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 - Shoku

Pages: 1 ... 91 92 [93] 94 95 ... 130
1381
DF Dwarf Mode Discussion / Re: Supercat!
« on: June 30, 2009, 02:43:48 am »
I'm not sure about how fire breath works but the damage from each standard combat attack is random. If something is 3 sizes bigger it gets 0-3 damage added onto it's attack. If it's weapon power translates into a 6 it gets 0-6 damage from that. If the first so many factors come up zero they get a chance at 0-1 damage.

Being smaller than the thing you are attacking just subtracts a flat amount from the damage before that last chance at 1 damage. And things can dodge and that kind of thing as well.

With a 3 size difference between gobbos and cats the random numbers must have been especially random~

1382
DF Dwarf Mode Discussion / Re: My First Mountainhome
« on: June 30, 2009, 02:34:12 am »
What's with all these people who read like the first halfs of posts lately?

-

So there were no reclaims?

1383
DF General Discussion / Re: Worldgen cookbook
« on: June 30, 2009, 01:36:11 am »
Set all of the rejection parameters to zero (or copy and paste almost any recipe and then make the following changes to it)
Set all of the variance values to 1600.
Set the desired good and evil values to 1/3rd of the map area.

Variance scales with world size so making it smaller will give you more extreme differences in elevation or rock types or temperature. Good, evil, and neutral areas just get applied to the biomes that are already there so if you don't have any large biomes you won't get any large evil biomes, though you may still get an evil forest next to evil hills next to an evil mountain next to an evil ocean and so on.

If variance doesn't paint an awesome enough world for you you can actuall go into painter mode and make a quilt, though good-evil will still get applied during world gen.

-

I've messed around with painter a little more and found that like a lot of things pressure doesn't flow diagonally.
Well, what I mean about that if that the regions aren't aware of each other in any but the + directions. So while a row of 400 elevation will give a contiguous mountains a diagonal line will give you many region tiles with a roughly circular cluster of mountains. The size is pretty random and 1000 erosion cycles is basically guaranteed to give your dwarves no functional places to lay down a mountain home but this is more useful for what I really wanted to see: volcanism.

It's harder to see quite what shape volcanism tries to make and if there's a default to higher or lower values for edges since I think it does quite a bit of conforming to the other biomes but judging by the presence of pipes the lower value regions extend into the higher value ones at least close to all of the time with diagonals. Without any superior design this means that anyone with the time to sit through drawing a checkerboard in painter will be able to get 50% of their region tile to have both magma and sedimentary rock layers.

*to avoid carpel tunnel I recommend that you only do one horizontal line, save it, and then edit the text file so the second line is a copy but offset by one position and then copy and paste those over the rest of the painter text.

1384
Other Games / Re: An MMO...
« on: June 30, 2009, 01:28:11 am »
It was mostly the scarcity of supplies and the scale of the world that we discussed. Also, diminishing returns in terms in quality of job done (eg you craft a sword over and over, eventually quality suffers) and in terms of exp gained.

We were also discussing ways to make death a harsher penalty, but no so harsh as to greatly discourage people who put a lot of time into their characters.

I was thinking something along the lines of a judgment by a deity the player follows. The player would answer for their deeds in their past life or perhaps have to solve a puzzle or challenge before returning to the world of the living.
What counts as supplies?

1385
DF Dwarf Mode Discussion / Re: Biggest Mistakes in the world of DF
« on: June 30, 2009, 01:26:01 am »
I got introduced to this game with stories of flooded forts and things so I don't have any interesting watery deaths beyond people falling into the moat.

Biggest mistake I can remember was thinking "the wooden pumps will be able to pump magma long enough."

1386
DF Gameplay Questions / Re: Siege pathing
« on: June 29, 2009, 11:29:46 pm »
even better:

create a path from the beginning of the tunnel to the deathtrap with chained kittens/cats. double purpose ftw.
According to this guy they aren't rushing at his indoor animals and for me it seems like they don't want to siege quickly even when I leave the front door open.

1387
Other Games / Re: An MMO...
« on: June 29, 2009, 11:10:57 pm »
Same here. I'm actually kind of surprised alot of things a friends an I brainstormed about came up in here.
I've got a decent enough memory that I could probably pick everything out if you gave a list~

1388
DF Gameplay Questions / Re: so full of win...
« on: June 29, 2009, 10:29:34 pm »
"legendarily"?! lol colbert word of the day, for sure!
That's not even one of the words I made up :\
http://dictionary.reference.com/browse/legendarily?r=75&src=ref&ch=dic

1389
DF Modding / Re: Killing off the dwarfen civs in world gen.
« on: June 29, 2009, 10:26:59 pm »
I've had orcs show up in my newly generated worlds after taking them out of raw/objects because they decided to stick around in data/objects.

1390
Other Games / Re: An MMO...
« on: June 29, 2009, 07:51:13 pm »
Dang, I was hoping this thread would go on forever.

1391
DF Gameplay Questions / Re: so full of win...
« on: June 29, 2009, 05:34:05 pm »
Miners did their moods at mason shops since you can't really mine out a tile legendarily and that's the closest production skill.

1392
DF Gameplay Questions / Re: Siege pathing
« on: June 29, 2009, 05:30:58 pm »
I'm thinking about sticking a sacrificial animal on a chain out in front of my entry tunnel just so I'll know they'll run over to it as soon as they've got themselves on the map.

1393
Life Advice / Re: Room Overheats, Suggestions?
« on: June 28, 2009, 04:41:29 pm »
I don't know your exact room setup, but if you can get at least some difference in temperature in different parts of the house, you can get some "natural" airflow going. Tends to cool a lot.
He described it well enough that the idea is basically that he's got some natural airflow right up the stairs that's heating up his room.

1394
DF Dwarf Mode Discussion / Re: (almost) Perfect Defense - Freeze Trap
« on: June 28, 2009, 05:55:05 am »
When you make a meeting zone a little blue word pops up indicating that the zone is cold.

1395
Life Advice / Re: Room Overheats, Suggestions?
« on: June 28, 2009, 05:53:15 am »
1. Use a laptop [desktop comps produce much more heat]
2. Ice-air cooler.

1) This is not generaly true - my laptop is little son of a b*** from hell. After few hours of heavy heavy usage it gets so hot that I can not hold my hand on certain spots.

2) This. Even small climatization units can do miracles (in small rooms).
Desktops have more and bigger fans (and a big open air space,) so it could be that they are producing more heat but without actually ending up feeling as hot.

Pages: 1 ... 91 92 [93] 94 95 ... 130