Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Fieari

Pages: 1 ... 3 4 [5] 6 7 ... 74
61
DF Modding / Re: what do I have to do to mod in guns?
« on: October 02, 2011, 08:07:36 pm »
Presumably, you'd need to set them to a civ.  It's possible you'll also have to specify how they can be made.

62
DF General Discussion / Re: Future of the Fortress
« on: September 21, 2011, 08:20:32 pm »
Books!  Maybe not the full capacity of books that we wanted, but still... books!

What can you "learn" from books?  How does one learn to read?

63
DF Suggestions / Re: Leather Whips
« on: September 06, 2011, 11:00:28 pm »
I cannot imagine a human being that could survive 100 lashes.

64
DF General Discussion / Re: 3d Printer + Dwarf Fortress
« on: July 29, 2011, 11:32:05 am »
What we need is a program that takes a fortress and translates it through a 3D printer, like that one minecraft thing.

It might not work with the current version, but if you have some older forts saved, this might help...

65
DF Suggestions / Re: Random events
« on: July 21, 2011, 11:55:46 am »
Dwarf Fortress doesn't do "random".  It does "procedural (with arbitrary/manipulable seeds)".  There's a huge difference.  Thus, Toady would need to simulate animal migrations.  He'd need to simulate volcanic activity (which I think would be neat anyway).

66
DF General Discussion / Re: Future of the Fortress
« on: July 21, 2011, 10:34:11 am »
I don't miss 40d.  There was practically nothing to DO in 40d.  If I want to play with legos, I play with legos, not df. (I don't really want to play with legos)

Me, I miss the challenges of 23a!  Surviving your first winter was an actual thing back then!  It was a necessity to open yourself up to danger simply by building!  No walling off your enemies!  Sure, you could make a trap corridor, but EVEN THEN frogmen could jump up onto your bridges and tackle your dwarves into the underground river.  EVEN THEN batmen could blowgun snipe dwarves into the pits.

There were constant challenges, and they could be met.  Granted, there were tricks you could learn to save yourself from them very easily, but they were TRICKS, and thus tricky to perform/understand.  Compare a 23a steam-cannon to... well, simply building a wall to permanently block off all enemies.  Compare training up an army of guard dogs to... having a front door.

I've taken to enjoying adventure mode due to the challenge there, but I likely won't be back to dwarf mode until enemies can dig their way straight into your dining hall. That said, the anticipation for the next release with night creatures has me thrilled!

67
DF General Discussion / Re: Future of the Fortress
« on: July 20, 2011, 11:04:05 am »
Woohoo!  Now I'm just hoping for the ability to have a side-view, like at DFMA.

68
Mod Releases / Re: Pony Mod: My Little Fortress
« on: July 10, 2011, 12:01:13 pm »
Given how much stronger ponies are in combat than dwarves, the lack of defenses versus contaminates might be a good balancing factor.

69
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2011, 09:19:07 am »
Presumably, criminals would be based on the ethic tags of a civilisation.

I'm imagining elf prisoners who cut down trees...

Basically, anything forbidden by the ethics could cause someone to be in the dungeons.  Even if it only showed up in Worldgen/Legends and perhaps the speech "What are you in for? Cutting down trees" it would be cool.

70
DF General Discussion / Re: Cities v. Night Creatures
« on: June 07, 2011, 07:35:32 pm »
I for one play DF for Adventure Mode, so while just the cities would have been nice, without something to fill those cities, it would not have held the same excitement for me.  Indeed, I felt this update was just a stepping stone to the goal of being able to be a merchant (which I'm still looking forwards to) until the night creatures showed up.  Now I'm really hyped about the night creatures!

71
DF Suggestions / Re: Fractional height of walls
« on: June 05, 2011, 09:52:30 pm »
This is over 3 years old... :P  Necro much?

Don't do this.  We like necro here, as long as there's something to contribute.

Quote from: Drex
I, too, think all the problems with this concept could be overcome by making it simply an extension of the current system of walls, and not necessarily making any new rules.  I guess what I'm thinking of is just more of an 'elfier' (read "wimpier") version of current walls - more like a sort of fence.  For the half-height walls I envision, I'd be satisfied if it were some arbitrary height around 3 or 4 (in regards to containing fluids), non-walkable on top of the tiles, obstructive to all movement through, represented by a slightly different tile from full-height walls, and fit somewhere into the current system of different types of fortifications (i.e. somewhere between crenelations and walls).  I'm not too familiar with all the specifics, but it seems like something that could be easily added into the current set of building options.  It's also exciting to think of what could be done with something like this in place in the future, as the game develops more (what with things like climbing, defending barriers, and throwing objects as a part of everyday life).

The problem with just tacking it on for cover without doing anything else is twofold.

1) Toady doesn't do things halfway.  If he's changing / adding something, it will support everything that should logically come from that, or at the least support coding framework to make it possible later.

2) Fans would ask why they can't climb over 1-height walls.  Because not being able to do so would be INFURIATING in a very specific way.  Basically, many many many other videogames treat obstacles of any height as being insurmountable for stupid level design reasons, and we resent that in those games.  DF strives to be a simulator.  Putting chest high wall barriers (and 1 height would be even less than that!) as insurmountable obstacles would call to mind everything wrong about those other games, and highlight it even more by the fact that this is DF.

There are also other desired mechanics and things that would require 7 high walls to be done right-- see, sand flow mechanic threads and such. And Toady has on occasion even expressed interest in them.

So the trick is that if you do them, you need to do it right.  And doing it right will basically require pathfinding changes.  And pathfinding changes are... hard. And complicated.

Basically, if you can have a pathfinding system that is fast and thoroughly robust, there are hundreds of awesome new features that could be added, like this one, at very little additional overhead cost.  The problem with movement on multi-level walls is similar to the problem of mult-tile creatures, for instance.  If the multitile creature pathfinding problem is solved, this problem is pretty much solved too.  Who gets to path where, when.  It's not trivial, it's not easy, but hopefully we can get there.

72
DF General Discussion / Re: Future of the Fortress
« on: June 03, 2011, 05:20:20 pm »
I wonder if it will be possible for DF vampires to have Arithmomania (as one of the random weakness options, not for all of them)... I mean, that's one of the oldest classic vampire traits, yet no one portrays them as having it anymore (except Sesame Street).  Granted, this is possibly because it seems silly, but so what?!  It could be cool!

Actually, let me pose this as a more generic green question:

Toady, many of your forumites are repeatedly linking the Wikipedia Vampire Traits list.  Are you actually intending to try to implement all these traits, or is this merely wishful/hopeful thinking on the part of your fans?

Another question...

Werecreatures first appear by being cursed for defiling a temple.  How will vampires appear?  There are many ways suggested by stories...

Examples include:
  • The first murderer (Vampires are sons of Cain theory)
  • As a corpse that has blood drip into it's mouth by accident (Folklore)
  • As a demonic possession (Buffy the Vampire Slayer)
  • World-gen randomly deciding someone is simply too cruel to be human and cursing them (Vlad the Impaler)

And I'm sure there are other options out there...

73
DF General Discussion / Re: Pathfinding module
« on: June 01, 2011, 11:17:53 am »
See: This Thread.  Long, but likely very useful for you.

74
DF General Discussion / Re: Future of the Fortress
« on: May 31, 2011, 02:24:16 pm »
I get the feeling from the main page that werecreatures in dwarf mode will be hostile to everyone and everything.

EDIT: I was wrong!  I just got to the point in the DF Talk where he states that weregoats don't attack weregoats, but werelions might attack weremaggots.

75
DF General Discussion / Re: Dwarf Fortress Talk #14: Feedback
« on: May 31, 2011, 01:38:17 pm »
Two Ideas/Suggestions based off the talk:

Couldn't there be a variable effect to undead, that the older the corpse, the more powerful certain stats are?  Like speed for instance?  Perhaps the magic could even harden the bones as it gets older too...

For curing curses, it would be awesome if you had to change your role to do it.  This would obviously require different roles to be fleshed out, but we're getting there.  For instance... if you have the grave-robber role, perhaps to cure the curse you would have to start slaying night creatures.  If you were slaying night creatures, perhaps you would have to fall in love.  If you were cursed while falling in love, perhaps you'd have to become a wealthy merchant.  That sort of thing.

Pages: 1 ... 3 4 [5] 6 7 ... 74