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Messages - vooood

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91
*bump*

come one people. we have a very interesting fort with some very interesting development there and we're looking for new players. join us! :)

92
I might join.

are you still interested? we have a dragon ^^

93
OK dwarf leaders

we're in need of a new leader for our succession game

you know the info.. whoever wants to join get's cake! :)

94
The whole point of this is slowly getting the size for features to be smaller. You're basically bragging about buying a candy bar for $1.20 when we buy it for $1.00.

Actually, he's bragging about buying it for 49 embark tiles, when I bought it for 16.

the size of it all is luck. i never play smaller than 6x6 anyway.. i like huge forts :)

95
oh guys come on
it's piece of cake to generate such a map
i spent 2 hours this morning and 3 regions to get one exactly like this except it's 7x7 to get all the features

just boost volcanism to 21, minimum volcanoes to 160 (or 170 if you're brave), 4 side oceans, and turn off periodic erosion of cliffs to get a map with a lot of z levels

with a bit of luck you'll have a map like this in an hour or less on a decent computer

i have a link to my region on rapidshare if anyone wants to see it.. upper half of the embark area is calm mountains and lower half is sinister forest.. there is also some sand for glassmaking ^^

96
DF Dwarf Mode Discussion / Re: circular cave?
« on: March 30, 2009, 06:58:08 am »
oh, and i saw this once before but it was not filling with water..

97
DF Dwarf Mode Discussion / Re: circular cave?
« on: March 30, 2009, 06:53:33 am »
i can give you the seed but not the location as i don't remember where i started..

if it's a pool why did it slowly fill and then evaporate?

98
DF Dwarf Mode Discussion / circular cave?
« on: March 30, 2009, 06:28:09 am »
i have found something like a circular cave or lair.. check it out here: http://www.dwarffortresswiki.net/index.php/Cave

anyone has an idea what it really could be?

99
Hi!

Is there a source code somewhere for this? I basically need the memory hacking (map info reading) part because I would like to see this in CryEngine2 or UnrealEngine3.. ;) I would also gladly provide a few very nice models for usage here (currently in Google SketchUp format but can be exported to others, too).


Greetings!

100
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: February 04, 2009, 03:19:09 am »
It would be really really great and appreciated to see a maintenance release before a "stable" one - at least for the modding community. ;)

101
DF Gameplay Questions / Re: Dwarves scared by caged undead
« on: November 24, 2008, 08:11:12 am »
The dwarven thing to do would be to undermine the cage or encase it in obsidian.

This gave me an idea. If any of you read the Song of Ice and Fire you might recall the icy small cells in the Wall at some Black fortresses. It would be really cool (in many ways, lol) to have the caged monstrosities locked up in some cold cell carved out in a middle of a glacier.

102
DF Gameplay Questions / Gothic Buildings
« on: November 24, 2008, 08:06:46 am »
I wonder do any of you think about the looks of your fortresses? Do you just dig corridors and rooms in the most utilitarian way and leave them like that? Or did you think about building tall entry halls (several z levels) with balconies along the edges, supports, some statues around? How about throne halls with some special features as a high throne? Or tall winding towers and menacing walls around your fort?

I know that none of this have any helpful impact on the game (are we sure about that? how about a suggestion discussion for things like this?) but I still consider having things like these for pure realism and own satisfaction. And it's always more fun to come back later and do some exploration as an adventurer in such places.

103
If a cliff breaks a road then make a bridge. It's not that hard to code.

104
DF Suggestions / Re: No more invincible forts
« on: November 18, 2008, 08:25:25 am »

<cut>

In a game as complex as DF, we should not be looking at balance, but rather at motives. Balance is desirable, yes, but balance for its own sake is bound to feel forced and arbitrary. Instead, conditions in the world should encourage behaviour from both the player and AI to gravitate towards a balanced solution, Le Chatelier-style. But I'm getting ahead of myself.


This is actually quite true. Most games are balanced and thus losing the last parts of their realism while trying to give the player every possible chance to win. Since this is not always fun and "losing is fun" is a sentence we all know motivation is quite good. If it motivates a goblin force to attack your small village you just started it would be quite stupid to have them move on "due to balance". Accept the fact you'll die and start over (maybe somewhere close where you can then kill those goblins with your army (incoming army arc)).

105
DF Dwarf Mode Discussion / Re: Shaft Fort
« on: November 18, 2008, 08:16:30 am »
Yes, They have been built in Pits and even in active volcanos.

IN active volcanoes?

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