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Messages - Vattic

Pages: 1 ... 251 252 [253] 254 255 ... 293
3781
DF Suggestions / Re: Day and night
« on: June 12, 2010, 08:22:46 pm »
I'd really like to see day and night. Unfortunately days are very short in fortress mode. One way around this problem would be to have it like when nearer the North and South poles where day and night last a lot longer. The only reason I'd like to see this is the image of goblins ambushing in the night or even ambushing foes in the night. It might not play well as Toady notes.

3782
Yes they can all be main, as I said it randomly picks between them.

3783
If you change instances of [ATTACK_PRIORITY:SECOND] to [ATTACK_PRIORITY:MAIN] in the creatures raws then you should have them biting, scratching and kicking as frequently as striking.

edit: When attacking it seems to randomly pick between the attacks with [ATTACK_PRIORITY:MAIN] if none of them are possible (lost your arms and/or hands) it randomly picks between the attacks with [ATTACK_PRIORITY:SECOND]. The only problem right now is that teeth have the same consistency as skin so do little damage.

3784
DF Modding / Re: Runesmith - A DC like tool
« on: June 12, 2010, 06:39:41 am »
I'm really glad to see something like Dwarf Companion compatible with the 0.31.x versions. Keep up the good work :D.

3785
DF Dwarf Mode Discussion / Re: Beak dogs
« on: June 11, 2010, 01:15:37 am »
The original inspirations were, as far as I remember, those things from tremors 2 and for riding, yeah, the labyrinth things, though we didn't get the beaks from that, and the original cautionsaurus.  Velociprators weren't an inspiration -- I think that just came up in that thread and I was trying to describe it in those terms.  Our crayon pictures of them devolved pretty far away from that though, and they end up looking kind of like wingless featherless versions of my brother's lovebirds.  I don't think they have little arms any more.

Here's what the Labyrinth ones look like:



3786
DF General Discussion / Re: job management
« on: June 10, 2010, 06:26:20 am »
The last one followed by the first.

3787
DF Modding / Re: ALCOHOL_CREATURE
« on: June 10, 2010, 05:15:34 am »
ISoB's Gustatory Science mod has a goat who's cheese can be turned into booze, not quite what you were looking for but it's the closest you can get in this mod.

I wonder if you could make a reaction that turns a certain animals blood or meat into booze much like the above mod, blood + barrel = blood wine?

3788
Other Games / Re: Sim Ant (or stuff like it)
« on: June 10, 2010, 04:29:52 am »
A ant colony themed RTS I once played called AntRush might interest you. There is a free version. It's a bit simplistic and I can't decide if the music fits the game.

3789
Quote


+ Added signs
+ Added ladders
+ Added doors
* Tweaked monster spawn rates
* Temporarily changed back to the old tree code

Go play it now!

Another reason for the delay was that I changed doors back into proper tiles _AGAIN_, after realizing they should always be visible, and possibly even block light in the future.
EntityTiles, like the Sign and other furniture in the future, will probably have a limited visibility range much like normal entities do now.

Doors have small windows in them, both to make them more useful, and to explain why they currently don’t block any light.

Next up, I’ll look into that new enemy..
From Notch's blog

Ladders are neat.

3790
I agree with everything the OP said.

3791
DF Suggestions / Re: Coat of Arms
« on: June 06, 2010, 04:38:27 pm »
Seeing the title I thought this was going to be a suggestion about Heraldry and real coats of arms for identifying individual knights, families and many other groups. Which could be really neat.

As for your suggestion if heraldry was added I'd love to see Nobles wanting their coat of arms up in their room. Being able to mount weapons and armour in rooms is an interesting idea, standing suits of armour or even flags hung on walls.

Edit to add: you could examine a coat of arms / flag like you can engravings / statues already and it would give you a description telling you what supporters, shield, motto, and other details.

3792
DF Modding / Re: Thatching??
« on: June 06, 2010, 12:43:56 pm »
The only way I can see it working currently is to have a custom reaction turn longland grass into longland grass thatch blocks but everything I tried didn't work, I don't think I fully understand the reaction raws. I was trying to do this for my human mod.

I don't know if it's possible to have thatch as it's own item that you can build with, hence making blocks, but I'm not certain.

3793
DF Suggestions / Re: Time-based Production
« on: June 05, 2010, 11:29:07 pm »
I like this idea. An example of a change I'd like if this was implemented is smelters smelting larger batches than currently. In play, dwarves who work in certain workshops would only need to be present at the beginning and end of each action, in the time between they could be filling or emptying other similar workshops.

3794
Could you please post the world gen and location?

3795
DF Dwarf Mode Discussion / Re: Obsidian Farms
« on: June 05, 2010, 09:29:37 pm »
Instead of mining, dig ramps, then remove them.
This is how I do it.

I'm guessing there is something I'm missing.
All my forts tend to have one, mostly because I like building them and automating parts of the system. On nano-forts it's a useful supply of stone. This was especially the case in 40d where a magma pipe took up most of the embark.

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