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Messages - Calvin

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61
DF Suggestions / Re: Dwarf Testing Mode
« on: June 13, 2010, 08:36:37 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)


Anyways, back to the argument.

The reason for such ingame feature is like why all other games have cheats in them, as a developer's aid. It might get tedious and boring to add something like say, a complicated reaction, and then you end up having to start a new fortress and build it up to the point where it can produce several steel bars, some rare minerals, etc. just to test this reaction.

A mod I'm working on relies heavily on custom workshops, and material demanding reactions. A feature ingame to help me succeed testing said stuff would make it a lot easier, instead of looking for a incredibly rare tiny vein of gem in a 100z level map, and then producing some more material demanding things.
The ability to just spawn these simple materials would help a lot.

And then testing sieges and such is the other case. You can't test it in object arena mode, because the fact that you can give them whatever they need/want/use. If I were to test the siege in fortress mode, I would be able to see if they brought the correct materials for weapons, armor, and clothes, whether if they actually brought weapons, armor, and clothes, and if it's the correct weapon, armor, and clothes. And then, seeing if a average fortress can defend against such siege, but these are too time consuming to actually test, without being committed to being attached to one of your playtesting worlds.

62
DF Gameplay Questions / Re: Noobly questions
« on: June 13, 2010, 06:30:37 pm »
Actually, the only reason why Toady didn't make aluminum usable as weapons is because of it's rarity, along with the fact that it's very malleable. Aluminum might be sharp, but pretty sure if you whacked a aluminum sword at steel armor, chances are, the aluminum sword will be bent, and the steel will be unaffected. It's just too malleable for combat.

63
DF Gameplay Questions / Re: Noobly questions
« on: June 13, 2010, 05:21:29 pm »
This game is pretty fun. ^^ Still having trouble with a few simple things, though...

1. I built a 3X4 block of cage traps across my entrance, and a goblin ambush walked right through. I guess they're immune to those?
2. I made an animal pile and all the caged animals got put there. How do I get them back out of those cages? I can only seem to select the pile. (I want my war bear!)
3. Speaking of war animals, I can't seem to train many in the kennel. I should have a /lot/ of dogs by now, but so far I've successfully made about three war dogs so far. Will all my dogs automatically attack any threat?
4. What kind of trap do you need to use the "capture wild animal" option in the kennel? Does that make someone just run off and get something, or do you need to have it caught already?
5. Say, for example, I might not have any decent weapons yet (or maybe no anvils), and therefore no military. Should I get surprise-attacked or something, what is the best way to, um, not lose my whole fortress? Should I send in unarmed dwarfs? Be content with copper or even stone weapons? Wall myself off until I get an army up and running?
6. Speaking of, craftdwarves can make stone swords. Aside from obsidian, are any stone swords useful?
7. I believe some traders have tried to sell me barrels of blood. Is blood used for anything? Should I be saving it?
8. Why can't I make stone hammers, aluminum swords, and other such things? Is there an easy way to enable those?

1.Cage traps have a chance of working, and thieves won't be affected by traps.

2.The way I extract animals from cages is by building a rope and assigning the animal to the rope, then removing the rope, or building the cage, attach a lever to it, and then pull the lever.

3. Currently, the only animal that can be trained normally are dogs. It takes a while, so a experienced animal trainer helps. Once you get a dungeon master, you can train your precious 'war bears', as dungeon masters are the only people (and noble) that does something helpful, train animals other than dogs. Also, war dogs will attack threats nearby if assigned to a owner, or if a hostile creature misshapen steps into your meeting hall full of wardogs. Please note that currently, because of the material rewrite, war dogs aren't actually that effective because anything stronger than iron renders teeth useless.

4.You need a animal trap, made in a carpenter's workshop. Then when this is activated, a hunter will take the animal trap, and hunt vermin to capture and eat/enslave.

5.The best and 100% foolproof way is to wall in your fortress incase of a siege or attack. Nothing can break through walls (even if they're made of soap.) If you are reluctant about walling yourself from civilization, another tactic is to have drawbridges, and lots and lots of traps. Traps are very easy to manage and use, and requires absolutely no training or surgeon. But take note that traps only work for a while, before they get jammed, and sometimes the thing attacking you has trap avoid, which then, you should probably have a wall by then.

6. Stone swords (40d, I haven't tried the new version with stone swords, but they're probably the same) are vicious. They are made from obsidian, and pretty much cuts through things like nothing. It works as a great way to bolster your military earlygame, when you don't have access to metals but you have access to a volcano/obsidian.

7.Blood is useful for worshipping Armok, the blood god. Try dumping barrels into a cistern with a statue of Armok in the middle.

8.Currently, you can't make any weapons out of stone except for obsidian swords, it's hardcoded. And aluminum won't work as weapons unless coded into the raws. (Why would you want such a soft, lightweight, rare, and expensive metal as a bashing tool, anyways?) I can modify raws to make most metals usable as weapons and armors, if you want.

64
To tell the truth, the physical traits have completely no affect on regular jobs (except for agility) unless they are going into combat.

So unless you wanna bootstrap your dwarves into a man-at-arms militia, then you don't really have to put them into training.
Also, if you're using the newest version 0.31.06, your dwarves should be happy to be relieved from duty.

65
DF Suggestions / Re: Dwarf Testing Mode
« on: June 13, 2010, 02:06:02 pm »
Maybe it could be like a init option to enable fortress testing mode, and then when you play on fortress mode, you also get a new menu for (dare god I say,) cheating. Like the ability to reveal the map, spawn minerals, release a siege, etc.


I know that playtesting is the only way, but it takes some time to actually test some things like a siege, or find a cavern.

66
DF Suggestions / Dwarf Testing Mode
« on: June 13, 2010, 01:31:00 pm »
I have no idea if it was suggested or not, because I do not know the terms to search for, but,

I understand that there's a arena mode, but that's only for testing combat, and combat related terms with items, abilities, materials, skins, etc.

But there needs to be a FORTRESS TESTING MODE, for all us modders.

A mode to basically test fortress mode with whatever we need. See if a mineral/material is common enough underground, see if a certain race will siege you often enough, or if their sieges are deadly enough, see if a custom workshop or reaction we've been working on actually works, look at whatever.

Basically, a mode important to modders to be able to test new things in fortress mode, without having to gen a new world, start up a fortress, build up your fortress to sustainability, AND THEN test what we need to test.

67
Wait, it's easy for dwavres to get fat? Because as far as I can tell, almost everything a dwarf can do burns stored energy.

All that alcohol has to go somewhere.

68
Yes, you can train your dwarve's PHYSICAL abilities through rigorous training from the military.

Bootcamp dwarves, go!



But military will only train endurance, strength, and agility, as far as I know, and affect their appearance of being from obese to incredibly muscular.

Mental attritubes, currently, doesn't really affect anything as far as anybody has discovered.

69
DF Dwarf Mode Discussion / Re: Wagons
« on: June 13, 2010, 11:11:23 am »
Currently, they are bugged and won't work.

For now (atleast before 0.31.06), mules, horses, oxen, organic wagons, and particle compressing donkeys will carry the equivalent of a wagon (or more)

70
DF Suggestions / Re: Acoustics/sound mechanics - the new magma
« on: June 13, 2010, 11:06:37 am »
Sound should take in the form of invisible, non drowning, non drinkable, water (mechanics technically wise), but the flow speed of this water should be increased quite fast, and evaporate at higher levels.

Basically, this would crudely replicate what sound was like without much programming a new system.


With the "water" sound system, basically a 7/7 sound block would be deafening, and then it dissipates like a water stack, and spreads into the room until it's all 1/1's, and then evaporate quickly.

Anything that generates sound could make this invisible block of sound, and because of it's waterlike movement, it'll spread quickly but not spread too far and have variable distance.
It should be instant rather than a flow though, and using stacks of 1-7 would make sound travel way too short distance. It wouldn't work on z-levels either.

Also, this would mean that sound would be calculated all the time even for stationary objects, which seems a bit unnecessary.

Well, it would make it that the closer you are to the source, the louder it is. And what do you mean it won't work on z-levels, it'll go down if there's any sort of way to go down.
:/

71
DF Suggestions / Re: Acoustics/sound mechanics - the new magma
« on: June 13, 2010, 10:34:21 am »
Sound should take in the form of invisible, non drowning, non drinkable, water (mechanics technically wise), but the flow speed of this water should be increased quite fast, and evaporate at higher levels.

Basically, this would crudely replicate what sound was like without much programming a new system.


With the "water" sound system, basically a 7/7 sound block would be deafening, and then it dissipates like a water stack, and spreads into the room until it's all 1/1's, and then evaporate quickly.

Anything that generates sound could make this invisible block of sound, and because of it's waterlike movement, it'll spread quickly but not spread too far and have variable distance.

72
DF Modding / Re: Siege modding - help.
« on: June 09, 2010, 08:33:50 am »
Babysnatchers are guaranteed to siege you occasionally, especially after stealing a baby.

Thieves will siege you after they have stolen something (Or bring back more thieves, and then siege you.)

Otherwise, the other way is to piss off traders, but I am not guaranteed this will cause a siege.

73
DF Suggestions / Immigration Officer
« on: June 01, 2010, 06:08:56 pm »
I think that once a fortress has reached a sufficient number of dwarves (40?) that a noble position called the Immigration Officer should be opened up.

In the nobles menu, you can change his settings and choose a variety of options to limit, increase, or pinpoint immigration. For example,

1.Regular Immigration (The regular immigration, balanced with unskilled and skilled workers/soldiers)
2.Drafting Immigration (Slightly less immigrants, but comes with more weapon/armor/combat skills and items)
3.Skilled Immigration (Slightly lesser immigrants, but comes with more highly skilled workers, like proficient and above)
4.Increased Immigration (Comes with a whole lot more immigrants, but most of the immigrants are unskilled)
5.Stop Immigration (Basically, stops immigrants from coming, incase you can't handle extra dwarves, or you're in a siege, or whatever.)

This would make it easier to manage your fortress, just so incase you lack the ability to train 10 soldiers or you need more workers. And would make people complain less about overpopulation.

74
Merchants aren't infinitely wealthy.

They only have like, a certain amount of money, but I forgot the amount.
Check the chest that they have, with the coins in it.

75
They were called clowns because they often surprised people in such a small chamber of how much numbers came out (In 40d and before versions), and due to the fact that it's also a chamber surrounded by such a bright and unrealistic material, Adamantine.

And people wouldn't expect clowns to mean demons, although, it's kinda obvious now.

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