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Messages - Fieari

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1066
DF General Discussion / Re: Future of the Fortress 3
« on: March 28, 2008, 04:42:00 pm »
"Careful Movement" in adventure mode is really the opposite.  It's what allows you to jump off cliffs.  Now it also allows you to jump in lava, if you really want to.

1067
DF General Discussion / Re: Future of the Fortress 3
« on: March 25, 2008, 09:11:00 am »
Random thought considering diplomacy:

Toady, are you storing a separate value for "Relations I -want- to have with other nation" and "Relations that would be -expedient- to have with other nation"?  The first could cover religious differences, personal insults, and simple personality conflicts, while the latter could cover military tactics and trade.  Just having a simple dichotomy here could make for very complex relations.


1068
DF General Discussion / Re: Future of the Fortress 3
« on: March 24, 2008, 06:41:00 pm »
Toady already mentioned that by wiping out civilizations, or even entire species, you'll change the name of the age.

1069
DF General Discussion / Re: Future of the Fortress 3
« on: March 15, 2008, 10:51:00 pm »
Is the local smoothing everywhere?  Because I think it would make sense to not smooth mountainous tiles, so as to make mountains legitimately more difficult to travel through...

1070
DF General Discussion / Re: Future of the Fortress 3
« on: March 12, 2008, 06:55:00 pm »
Is the 5-10 number simply a random die roll, or does it check the RAWs for data?  If I gave bunny rabbits the megabeast tag and adventurers can to slay it, would it slay 5-10 of them before going down, or would the game recognize that the bunny is harmless and have it die immediately?

Likewise, if I gave the megabeast damblock 9000 and attack 9000 or some such ridiculous numbers, would it take more adventurers to kill it?

Furthermore... while ranges make sense when dealing with megabeast/civilization overlaps, wouldn't megabeasts be VERY territorial against OTHER megabeasts?  Wouldn't the standard territory system you have in place work better there?  You'd have one map for civilizations, and one map for megabeasts.

[ March 12, 2008: Message edited by: Fieari ]


1071
DF General Discussion / Re: Future of the Fortress 3
« on: March 11, 2008, 09:24:00 am »
So adventurers can kill megabeasts in world gen now.  Please tell me that the reverse is also true!  That the megabeasts can defend themselves in world gen too!

There are few enough megabeasts that maybe you could even save the entire battle between the two?  Then later, epics could be written about those fights...


1072
DF General Discussion / Re: Future of the Fortress 3
« on: March 10, 2008, 06:48:00 pm »
There's a suggestion forum, you know.  This thread is about the current development stuffs.

EDIT: Speaking of said current developments...

Civilization territories only overlap in one square currently, you said.  When you get to megabeasts, I think it would make a lot more sense for those territories to overlap completely, more or less ignoring each other.  Territory for a single brute is not the same thing as territory for a large number of weaker beings.  For a dragon, territory is mostly hunting grounds, I'm thinking, which could easily consist of the entire human civilization.  The human ruler wouldn't pull back his borders... there's no occupying force.  He'd see it as an internal matter.  And the dragon wouldn't care.

Elves vs Humans vs Dwarves vs Goblins, it makes sense to keep the overlap minimal, because it deals with settlements.  But megabeasts are a different matter.  I know you plan to have the overlaps be more extensive when wars come in, but I think numerical population should be a huge consideration as well.  Very small and very large civilizations could easily be sitting on top of each other.

[ March 10, 2008: Message edited by: Fieari ]


1073
DF General Discussion / Re: Future of the Fortress 3
« on: February 01, 2008, 12:57:00 am »
So... let me get this straight.  Dwarves aren't getting married, because you haven't gotten around to coding weddings yet?  I imagine that your code for weddings (when implemented) will allow for jilted lovers, "pulling a graduate", and other such dramas?

1074
DF General Discussion / Re: Another Custom Fontset
« on: February 08, 2007, 10:07:00 pm »
Probably not.  DF, unlike almost all modern games, does not run slow because of processing graphics, but from processing the world itself.  Thus, nothing with regards to the graphics should cause either speed ups or slow downs.  It's just a couple of bitblts either way, which are pretty darn cheap, processor wise.

1075
DF General Discussion / Re: Bloat4, HIDDEN FUN STUFF, Completed.
« on: January 27, 2007, 07:47:00 pm »

1076
DF General Discussion / Re: Thinking of writing a guidebook
« on: January 24, 2007, 01:40:00 pm »
I would not mind the three essays (on stone gathering, hunting, and a couple of general things) I just wrote on the subject going into such a guide.
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=000285

1077
DF General Discussion / Re: Priceless Moments Thread
« on: April 22, 2007, 10:12:00 pm »
It doesn't break my suspension of disbelief, and I think it's awesome... I just wish you had to work at it a little more than you currently do.  Earn the awesomeness.  Otherwise, it's too easy, and you don't respect it as much.

1078
I've only seen half of that movie, mostly because I saw it too young, clandestine and without parental approval, with a friend, and neither of us could finish watching it at the time.

1079
DF General Discussion / Re: Showing off some pixely dwarves
« on: January 15, 2007, 02:33:00 pm »
Finally figured it out.  If anyone wants a copy of the 16x16 version of these tiles, I can email them out.  Hopefully someone can host them?

1080
DF General Discussion / Re: Showing off some pixely dwarves
« on: January 04, 2007, 09:23:00 pm »
I just tried, and found that I can't quite make out where the boundaries are for all the tiles... some of them even seem to overlap somewhat!  Could someone else try and see if they can do better than I?

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