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Messages - Grimlocke

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1486
DF Dwarf Mode Discussion / Re: Let's Talk Carp.
« on: May 17, 2010, 06:33:37 am »
I will commision a mosiac of clear glass and obsidian in the form of our vicious fisher mauler, but im still glad the bug is gone now. While it made some hilarious stories and dwarfy deaths, the cancelation messages and the uninhabitability of rivers got annoying quickly. And what Architect said, the game has to move on.

1487
Demons and other fire creatures not ... freezing? dousing? Is due to the fact that its a 'flames' are a solid material now. So even if the fixed temp lets you cool it (it doesnt) the creature wouldnt die.

They should make great snow cleaners though.

1488
DF Modding / Re: USE_MATERIAL
« on: May 14, 2010, 03:40:20 pm »
The METAL matgloss seems like a piece of backwards compatibility. Havnt noticed any differences between it and INORGANIC.

As for the USE_MATERIAL and USE_TISSUE tags, I realy wouldnt know what those do. They arnt used in the stock raws, and if USE_MATERIAL:INORGANIC:IRON didnt work then it might be that they dont fulfill any roll at all now. Have you tried using organic materials yet? like, USE_MATERIAL:CREATURE_MAT:CAT:MEAT. Well that might be incorrect as I just wrote that off the top of my head.

And some useless knowledge: ITEMCORPSE:CORPSE:etc... doesnt do anything. Even when using silly materials like iron or booze.

1489
Haha, I though something similar untill I realised its actualy 3 photos next to eachother.

And that article realy did sound dwarfy. Its even got a chapel in it.

1490
I doubt a single historic event takes up exactelly 1 bit. And you shouldnt underestimate how much 4 billion is (because its much).

My own attempt at this on a 257x129 world with 100 civs just failed after ~2500 years due to a crash. Gah. I will try again.

1491
Im quite certain that worlgen parameters and seeds cant possibly retain things like the fish bug, and that was how pregenerated worlds were posted in the 40d 'worldgen cookbook'. Of course the fish wouldnt end up the same but geological features would.

And I quite agree that we should make a new worldgen cookbook.

1492
Its groundwork for some stuff that gets put into the game later. Like the creature not murdering the hell out of anything, but actualy having a personality based behaviour. Would probabaly require some other mechanics to be in first, like the improved biome alingement system and the army arc.

And of course its a reason for us to put them in cages and poke fun at them.

1493
DF Dwarf Mode Discussion / Re: I really hate chess!
« on: May 13, 2010, 03:29:16 pm »
Chess is a good game, combining foresight, strategy and psychology. And without throwing in anything that can have you lose due to bum luck.

Playing against computer is realy only half the fun though. They dont care about the psychology part, and have an infinite amouth of foresight (only on the highest diffuculty only of course).

I suck at it though, hehehe. I allways overlook some horribly fatal flaw.

Best way to play it I think is amongts amatures. That way you have to think your tactics up on your own, and get to see them fail miserably. Fun.

1494
Its been confirmed to work here: http://www.bay12forums.com/smf/index.php?topic=55689.0

Removing trapavoid and adding the pet tag is probabaly the simplest way to go about this.

1495
DF Dwarf Mode Discussion / Re: Slade *SPOILERS*
« on: May 13, 2010, 11:51:27 am »
Slade has the [IS_METAL] tag due to using the metal template, hence its showing up in arena mode. It doesnt realy come to any effect in fortress mode.

1496
It didnt have any aquifers when I checked the site, but as with rocks it might be different per generated world due to mods.

1497
Inspired by some topic about waterfalls I decided to make a worldgen parameter set that makes worlds with a crazy amouth of rivers. Turned out pretty well after some expirimentation with erosion, elevations, etc.

The eventual result:
- It makes 257x129 worlds, allowing it have a bit more variation in elevation.
- The maximum number of rivers, 800 of them. They tend to form about 4 majour rivers, which often reach the maximum width of 47 tiles.
- Neat waterfalls! Current record is 22 z-levels. See below for more.
- Oceans edges. No oceans in the middle because erosion takes them out for being too small. This is intentional, as oceans eat rivers.
- Tiny lakes! Mostly alongside mountains. Makes for some pretty nice mountainside fortresses. One even had a tine little island in the middle attached by 2 embark tiles to the land.
- Thin mountains of varying steepness, for plenty of mountainside fortress sites.
- Lots of forests, hills and wetlands, but at least a bit of the other terain types as well.
- A thin polar cap either south or north of the map. Kept it thin due to rivers responding weirdly to larger ones (as in, removing them. Even outside the frozen biomes)
- Havnt dont much with the underground. Just slightly increased openness and water.
- Plenty of caves, 60 in the mountains and 80 ouside them. Civilisations seem able to survive them for 1000 years, though the elves have a hard time. Most get wiped out early, and the ones that surive get picked on by the rest (harhar). So if you dont want your pointy eared friends all gone you might wanna check up on them after worldgen.



The 22-z-level waterfall got genned with [SEED:2687489832]. Its at the intersection of 2 majour rivers.
Spoiler: Embark location (click to show/hide)
There is something weird about that waterfall though. It has a stream fall into one majour river of 27 tiles wide, which then turns into stream-width of 4 tiles and falls into the other majour river 22 levels below. Kind of weird, but definetelly the most high-pressure waterfall I ever seen. Figured some might want to check it out. Just copy paste that seed tag into the worlgen parameters to gen that particular world.

Edit: currentely it has a weird problem causing large areas to have their river wiped out during generation. See the southeast of the example map. Im not sure why it does this, solutions would be appreciated.

1498
DF General Discussion / Re: Crazy Awesome Forgotten Beasts
« on: May 13, 2010, 02:54:23 am »
Sure, made a topic for it in the modding section Here. http://www.bay12forums.com/smf/index.php?topic=57228.0

Someone should probabaly add it to the wiki (I wouldnt know how to do that).

1499
DF Modding / Grims Bridgnorth 20x20 tileset
« on: May 13, 2010, 02:51:44 am »
Made this tileset some time ago when I was looking for a decent 20x20 tileset and failed to find one. I used a truetype font called bridgnorth, a few edited tiles from other tilesets (trees and dwarves), and some of my own pixel doodling.

Spoiler: Intro screenshot (click to show/hide)

Spoiler: The tileset (click to show/hide)

I cant seem to find where I found that font though. Uploaded it to megaupload (i know, it sucks) in case you want to use it.
http://www.megaupload.com/?d=UKYGY3KA

Making a 16x16 tileset with it might prove difficult though. I found it quite hard even with 20x20 to keep the fonts details somewhat visible.

1500
DF General Discussion / Re: Crazy Awesome Forgotten Beasts
« on: May 12, 2010, 01:20:00 pm »
Found this...
Spoiler (click to show/hide)
... its supposedly able to fly?

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