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Messages - Murphy

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211
Forum Games and Roleplaying / Re: Rate the avatar of the person above you!
« on: September 14, 2011, 01:25:16 am »
I like how 4-5 people rate each other's avatars over and over.
What's that giant inverted comma supposed to mean?
Nevermind though, it's obviously stone or metal so dwarfy enough - 4/5.

212
DF Dwarf Mode Discussion / Re: The fort you always wanted to build
« on: September 13, 2011, 11:19:35 pm »
A secret military base and ‼research‼ complex.

Divided into functional sectors, with hazard course, test chambers, substance tanks, weird machinery, air shafts and plumbing. Security perimeter and ability to seal away entire sectors from the control room. Military squads with complex yet robust schedule. Burrow system to simulate security clearance levels for civilians.

Probably mod in a few more interesting materials - solids with various FIXED_TEMP, akin to permanently-cold nether cap, and perhaps some syndrome-inducing substances. Expand by digging deeper, collecting live specimen and conducting experiments upon them with the new materials. Pit them against each other to study their ability. Etc, etc.

213
DF Dwarf Mode Discussion / Re: Kobold Appreciation Conference
« on: September 13, 2011, 03:58:55 am »
Doesn't imply there's only one world either.
But I stand corrected - its every region is unique and the traits may vary.

214
DF Dwarf Mode Discussion / Re: Kobold Appreciation Conference
« on: September 13, 2011, 03:40:46 am »
C'mon, we can't even decide on our dwarves... look at all the female beards threads and whatnot.
Actually, that is good because DF is supposed to have no canon - its every world is unique and the traits may vary.

215
DF Dwarf Mode Discussion / Re: Kobold Appreciation Conference
« on: September 13, 2011, 03:12:58 am »
Their language resembled barking in D&D, that's all they had in common with dogs.
Considering their lifestyle, they should be more like rats. They may be scaly or horned, or with tail, but they are not reptiles and not dogs, duh.

EDIT: unless you think jackal/fox instead of typical dog/wolf/whatever. And rats are omnivores... hmmm...

216
DF Dwarf Mode Discussion / Re: Kobold Appreciation Conference
« on: September 13, 2011, 02:12:34 am »
Um... Kobolds are vermin, right?


P.S. Sorry for (ab)using your art, girlinhat.

217
I dunno... it sounds artificial...
Of course, pre-setting creatures to have skills is artificial too.
Best would be having the tags like LARGE_PREDATOR or (SEMI-)MEGABEAST responsible for the creature being able to develop relevant skills or automatically developing them by reaching maturity (in their natural habitat at least).

218
DF Adventure Mode Discussion / Re: Finding stuff in my old fort?
« on: September 11, 2011, 05:47:35 am »
However, items used in buildings will not scatter.

Using the display case mod, I can build many display cases (with items I want) on top of support pillars linked to a lever. In adventure mode, I pull the lever and pillars collapse, deconstructing the display cases and leaving the items on the floor to pick up.

I even modded in a "Locked Vault" building that incorporates several chests and 10 items of my choice.

219
DF Gameplay Questions / Re: Truly Dead Civilization?
« on: September 11, 2011, 04:32:16 am »
Yeah, the dead civs never die.

In 40d, it used to be determineable from legends, you would look and if the last event was "EnemyCiv defeated DwarfCiv and destroyed FortressName" then the dwarves were extinct for sure, not even the first autumn caravan would come. And if you saw a remark that "N dwarves fled into the wilderness" then the civ was not dead and you would get migrants and caravans but no liaison.

Nowadays they never destroy the site in question, only pillage.

P.S. I don't understand why Toady never implemented the (reliable) ability to turn off migrants and traders, self-sufficiency is an extremely widespread way to play after all... and hermit forts are popular too...

220
I'll try to explain. What is a skill?
A skill is not something that substitutes your attributes. It is your ability to use them properly, be it learned (martial arts) or innate (predatory instinct).

Thus, a strong or agile person will gain the benefits of martial arts earlier. A weak or clumsy person, on the other hand, will have to first devote time to improving their strength or agility. If you lack strength or agility, you cannot do the required moves, and if you cannot attempt them, you cannot master them.

Thus, yes, everyone should have some sort of skill level, innate or learned - attributes alone won't cut it for all but the simplest tasks. We do not need a "faster" solution that skews to simplicity instead of realism - the same reason we do not want hitpoints.

221
Actually my inspiration for this was actually a series where basically a Powerful man with no formal skills started to beat up one of the main characters irregardless of that fact and was essentially defeated by masterful skill. (Essentially "Person on person" rather then creature on person). Essentially his raw attributes gave him essentially skills and even if he started taking martial arts he wouldn't gain a benefit from it until he surpassed a certain threshold since he was so talented already.

This is unrealistic. If a person that is naturally talented starts taking martial arts, he or she actually gains a benefit earlier than normal people. Raw attributes do not and should not give anyone "innate skills".

Predatory animals aren't deadly because they are strong or dexterous. It is because they have instincts, which are largely innate skills. While they require some practice to "activate" - that's why wolf pups and lion cubs (and, I imagine, dragon hatchlings) play with each other before they can really hunt - they are very limited in development over a certain degree of finesse. This is simulated well enough by giving the animals the NATURAL_SKILL tag.

222
No that is exactly it. The way the game currently works a Dragon has a large disability to even strike human beings because they themselves do not have any combat skill (as it is something that only intelligent creatures can have).

They have combat skills. Let's look at the raws:
Code: [Select]
[CREATURE:DRAGON]
[DESCRIPTION:A gigantic reptilian creature.  It is magical and can breath fire.  These monsters can live for thousands of years.]
        ...
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]

223
DF Dwarf Mode Discussion / Re: Modular fortress [pics]
« on: September 08, 2011, 05:08:01 am »
Yuck.
Mecha.
I'd rather build an Aperture Science. Or Black Mesa, whatever...
So far I was able to make them all wear white robes.

224
DF Dwarf Mode Discussion / Re: Building a Dungeon
« on: September 07, 2011, 09:09:10 pm »
My guess is set the elevation min and max to something like 200, variance to 0, and remove the min number of mountain squares / mountain peaks required.

225
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: September 07, 2011, 01:58:17 am »
My name is Vabok Tosidbasen. I am a farmer. I am also the current leader of the Post of Taming, the expedition that was sent to "tame" this accursed tundra... Well, the tundra is actually benign, but it didn't seem any warmer because of that.

But I digress.
It's been, I think, five years since last time I saw the surface. I remember the day of our descent, the miners, may their souls rest in peace, have finished carving a way down to the caves we now live in. These moist rocks have everything in abundance... including deadly beasts, and now, foolish dwarves as well. Our proud military escorters promptly died to a cave ogre the very same day.

It all doesn't matter anymore. We are sealed. Seven dwarves, all that remains of twenty-something who dared settle here. Our world has been shrunk to this small cave, with Likot slowly digging tunnels around, careful not to open our secluded haven to the dangers of the outside. So far he found clay up there and magma down there, and he claims to have seen deposits of galena and sphalerite. Five others, including my husband Asob, are building their experience with their obsidian swords and bloodthorn shields, for the forthcoming time of our emergence.

For now, my farm is the only thing keeping us alive. We had three ducks, but they have by this time died of old age. No drake. Blame same cave ogres. It does't matter, the caves will provide. Until we are many, many more...

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