the Colosseum," yells an announcer, "We will witness a battle between..." a huge door opens and a "...Bronze Collusus..." walks out. "...and..." The elves watch the door on the other side of the arena in anticipation. "...unarmed elven civilians!" Water pours through the doors to the front seats, washing the Elves into the Colosseum as the Dwarves cheer.

Analysis

The story takes place in an arena. Many players build them, but the game itself doesn't currently use them. The room would have to be different then normal and would have to have an inner section, where the fighting takes place, and an outer section, for watching. Visibility would be required. The arena would likely span multiple z-levels, so the game would have to allow for that.

The player must be able to coordinate parties, or at least the arena would have to allow you to designate a lever to be pulled for it to begin.

The story has a group of elves who are invited to come as a peace offering. It would be nice to have this sort of thing allowed when talking to liaisons.

It also uses Meaningful Names, but that was just because I have too much time on my hands. I'm not suggesting it.


Edit: I changed the hatches to doors. It wouldn't make much sense to have hatches when the floor is covered in grates.

133
DF Suggestions / Re: Mass Action Trap Setup
« on: March 07, 2009, 09:33:52 pm »
To say "Well it's too powerful so we will want the user to be bored while they do it." is a poor ass way to balance a game and a terrible way to design a user interface.

Especially considering that the main drawback of something being too powerful is that the game becomes boring if you use it.

134
DF Suggestions / Re: Poisons which add tags
« on: February 13, 2009, 06:19:05 pm »
If you want to make zombiehood spread like a virus, that wouldn't be enough. Not unless you want to have an infinitely long tag like
[EXTRACT_ADD_TAG:"[EXTRACT_ADD_TAG:/"[EXTRACT_ADD_TAG:/"[EXTRACT_ADD_TAG,/"[EXTRACT_ADD_TAG:/"[EXTRACT_ADD_TAG:/".../"]/"]/"]/"]"] . That being said, the idea seems pretty cool. You could even change [EXTRACT_PARALYZE] to [EXTRACT_ADD_TAG:"[SPEED:2147483647]"]. Also, you'd need a way of taking tags away. A way of changing a tag to a function of another tag would be nice to, for example, using [EXTRACT_ADD_TAG:"[SPEED:(SPEED*2)]"] to make a creature half as fast. That last part would probably make this idea a lot harder to implement, but I figure it's up to Toady to decide what's too hard.

135
DF Gameplay Questions / Re: Barrels
« on: February 08, 2009, 02:30:53 pm »
Set the food stockpiles to use zero barrels. By the way, there's three IRCs linked to on the wiki. You can use them if you commonly need swift answers.

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