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Messages - DennyTom

Pages: 1 ... 29 30 [31] 32 33 ... 53
451
DF Gameplay Questions / Re: Cannibalism and leather work
« on: June 21, 2009, 02:57:11 pm »
but no so entertaining

I would suggest modding in new crafts - shrunken heads

452
DF Dwarf Mode Discussion / Re: Bedrooms: Optional?
« on: June 21, 2009, 10:31:57 am »
Do not underestimate psychoterapeutic powers of statues, waterfalls, forges, etc.

453
DF General Discussion / Re: [Quickfort] Version 1.03 released
« on: June 21, 2009, 07:57:38 am »
You can use some bitmap editor and convert *.bmp using GUI

454
well... personally, i've never done much hunting or foraging... neither is as reliable as farming afaik.

i was thinking (admittedly, i forgot to mention it in the OP) of a fort focused on pig tails and making cloth... as in only cloth.

... hmm i guess it'd be a bit like an elf-fort...

few herbalists can easily feed 20 dwarves... there are eaten by cougars time to time, but it is good enough before you make yourself catsplosion type food source

455
DF Dwarf Mode Discussion / Re: Bedrooms: Optional?
« on: June 21, 2009, 06:23:38 am »
What dwarf really needs:

a) to breath air (or at least NOT breath water/magma/stone)
b) to eat food vermin
c) to drink booze water from stream or pool
d) to poop
e) to sleep in bed anywhere

456
DF Modding / Re: Nascent Mod
« on: June 20, 2009, 04:07:47 am »
I have 1/4 or 1/5 done...

There are lots of hommonyms in that file! Also I am surprised WHAT words does this game use. I already had to use thesaurus and I am translating to my mother's language!

457
DF Modding / Re: Steam Machine
« on: June 19, 2009, 06:11:29 pm »
Dogs secrete sweat from their tongues.

Yeah, but that is what we hate about them...

458
DF Modding / Re: Nascent Mod
« on: June 19, 2009, 06:09:36 pm »
You can use multi-word strings and they'll be appropriately capitalized, but they look weird.

Also, I am dubious about how this mod can replace first names. As far as I know, they're randomly generated using a list of syllables.

I can create SYM_NAME_FORENAME (every czech name that has name day in calendar) and SYM_NAME_SURNAME (some typical czech surnames... damn, just realized, that girls here have appendix -ova in surnames) words, but I have no idea how they would work.

Still unaswered is the question about encoding.

459
DF Modding / Re: Nascent Mod
« on: June 19, 2009, 03:39:13 pm »
Hm... what encoding should I use to preserve diacritics? UTF-8?

BTW I hope you do not mind that texts in DF will be little... weird. We have brutal grammar, we even modify ends of words depending on situation (for example "This is a lion" is "Toto je lev" but "Kill that lion" is "Zabij toho lva").

Edit: Can I use multiple words translation? Because shoe = bota, boot = vysoka bota, etc.

460
DF Modding / Re: Nascent Mod
« on: June 19, 2009, 12:02:09 pm »
Gimme few days and I will do Czech language file.

461
DF Modding / Re: Steam Machine
« on: June 19, 2009, 02:21:21 am »
Windmills and pums are hard-coded, are not they? No way to force pumps work as steam turbine?

462
(Dwarvenly) Beautiful!
Thank you, this is one of the most hilarious things I have seen.

One question - do Muscox combust? In third video I noticed that trader with muscox leather cap started burning immidiately but live muscox lived fine all the time. I could imagine that animals are harder to ignite (because of fat, blood, etc that takes some heat away from skin) than dry leather, but...

463
Falling into water does not lower damage that much... but what when dwarf already is in the water? How would this work?

Code: [Select]
I   I
I \ I
III~I
II__I

I - walls
\ - ramp
~ - water

Dwarf is swimming and can not reach the ramp, therefore is stuck in water. You let this fall, section should cave-in, ramp gets down, dwarf gets on dry land. Will he suffer any damage?

464
DF Dwarf Mode Discussion / Re: Overkill with...Skeleton Tuna?
« on: June 18, 2009, 08:13:32 am »
All undead fish (zombie and skeletal) can go on land... somehow... without limbs...

All living snakes can go on land... somehow... without limbs...

465
DF Dwarf Mode Discussion / Re: Marking out big circles
« on: June 18, 2009, 04:13:23 am »
Well, I have a bit of a problem. I want to dig out a really big circle, because circles are pretty. But I can't get it to actually be round, because it's so big, you can't really judge that well. I can, however, tell it's more like a rounded rectangle. Bah.

So, I ask: Is there an easy way to mark out a large circle for digging?
Look at it this way. A circle, by definition, is the collection of points which all have equal distance to a single point, called center.

And in DF, diagonal movement costs as much as straight movement. This means that what we uneducated humans call a square is actually a perfectly round and pretty dwarven circle!
Which is why DF will never be in 3D. Perspective would drive you mad.

This is not true... Last year we defined sphere in my mathematical analysis class. Just one of "spheres" is a sphere - all others are just squares with more or less rounded corners.

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