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DF Suggestions / Re: Ideas to make playing on various maps more fun
« on: January 20, 2008, 05:55:00 pm »quote:
Originally posted by Zemat:
<STRONG>Then why embarking regions seem so "blocky" and predictable? You'll never see a half-river (one side of the river in an embarking area and the other side in another area) or diagonal beaches, islands that do not cover at least a full embarking area. That sort of thing. In my opinion this detracts from the variety of embarking areas as prominent features are too repetitive and all other features are too random to be noticeable.</STRONG>
Because Toady altered the generation fractals to operate on a grid, so that if the region view shows a feature, that location is mostly taken up by that feature, and not just a small little corner.
DF Suggestions / Re: Siege towers!
« on: May 02, 2008, 12:42:00 am »DF Suggestions / Re: The Kobolds
« on: May 02, 2008, 12:40:00 am »It might also help if traps and siege defenses are coded in. If exterminating kobolds means going through layers and layers of nasty traps, that would not only give them more time to run away, but also might be enough to keep them safe where they are!
At the same time, the system could also allow for other forms of siege defense in world gen, such as town walls, moats, and other such ilk. Make those Goblin Towers useful for something as well!
DF Suggestions / Re: Color change
« on: February 18, 2007, 12:53:00 am »You'll particularly want
[MECHANIC :DWARVES:<POSITIONX>:<POSITIONY>:AS_IS :DEFAULT]
[TRAPPER :DWARVES:<POSITIONX>:<POSITIONY>:AS_IS :DEFAULT]
Where <POSITIONX> and <POSITIONY> are replaced by the position (in tiles, starting with 0) of the image you want.
Check the wiki page on Object Tilesets for more information and examples. And of course, you need to turn graphics on in the init.txt file too.
[ February 18, 2007: Message edited by: Fieari ]
DF Suggestions / Re: Color change
« on: February 18, 2007, 12:25:00 am »Alternatively, you could make an object tileset with the colors swapped to your liking.
DF Suggestions / Re: Random Mining Hazards
« on: February 17, 2007, 08:27:00 pm »But instead of random rockslides, I'd rather see different types of rock being able to support different size rooms. So most good strong rocks would be able to allow you the full 7x7 area, but something like chalk might only allow you a 5x5. So it'd be deterministic still, but less predictable all the same.
DF Suggestions / Re: Z-axis view proposal
« on: February 17, 2007, 08:24:00 pm »DF Suggestions / Re: Z-axis view proposal
« on: February 17, 2007, 12:55:00 pm »DF Suggestions / Re: Material Weakness
« on: January 18, 2008, 12:30:00 pm »And my understanding is that the fire resistance of fire elementals in 4e is high enough that it would take Great Wyrm red dragons with some metabreath feats to increase the power of their weapon to even scratch one with fire. Maybe not even then. It's immunity in everything but name.
DF Suggestions / Re: Segmented Fortresses - ala SC4
« on: February 17, 2007, 12:39:00 pm »DF Suggestions / Segmented Fortresses - ala SC4
« on: February 16, 2007, 05:56:00 pm »Which then got me thinking... wouldn't it be cool to have one fortress which is your entrance hall, on only one layer of the Z-axis, and as large as we currently have the map, but then start a new fortress at be back of the old one, in the center of the mountain with no direct access to outdoors at all, which has fairly small x/y dimensions, but goes pretty deep z-axis wise?
It'd be like Sim City 4, with different regions, and interregion trading deals, and shared defenses, shared resources, etc etc etc...
DF Suggestions / Re: Magic and Wizard Mode
« on: January 17, 2008, 01:48:00 pm »DF Suggestions / Re: Fruit?
« on: February 16, 2007, 03:34:00 pm »DF Suggestions / Re: Fruit?
« on: February 16, 2007, 11:18:00 am »And magical fruits for when magic is in...