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Messages - Vattic

Pages: 1 ... 266 267 [268] 269 270 ... 293
4006
DF Suggestions / Re: Giant Attacks (And Strength)
« on: September 09, 2009, 01:09:48 am »
Size certainly should play an important role in battle beyond just numbers. Toady has alluded to this when mentioning how groundhogs are currently capable of biting creatures anywhere, hopefully this will change.

The Giant throws you to the ground.
The Giant stomps on you.
Your body explodes in gore!

I'd rather see a more general handling of attacks in regards to size.

I mostly agree with you but being much much larger than your foe in combat would allow you to do things that would simply not be possible with someone of equal stature. An example being stomping on foes, if large enough it should damage the whole body. Currently vermin are edible and if your foe is small enough I don't see why they wouldn't be too. I'd like to see some attacks only present themselves if the size difference is great enough.

every sort of attack, not just wrestling, should be targetable.  Whether or not it hits the intended part of the body is a separate matter.  I should be able to try to hack off a giant's foot to knock him over, or shoot arrows at his face to blind him.

I'd love to be able to target body parts like this. It would add more strategy to fights like only wrestling currently does. Being able to chose to stab or slash with swords and being able to sneak up on people and slit their throats being advanced forms of targeting that are heavily context sensitive.

4007
DF Suggestions / Re: Active Tantrum Defense
« on: September 09, 2009, 12:57:19 am »
While I agree with Derakon's suggestion there is one other thing in particular that bothers me about how dwarves react to death. If a dwarven warrior dies in battle after felling many foes and defending the fortress I could see most of his friends being happy that he died in such a dwarven way. I must admit though that perhaps I am letting my own view of the dwarves get in the way.

4008
DF Modding / Re: Tile editing breaks rivers, help please?
« on: September 08, 2009, 05:19:40 pm »
The best way to get water to flow through a previously edited tile is to get your dwarves to build a wall near them. This seems to reset things and get it working again.

4009
DF General Discussion / Re: Awesome creatures that aren't on DF?
« on: September 08, 2009, 03:03:51 am »
Personally, I would like to see rhinos. No image required, everyone already knows how badass rhinos are.

So would I but I do think an image is required, this is how I would picture DF rhinos:
Spoiler (click to show/hide)

4010
Other Games / Re: Haven and Hearth
« on: September 07, 2009, 02:32:58 pm »
As I wont be playing for a few days I think I'll leave updating the client until then too. It started at 2 minutes counted down a few seconds then started counting up and is now at 18:18 :-\.

4011
DF Suggestions / Re: Engravings: No Repeats In One Room
« on: September 07, 2009, 02:18:29 pm »
Sometimes though you might want a room full of, at least, similar engravings. Perfect example being your drowning chamber being engraved with images of <insert race here> drowning. Unfortunately this is unlikely to happen with the current system anyway so changes do need to be made.

4012
Other Games / Re: Haven and Hearth
« on: September 07, 2009, 02:11:38 pm »
When my weekend rolls around again on Thursday I should be putting some time in. Not sure what I'll do but I want to join a settlement alongside other bay12ers.

Pity I missed the ragnarok but I had to eat.

4013
DF Modding / Re: Human Fortress?
« on: September 07, 2009, 01:44:17 pm »
I also had an issue where one of my wood choppers dropped his axe and couldn't pick it up again. It was a double iron axe. Any reason why this would happen? He kept trying to pick it up, but couldn't.

You'll want to set him to use two handed weapons. go to the dwarf p:Pref, s:Soldiering, m:Number of Weapons. Number of Weapons should be 2. You can do it through the military screen too.

4014
DF General Discussion / Re: Awesome creatures that aren't on DF?
« on: September 07, 2009, 01:36:05 pm »

Ostriches anyone? from what I hear they kill a fair number of people every year with their powerful kick. I don't know if I'd call them awesome, awkward maybe though.

4015
DF Modding / Re: 2D in later versions?
« on: September 06, 2009, 09:16:35 pm »
Toady mentioned in one of his podcasts that he wants to add 2D mode as a feature. He, assuming it would be simple, was going to add it as a surprise but it was far more complicated to get working so it got put on the back burner. I wouldn't hold your breath but it should be coming one day.

4016
Other Games / Re: An Untitled Story
« on: September 05, 2009, 05:18:36 pm »
Wow I'm glad I've found out about this game.

Spoiler (click to show/hide)

4017
DF Modding / Re: Making a race, with trainable slaves
« on: August 31, 2009, 02:14:27 pm »
Won't [INTELLIGENT] allow them to become an elected noble like the mayor? I heard animals with [CAN_SPEAK] get this problem and [INTELLIGENT] implies [CAN_SPEAK] I believe.
Not necesarily...Arnt there creatures *Or Megabeasts* With the tag?
Ah you are correct. I was repeating something I remember reading on here a long while back so I might be mistaken.

How would I go about testing if they show up in sieges like the goblins bring beak dogs/trolls?
Goblins ride beak dogs because the goblin entity has [USE_EVIL_ANIMALS] and beak dogs have the [EVIL] and [MOUNT] tags. They only ride beakdogs if their civ overlaps a region that contains beak dogs.

Humans bring horses as mounts when they attack because the human entity has the [COMMON_DOMESTIC_MOUNT] tag and horses have the [COMMON_DOMESTIC] and [MOUNT] tags. I don't know if their civ needs to overlap a region containing horses for humans to ride horses though.

Unfortunately goblins brining trolls seems to be hardcoded. There are no tags that explicitly specify that they should bring trolls. The [USE_EVIL_ANIMALS] tag on the goblin entity might be required and the [EVIL] tag on trolls also might be required but then they never bring any other evil animals save mounts.

4018
DF Modding / Re: Oversize tileset
« on: August 31, 2009, 12:46:17 am »
You could also google some file recovery software, I've not used any myself but I hear it can be quite effective. I'd imagine they cost money but a free trial is all you need for a few files.

4019
DF Suggestions / Re: Deconstruct clothing.
« on: August 30, 2009, 06:54:36 pm »
I'd imagine the cloth got from taking clothes apart would be of low value unless the dwarf who reconstituted it was very skilled?

Perhaps, as an alternative to turning narrow clothing into fresh cloth then making that into new clothing, it might be simpler to give clothiers the ability to change the size of clothing. I know it's possible for a skilled clothier to do this in real life at least to a certain extent.

4020
DF General Discussion / Re: Poll: Longer Days in Dwarf Mode
« on: August 29, 2009, 07:02:52 pm »
The thing is, though, dwarves live underground.  The day/night cycle doesn't seem like it'd affect dwarves (other cool things, yes, but not dwarves), as they live underground.  It seems to me like the day/night shift system would develop naturally in medieval dwarven civilization.

Indeed but I'd imagine social reasons would keep the dwarves on similar timetables, missing parties and feasts because you sleep on the graveyard shift would be annoying for them given that they have little reason to work in their night. The same amount of dwarves will get the same amount of work done in the same amount of time regardless of when they sleep.

It might be annoying for the player though, snatchers and thieves would help a little and hopefully there might be other things to keep you busy while they sleep but it might not be worth the hassle.

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