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Messages - Fieari

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886
DF Suggestions / Re: More original looking cities
« on: January 18, 2008, 12:20:00 pm »
I think today's update, in which families construct their own homes, and shopkeepers construct their own shops, may help in this area.  Have a list of different designs, and link them to personalities... maybe link positioning relative to the other buildings also related to personality.  That'd create variation, and have a reason for it!

887
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.


888
DF Suggestions / Re: Siege towers!
« on: May 02, 2008, 12:42:00 am »
Toady has said allowing larger than single-tile entities to move (aside from wagons which are a special case) would be nearly impossible with the current pathfinding system.  Which implies that it'd be possible... it'd just take a good year to implement, just like the z-axis thing.

889
DF Suggestions / Re: The Kobolds
« on: May 02, 2008, 12:40:00 am »
I think what the kobolds need is a combination of an extremely low maturation rate, high birth rate, and a tactical option in battle to run away, perhaps with diversionary squads as well.  So the kobolds that are met in battle will die, but they die so that others can run away.

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!


890
DF Suggestions / Re: Color change
« on: February 18, 2007, 12:53:00 am »
Make a BMP file with the image you want, making sure the dimensions are the same as the font you're using (and also divisible by four in each dimension).  You can put multiple images in the same BMP.  Then edit graphics_example.txt to correspond to your file.

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 ]


891
DF Suggestions / Re: Color change
« on: February 18, 2007, 12:25:00 am »
Technically yes.  In init.txt you can change the colors around, although it'll change everything of those colors.

Alternatively, you could make an object tileset with the colors swapped to your liking.


892
DF Suggestions / Re: Random Mining Hazards
« on: February 17, 2007, 08:27:00 pm »
Firedamp is pretty nasty too.  Cause a spark... say, from hitting a stone with a metal pick, and it explodes.

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.


893
DF Suggestions / Re: Z-axis view proposal
« on: February 17, 2007, 08:24:00 pm »
Yeah, it's just an interface/display concept.

894
DF Suggestions / Re: Z-axis view proposal
« on: February 17, 2007, 12:55:00 pm »
Y'know... even though you say that -you- don't like it in the readme, I think I do.  It took a little bit to figure out what I was seeing, but  it wasn't long at all before it got pretty intuitive.  Colors would definitely help quite a bit.

895
DF Suggestions / Re: Material Weakness
« on: January 18, 2008, 12:30:00 pm »
It's more a case of being so overwhelmed by the non-living fire that the difference between the living fire and the non-living gets mixed up.  It's also similar to how hanging around the Positive Material Plane is incredibly deadly, despite the fact that positive energy is all about healing and life.

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.


896
DF Suggestions / Re: Segmented Fortresses - ala SC4
« on: February 17, 2007, 12:39:00 pm »
This isn't the same suggestion.  Burrows are areas within the same map.  I'm suggesting separate maps.

897
DF Suggestions / Segmented Fortresses - ala SC4
« on: February 16, 2007, 05:56:00 pm »
Toady has noted that one of the problems with adding the Z-axis into Fortress Mode is that there are memory and processor power concerns with having thirty-two layers of depth, with a huge map on each of those layers.  Which got me thinking... couldn't you limit the depth you can dig Z-axis wise with the map size?

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...


898
DF Suggestions / Re: Magic and Wizard Mode
« on: January 17, 2008, 01:48:00 pm »
Or Toady could research Lorenz curves...

899
DF Suggestions / Re: Fruit?
« on: February 16, 2007, 03:34:00 pm »
Those could be added in too.  I mean, after all, the miasma code is already available...

900
DF Suggestions / Re: Fruit?
« on: February 16, 2007, 11:18:00 am »
Customized rare and exotic trees/fruits could be neat too.  There are all kinds of fairy tales with trees that have various gemstones for fruit, for instance.  Dwarves in Narnia (Silver Chair) claimed that diamonds you dig up are simply the hardens husks of living plantlike things.

And magical fruits for when magic is in...


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