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Messages - Calvin

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46
DF Modding / Re: A personal project
« on: June 17, 2010, 10:44:53 pm »
Actually, modding might seem easier than you think.
(To remove goblin babysnatchers, try removing the [BABYSNATCHER] tag from the entity_default file.)
doing this would remove invaders from Goblins completely (as far as I know. They'll still send traders, and if you piss off the traders, they might siege you. Also, this doesn't stop them from warring from you, because that's part of a different section of the entity_default txt file, so beware.

You can also make more civilizations with purposes of trading and such, but they won't be much different from each other as far as I was able to do.

Adding [PET] or [PET_EXOTIC] to any animal will make them trainable, with the latter being only trained by dungeon masters. Animals can be tamed if they're caged. Adding animals USUALLY is just a matter of copy and pasting entries in the raws and modifying them slightly, unless you need to make some sort of completely different creature, like a flying four legged tortoise with chitin, or a legless worm with twenty arms made of steel.

Craftable items currently pertain to a small amount of moddability, meaning you can only modify small craft things like instruments, toys, and the latter, along with larger objects like weapons and armors.

I'd also like to say, that, 40d is a WHOLE LOT MORE user friendly when it comes to modding, because DF2010 has all these new material rewrites with the new tokens, using things like hydrodynamic aeroqualities, or quantum physics, and string theory, so you'll need to either be a rocket scientist, or just fuck around with the raws a lot to understand them, especially if you're a new modder. In 40d, a lot of the stuff were just tokens, and some of them were able to be modified slightly more deeper with numbers and fancy names.
All in all, start with 40d before modding 2010.
And by the way, this is completely different and easier from normal programming.

If you want more modding info, you can just ask. We don't bite, I swear. (except for the feisty ones)

47
Interesting. If you dig into the side, won't your dwarf get burnt to a crisp? Or set alight?

Magma in this version moves incredibly slowly.

The worse dwarves usually get is minor burns. Even if they're engulfed in 1/7 lava, they now can live for a while in lava.

48
Ah shit, have to restart everything fff.

It crashed and I didn't get to save, no backups or anything.


Oh well, By the way, I was gonna build the magma chamber by tapping the side of the volcano, and then build up a cistern through several seasons of murky pool raining, because finding a brook in a volcano tile is pretty hard.

I also built a nice layout for a obsidian farm before it crashed, it was checker patterned so it saved room and was easier to use.
Too late now, starting a new game...

49
DF Gameplay Questions / Re: Sieges
« on: June 16, 2010, 10:30:16 pm »
Yeah, if the goblins weren't at war at you or they weren't hostile to you, good luck trying to get sieged.

50
And I don't mean because it's 20 years in the future and we all have quantum computers. 

Is it feasible that the DF coding will be optimized so that the game is playable with 100+ dwarves?  Or are FPS deaths an irrevocable side effect of how the game has been programmed? 

I have a 3.2 ghz dual core (and yes I'm aware that dual core doesn't mean much in this game) so it's not like my processor is horrible in the first place, but still, around 100 dwarves and my FPS drops to unplayable.  This last fort I managed 150 before deciding it was simply too slow to deal with.  Sucks too because I'd wager it was my best fort yet.

150 FPS is TOO SLOW TO PLAY?! TRY TO PLAY AT 25-30 FPS AT EMBARK! (Stop complaining.)

try reading next time
I think he meant 150 DWARVES.

51
DF Suggestions / Re: Simpleish ideas
« on: June 16, 2010, 08:29:42 pm »
1st option, completely able to mod in, and actually, picks/battlaxes are already a effective weapon as they are tools.

Although, because of the new combat rewrite, I don't know if you really wanna have hammerpicks or something.

52
By the way, I made a granite floor hatch.

It's completely black. (no racist innuendos intended)

53
21st Malachite, 1051
A band of 10 migrants and a child arrived.

Report:
Three carpenters, one stoneworker, one gemcutter, two clothesmakers, a miller, a trader, and a wrestler.
Seems good.

Progress Report on the Project:
Spoiler: Screenshots (click to show/hide)

54
Actually, stats work in Adventure mode, as far as I've seen.

If you have superdwarvenly recuperation, you will heal mortal wounds in less than a month.

If you have superdwarvenly endurance, you will live through mortal wounds, and have less of a chance of passing out randomly. (painfully)
If you have superdwarvenly agility, you can move before you even bleed.

If you have superdwarvenly disease resistance, you have almost no chance of getting infected, nor getting intoxicated by a disease, venom, or poison.

Combine all four of those stats, and you WILL survive.

55
I thought about dwarven architecture for a second, and thought of a important question.

"What would a dwarvenly underground citadel look like?"

And arises the idea of a community game, the Dwarven Metropolis.
Basically, a incredibly giant city made by dwarven hands, it would look as if it was a real life city, but completely underground, except for the most dwarvenly and important buildings for nobles.

The blueprints of it would basically be a giant hollowed out section from a volcano, making a second sky made of rock, but underground. And then basically erect buildings and stuff so it looks like a giant underground city. Obviously, with a magma river crossing through the roads and water aqueducts. For a better idea or image, imagine something like Ironforge from World of Warcraft, or Orzammar from Dragon Age.

tl;dr, Manhattan in DF, but underground.

Basically, it's going to be a giant dwarvenly art of a city.
You can take the place as any dwarf, and I'll acknowledge it. (eventually)

The thing that makes this a megaproject, is that the city itself will be HUGE, and like, actually as if it was a city, but underground. As I said, imagine it like Ironforge or Orzammar, a gigantic cavern with buildings and stuff erected in it. Plus, user requested content and working aqueducts/magmeducts.

The Name of the city is Choppeddwellings, The Angelic Firey Blood-City of Stones, or in Dwarvenese, Atotsiknug Sedilzirilnazushineth Lam

I am using Ironhand's Graphics Set (go tile magic) to make it more easier on the eye, and the city more aesthetically pleasing.

You can start choosing the starting 7 dwarves, or request a immigrant dwarf.
You can't choose your dwarf's profession if you're one of the starting dwarves (Sorry, I need certain dwarves to do this megaproject), but if you're a immigrant dwarf, you can pick whether to be a random immigrant dwarf and I micromanage him to your profession, or a immigrant dwarf with the profession you want whenever one comes. But, I'm glad to give them custom professions and nicknames.

[embark location]


Spoiler: Current Dwarves (click to show/hide)

Spoiler: Fortress Agendas (click to show/hide)

Spoiler: Emperor's Diary (click to show/hide)

56
Less hard than I thought
But we will need so many
animal trainers

On another note
writing haiku is quite hard
with chilli in eye.

I was about to
Ask why your posts are haikus.
Took me a while.

57
DF Suggestions / Re: Acoustics/sound mechanics - the new magma
« on: June 15, 2010, 08:43:32 am »
Also, if sound muffling/penetration is going to be implemented, rough walls should completely muffle the sound, while smoothed walls should have minimal muffling.

Which implements the feature of hanging carpets on your walls to soundproof a room
(Also, nobody will get disturbed from a noble screaming for his life in a rough deathchamber)

58
DF Gameplay Questions / Re: Phys. Stat Gain - Military only?
« on: June 14, 2010, 07:27:20 pm »
As far as I know, training stats requires military training.

Bootcamp dwarves GO!

59
DF Modding / Re: Custom Arenas?
« on: June 14, 2010, 05:31:10 pm »
Well, The arena right now is a little boring, save the lower right, and I was wondering if there were any custom arena setups people have made. Any at all would be cool.

Mind you the arena was made for modders to test out stats of items, creatures, materials, behaviors, etc.

Not for people to play around (well, I guess you can play around in it.)


The arena is hardcoded, so you can't modify it.
If you wanted to make a "custom" arena, you can try making it in a dwarvenly way.

Out of flash casting obsidian in thin air.

60
DF Suggestions / Re: Dwarf Testing Mode
« on: June 13, 2010, 08:47:55 pm »
On the off hand, it'd be nice to be able to delete Things in arena mode.

Have you tried encasing things by flash-casting obsidian? That always work as a delete. (but sadly leaves a spot of obsidian)
-SNIP!!!-
Yeah... Exactly, flash casting obsidian, one way to get rid of a problem, Creates a new one, Obsidian block on testing area.

When you run out of room, encase the entire arena part that you're in with obsidian, create another makeshift arena with obsidian on top.

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