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Messages - janglur

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181
DF Modding / Re: A Little Bit More Mod
« on: March 20, 2011, 04:19:37 pm »
The next update (which is almost ready already already!) adds quite a lot.

I'd like to ask someone to beta-test it for me and, more importantly, I need some help making it a bit more organized and easier for people to install than copy and pasting every entry.  If someone can organize it for me, i'd be very appreciative, and of course include your name with a big thanks!

Next version adds varying values for minerals often used as semi-precious stones, and adds Azurite, an ore of copper that is more valuable as a light blue glaze (mountain blue) and jewelry or crafts than as an ore, unless you really need copper.

182
DF Modding / Re: A Little Bit More Mod
« on: March 20, 2011, 03:44:08 pm »
New version added!



-------------------------version 1.2a-------------------------
Added Laterite.  A somewhat useful ore of iron, nickel, and aluminum, in small amounts.  You won't always get anything!

Added cobalt glazes.  Now you can have pottery in gorgeous cobalt blue!

Added cinnibar as a glaze.  Now that brilliant silvery glaze is yours!

Added Heavenly Steel.  One of the rarest and most sought after alloys possible.  But can it match adamantine?  Not really, but it sure beats steel!  It's production is rather difficult, though, and of course requires adamantine for said production.  Only viable if you want to stretch out your adamantine at the penalty of it not being as good.

Bug fix:  Minor grammatical fixes.

183
DF Dwarf Mode Discussion / Re: The Future of the Fortress? It is Grim.
« on: March 20, 2011, 12:06:21 am »
Correct.

However, I still totally dig scarcity when i'm feeling masochistic.

184
DF Dwarf Mode Discussion / Re: An artifact mechanism. WHY!?
« on: March 19, 2011, 06:28:07 pm »
Put it in a weapon trap, gives highest accuracy when combined with high-quality weapons.

Artifact+artifact=always hits

185
DF Dwarf Mode Discussion / Re: Quality of weapons in traps
« on: March 19, 2011, 06:26:39 pm »
AFAIK, the weapon quality in both traps and dwarves' hands determine a to-hit bonus.  Additionally it is modified by the quality of the mechanisms (or skill of the user).

IE, a masterpiece trap and weapon combo has about a 90% chance to hit.  A legendary mechanism and masterpiece weapon, 95%.  And both artifacts?  100% garunteed hit (except trapavoids of course).

186
DF General Discussion / Re: Music for DF
« on: March 14, 2011, 02:24:16 pm »
Yeah, back then they didn't really have rechargeable batteries in that size.  They used either lithium or CMOS batteries, which contrary to popular belief, do not recharge (Lithium-ION is rechargeable, not regular lithium).

It's just the case that they power such an incredibly tiny chip that it uses next to no electricity and thus can live a year or two.  Kinda like some digital watches, they just go forever.  (Except NES carts had way bigger batteries than a watch).

But no, most used SRAM or EEPROM, which is solid-state, meaning the data remains when power is lost.  EEPROM can age through use (IE, the more it's written, the weaker it gets, until it fails) while SRAM is pretty all-around durable, just expensive (hence why it isn't used for larger purposes even today, and is reserved for things that need highly reliable, high speed memory in small amounts)

187
DF Gameplay Questions / Re: Hunter, no Hunting!
« on: March 13, 2011, 09:15:55 pm »
Hunter, no hunting!


Swiper, no swiping!

188
DF General Discussion / Re: Music for DF
« on: March 13, 2011, 07:51:15 pm »
Heh, well at least I'm not like the majority of rom users and don't look for a rom unless I can find my hard copy.   Still these cart batteries are gunna fail eventually.  Kinda be sad to lose these games forever.  Or well, the ability to save at least.

Anyway back on topic.  Except I can't think of anything else to say.   I wonder when Toady's gunna get around to making more.

Actually, most cartridges use SRAM or a form of EEPROM, very few actually used batteries for this very reason.  They were almost exclusively early NES titles, and the batteries would have died by now by sheer age, they only got 1-3 years average.

Most RPGs, such as Final Fantasy, Dragon Quest, etc. used SRAM.  Those don't die, it's solid-state.

189
DF Modding / Re: Glaze!?
« on: March 13, 2011, 12:39:03 pm »
Aaand you both missed it.  =D

I was trying to make it so one glaze SOURCE (cobaltite) can produce three COLORS, individually, because IRL, cobalt can be used for blue, or with with magnesia added, pink and indigo.  Iron can be used for blue.  Copper for a turqoise color, or cooked more for green.

Thus letting the player choose to have blue pots, pink pots, indigo pots, turqoise pots, or green pots, etc.

190
DF Modding / Re: .20--unusual egg laying
« on: March 13, 2011, 06:32:49 am »
I'm prolly gonna make a super rare good-only map creature, 'Golden Goose' that lays gold nuggets.

191
DF Modding / Re: An Odd Hive Error
« on: March 13, 2011, 06:31:49 am »
Known bug, I beleive.

If there's no colony that's splittable or they choose an unsplittable colony, they'll stand there indefinitely at a random spot.

192
DF Modding / Re: Glaze!?
« on: March 13, 2011, 06:30:41 am »
That doesn't help me.  But nevermind, folks on the IRC got me going.

193
DF Modding / Glaze!?
« on: March 12, 2011, 10:50:49 pm »
Can this be done, and if so, how?  An example set of reactions would get me along the way.

Cobalt can be used as a glaze for blues, or with magnesia, pinks and indigos.  I'm not sure how to create this reaction, or if you can even have multiple material glaze entries for a single mineral like cobaltite.

194
DF General Discussion / Re: Music for DF
« on: March 12, 2011, 10:49:35 pm »
Theres always soundsense.

I currently use soundsense and have a few The Last Remnant Town themes along with the standard Soundsense seasonal music.

For Sieges and adventure mode fights I have it looping these (and a handfull of others that I cant find on youtube) I find the old SNES synth fits the DF theme well.
http://www.youtube.com/watch?v=YcHl_MD-srA  FFMQ Battle
http://www.youtube.com/watch?v=VJ0KilHkxFk    FFMQ Boss

Special fights that I use manual playback.  Stuff like 2 sieges at once
http://www.youtube.com/watch?v=F-M8fuegtVc&feature=related FFMQ Boss on a real guitar

Exploring an abandoned fortress in adv mode
http://www.youtube.com/watch?v=GkVVkUgjy0E&feature=related FFMQ Doom Castle

Yes I am currently on a Final Fantasy Mystic Quest kick.  Wish I still had my cartridge so I could get a rom on good conscience.


Actually that's a huge misonception, ROMs are illegal even if you own the original game.  It's not covered as legal backups unless you create the ROM yourself, and don't share.  Lots of ROM site owners have been fined and jailed under this misconception.  Be warned.

195
DF Dwarf Mode Discussion / Re: Value vs. Likes
« on: March 12, 2011, 12:15:22 am »
The value, however, does not change of the room.

It does, for the particular dwarf in question. Check out the (R)ooms screen and hit tab. You can compare the room's actual value with the owner's evaluation of it. Put enough stuff in there he likes, and they will be different.

Pedantics.

The value of the room remains the same.  The dwarf is simply happier with it.

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