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 - tfaal

Pages: 1 ... 19 20 [21] 22 23 ... 36
301
What's the deal with "entity populations"? How much will this be abstracted?
Entity populations are set to be very abstracted from a distance, but gain detail when the player interacts with them. As soon as you start talking with a member of an entity population, they will gain a name and a history, though not one connected with any important figures. Hopefully, the implementation of entity populations will allow worlds to be more populous, and historical figures to be more interesting, now that they don't have to fill mundane roles. Entity populations will also provide a source for the armies that siege your fortress, and will populate the outlying settlements around your it.

302
One thing to bear in mind with mobile fortresses is that they aren't happening any time soon. Toady described mobile fortress parts, and that's one of the more pie-in-the-sky items on a list that will span years of development time.

303
The list is quite impressive to me and I'm looking forward to how things develop. I do have a fun question based on another forum where I brought this up so hopfully you can answer this:

Since we are talking about making stone be able to roll when come off of a ramp,could it be possible to say make a really long path ramp that the stone can roll down into a long hallway and then roll down that hallway crushing whatever is in it's way? Ala Indiana Jones style?
I would think the answer is yes, since the idea of a rolling boulder trap was basically invented by the Indiana Jones movies.

304
One thing I wish we had was some sort of timeline, or at least some "Coming Soon" indicators. Given the scope and unordered nature of this list, something being on here could mean, "it'll happen in a few years" or "after I'm done with the current spate of bug fixes."

305
Vampires would be cool, but to be honest, the first thing that popped into my mind was werewolves, which are implemented very blandly right now. I would expect them to get swept under the night creature umbrella, since they fit many of those features. However, perhaps the most satisfying solution would be a restricted random generator, like the one proposed for dragons, that would be capable of generating vampire or werewolf-like things.

306
Just use you're imagination. Night Creatures are the monsters in the forest, the things that go bump in the night. They represent our primal fear of the dark, the inability of humanity to ever truly overcome the world beyond our sight. Their true form is immaterial; the important aspects are the mystery of them, the whispers spoken by frightened villagers, and the ever-present danger of being taken in the night by things beyond comprehension. If you really need to name and shape them, then every writer from the brothers Grimm to Lovecraft has got your back. I'm hoping they'll be randomly generated, though.

EDIT: Wow, that came of way more pretentiously than I thought it would.

307
Either buy an animal from the elves, or capture one with a cage trap. Elven ones are tame already, otherwise you'll have to build a kennels and use the "Tame a wild animal" option from the kennels' <q>uery menu.

308
I have to say, the severity of the spoiler compared with that of its contents made me chuckle.

309
DF Modding / Re: The Living Dead Virus (Idea)
« on: July 01, 2010, 11:08:30 am »
Hey, I am aware that this is a big necro, but the subject is interesting, and I have an idea:
If you give dwarves a secondary bite attack that causes necrosis and the immobilization of the arms, then you'll create dwarves who bite each other and have body parts falling off of them. Getting them hostile is still a big challenge, but I think this is a step in the right direction.

310
It should also be noted that demons based on animals can be named after them. For example, I encountered an "ape demon" that happened to be winged, skinless, and web shooting. In addition to being skinless, various facial features are often removed from demons, such as the eyes, -- which allows the "blind" descriptor -- or the nose. Note that the only noseless demon I've encountered was a skunk monster. Whether that's hardcoded or just unintentional game humor remains to be seen. Finally, various whole-body modifications are often applied to demons, such as "bloated" or "gaunt". These are quite independent of the body-fat descriptors present for all creatures, leading to contradictions like a "bloated" yellow wombat being "skinny".

311
Hooray, first answerdump of the new thread! Man, I never realized how much I missed those till they were gone.

There are a lot of ideas in the new list about adventurers doing things, but very few about them getting compensated for their efforts, or requiring money in any way. Can we expect this to come into play as the bounty system is implemented? Will the typical heroic option of turning down a reward for a reputation bonus be available?

Y'know, with the the features of the "thief" adventurer role, the petty warlords presented under the "villians", and the (presumably poor) farming settlements under these warlords, a Robin-Hood type adventurer sounds quite doable. Are there any plans for giving money to impoverished peasants?

312
I'm really looking forward to seeing civilizations expanded on. Farming settlements, bandits, raids, villains, all awesome ideas. I could go in depth about the stuff I love here, but let's just say that everything under "Basic Adventurer Mode Skills" and "Adventurer Role: Whatever" makes me squee. Main reason being that having an actual hero who has tangible effects on an organically generated world is among my favorite hypothetical game concepts.

313
DF General Discussion / Re: And the nightmare ends
« on: June 30, 2010, 02:15:12 pm »
Hooray! The next release will be the most exciting one since the launch of .31. Non-Sisyphian fistfights are going to be very cool. It'll be cooler once enemies decide to stay down instead of fighting to the death, but you take what you can get.

314
DF General Discussion / Re: What I most liked in DF
« on: June 30, 2010, 02:08:42 pm »
Does this apply to the development of DF as well? If so, I like that Toady's focusing on combat improvements. Other than that:
  • I like the mechanics system. It provides a lot of fun during peacetime
  • I like the mod support, since it lets us adjust the game's difficulty and theme to our tastes.
  • I like the new demons and forgotten beasts. You never know what horrors lurk below.
  • Building off of that, I like that DF is kind of Lovecraftian when you look at it.
    Spoiler (click to show/hide)
  • I like the complete freedom adventurers are given. If it's alive, you can kill it, no questions asked.

315
DF General Discussion / Re: Architectural Styles
« on: June 28, 2010, 08:53:33 pm »
I go with a highly modular design. Every room, including apartment complexes, are eight-by eight and laid upon a grid, with stairways in the middle and two by two doorways leading between rooms, like so:

Legend:
Spoiler (click to show/hide)
Every workshop room has its input stockpile directly above it, if possible, and it's output directly below. This results in large "industry towers" running through the fortress, leading from raw materials at the top down to finished goods at the bottom.

I find that this design is quite efficient, and requires little planning. Even if something goes wrong, most of the rooms are interchangeable, making fixes simple.

Pages: 1 ... 19 20 [21] 22 23 ... 36