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Messages - Sean Mirrsen

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15046
DF Suggestions / Re: While we're in process of expanding entities...
« on: January 11, 2008, 11:43:00 am »
A recent (failed) experiment with modding made me want to make another request. As I understood, Toady, you are separating the entity site placement tags functions from the other possible applications of them, or something like that.

Would it be possible to make a non-existant entity? As in, one that does not generate sites at all, as opposed to just generating "hidden" sites. The use for this is allowing, say, batmen, ratmen, troglodytes, giants, ettins, and the like, to use crude, makeshift, or stolen weapons, without making them an entity. I'd imagine it would be easier than adding the weapon, armor, and other relevant tags to the creatures themselves.

Also, to clarify - does the system you are currently setting up allow, say, making forest-built "towns", tall towers in the swamps, deep caves in the deserts, etc, etc?


15047
DF Suggestions / Re: While we're in process of expanding entities...
« on: January 04, 2008, 07:25:00 pm »
Hmm, yes, I probably meant something like a general "cave". I mean, not something you would see on the map as a "batman retreat" of some sort, but a generic world feature. So, it's still a civ, with all incurred benefits (of having assigned armor and tools, f.ex.), but does nothing to show itself as one.

15048
DF Suggestions / While we're in process of expanding entities...
« on: January 04, 2008, 01:11:00 pm »
...maybe add tags to allow multiple creature types per entity?

By "we" I mean Toady, of course.  ;)

The amount of uses for this is quite large, getting different species of kobolds or goblins to live together is one. Separating male and female creatures into different creature definitions would be nice too.

On the same topic, is it possible to make a tag that makes an entity "invisible"? As in, it generates the entity's settlements and civspace, but does not mark them in any way, not even on the map once revealed. The idea is to have settlements of, say, antmen, batmen, and the like.


15049
DF Suggestions / Re: Random gripes. Err, that is, random number gripes.
« on: January 05, 2008, 01:20:00 pm »
I don't know if it's related or not. It's probably part of the simplification used to speed up and/or simplify the world generation process.

When I look around for mountainous sites, I frequently scan around with cliff display on. Thus, I have noticed large amounts of completely identical (height-delta wise) map segments adjacent to eachother. It doesn't necessarily mean that the actual height map is the same (and of course not in the presence of rivers), but the fact itself is disturbing, especially in this light. With a more refined RNG we could have a lot more diverse worlds.


15050
DF Suggestions / Re: Quiver markup?
« on: January 17, 2008, 11:30:00 am »
It will probably be set to use the most appropriate ammo for the weapon you are carrying. A sling will shoot any small object, a bow will shoot arrows, no weapon will cause you to throw anything you have.

15051
DF Suggestions / Re: Quiver markup?
« on: January 16, 2008, 02:44:00 pm »
A recent discussion has urged me to post here again with a quite more feasible idea for actually "quivering" all sorts of objects.

This idea is so mindboggingly straightforward that I had not thought about it.

Have the "F" fire button throw or fire any object THAT YOU HAVE IN YOUR QUIVER!!! "F"iring an arrow with a bow in hand would use the bow, while "F"iring a stone, even with a bow in hand, would use the throwing skill. Nice, easy and very much implementable, methinks.  :D


15052
DF Suggestions / Quiver markup?
« on: January 02, 2008, 04:55:00 pm »
Don't remember this one suggested, though that doesn't mean it wasn't, but meh.

Being sometimes deprived of all souces of entertainment except my GBA, I have played a roguelike called POWDER, and there I saw a feature that would somewhat reduce the hassle with making throwing side-weapons for adventure mode.
It's what I call "quiver markup", and it basically means that you can go to your inventory, designate ANY item in there as ammo, and then use the "Fire" button to launch any one of them using whatever is available.
The system prefers items that have specific damage, and items that match a weapon in your hand, so you won't be lobbing excess boots when you have bolts for your crossbow, and will rather switch to available throwing knives when those run out. Also, any item that was once quivered retains that setting, so when you pick it up, you don't have to quiver it again.
The benefit is, of course, easily setting up batches of rocks and other items to lob at enemies later, with literally "a press of a button".
The side effect is having to manually quiver up arrows that you pick up, unless a sort of "autoquiver" tag is implemented for weapons, that will quiver those automatically as you pick them up.

I've no idea as to actual implementation, or how theoretically difficult it could be (though I can guess), so I'm just throwing the idea out there. Discuss.


15053
DF Suggestions / Re: It's been suggested before, but... (mining)
« on: December 28, 2007, 03:14:00 pm »
The, uh, "problem" is that the dwarves use certain "work areas", and attempt to work by that preference instead of everything else. It remains from the old mining system where the dwarves would dig out rectangular areas from top-left, regardless of walls and stuff inbetween mining spots.

The current system places a near-tile-preference system next to that one, so that dwarves will mine out the tiles next to them first, but once a dwarf finds there are no tiles next to him (such as when he finishes a corridor), he immediately tries to follow the old system and run to the top-leftmost designated mining spot.


15054
DF Suggestions / Re: Use mouse to place buildings?
« on: December 28, 2007, 03:18:00 pm »
I raised the quesion of mouse support for menus some time ago, with no coherent reply whatsoever. This is the "when it's done" philosophy at its best I guess, but I do understand there are things more important for gameplay currently. What nibbles me most in this case, is the fact that the unwieldy UI of the game turns away many potential players.

15055
DF Suggestions / Re: Nickel silver is terrible
« on: March 14, 2008, 01:42:00 pm »
Hm. I'll note it down for my minerals mod. That one has such alloys you'd hardly ever think about making.  :)

I'll look through the rest of the alloys and see how I can balance the costs. There's hardly a need to fiddle with such balancing on a small scale.


15056
Other Games / Re: Best pre-2002 Rpg
« on: June 08, 2008, 06:17:00 pm »
Arcanum was brilliant. There were several things I remembered mose from that game. Once I snuck into some building where there was a large safe, seemingly very difficult to bypass. With my basic level of lockpicking, I just used a fate point and opened it. I really liked that system.
The other time I was a high-level mage that concentrated on the energy school. There was this one door that I was supposed to get an answer for. I think the riddle itself wasn't very difficult, nor was obtaining that answer, but there was just something insulting about an ancient rock door questioning a battlemage's intelligence. So I just zapped it with Disintegration and moved on.  :)

I really liked that game. A shame I can't find an english localized version anywhere around here...


15057
Other Games / Re: Best pre-2002 Rpg
« on: June 03, 2008, 09:42:00 am »
I think Morrowind was released in 2001...  In a test of sheer player freedom, I think that game would win over anything. It does have exploits that allow to complete the game in 16 minutes, but the ability to use the sheer power of alchemy to make a potion or set of potions to propel the player over the entire island is worth something, I think. Oblivion sucked in that regard...

15058
Other Games / Re: Persistent Browser-Based Games
« on: May 28, 2008, 04:01:00 pm »
quote:
Originally posted by Cthulhu:
<STRONG>nuclear holocausts are super-cool.</STRONG>
Yeah, literally.  :)

15059
Other Games / Re: Persistent Browser-Based Games
« on: May 28, 2008, 03:50:00 pm »
Well, why not? Who else than the most probable cause of the scenario?

We've also got the Sphere mmorpg, and it ain't postapocalyptic.


15060
Other Games / Re: Persistent Browser-Based Games
« on: May 28, 2008, 02:43:00 pm »
Supposedly there's an english version of the client. Or something, I dunno. Check out the english section of the site. I doubt you will find many english-speakers though.

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