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Messages - Khym Chanur

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46
DF Suggestions / Cache processed raws
« on: July 17, 2014, 02:41:47 pm »
To make startup faster, after the game processes the raw files it should dump the results into a cache directory and load it directly from that thereafter.  To avoid safe file bloat, the directory wouldn't be under the save directory, so there'd be a directory structure like:

Quote
data/save/region1
data/save/raw_cache/region1

It'd also be nice to cache the processed default raws, to make starting the arena faster.

47
If your adventurer goes looting through containers at a site, and finds a left gauntlet, the matching right gauntlet will almost always be in some other container in the same room.  It'd be less frustrating if items which come in pairs were always together in the same container.

48
Once you're done with the "prepare carefully" embark interface (or just choose the "embark now!" option) the game takes some time to generate the fortress site, and then you get the "strike the earth!" message and the game proper finally starts.  Since there's progress bars for loading/parsing the raw files, it would be nice to also have one for the site generation process.

49
DF Suggestions / Re: Making Trapavoid percentage based
« on: July 11, 2014, 07:51:55 pm »
My initial thought is just "long hallway, two bridges, ping pong them back and forth over the traps and even a 99% trapavoid will be completely reliably caught."

You could have each creature remember any trap it detected and let it avoid remembered traps 100% of the time.

50
Is there a standard utility for extracting (for example) the properties for water from memory and formatting as a raw file entry?

51
DF Suggestions / Re: Vermin invaders and invaders' vermin
« on: August 10, 2013, 10:58:33 pm »
A fourth idea:

4) Invaders who are infested with parasitic vermin, with the vermin leaving their bodies when they die.

52
DF Modding / Re: RAW travesties: [MEGABEARD]
« on: July 31, 2013, 01:54:14 am »
Quote
[ABUSE_ANY_DOGFISH]

What'd those poor dogfish ever do to you?!

53
Though it seems that you want more control to create your own scenarios.

Yes.

1) No matter how many scenarios Toady includes in the game, there'll always be ones he didn't include (or even think of) which someone will want to try.

2) Even for scenarios Today does explicitly include in the game, players might want to tweak them to make them easier or harder.

Quote
It might be interesting to be able to set up embark scenarios in a sort of combo between the raws and advanced world gen.

I don't think any of it should go into world gen.  If someone was trying to fine tune a particular scenario it would suck to have to generate a new world for each iteration of their experiment.

54
Many types of fortress scenarios a user might want to play (penal colony, military outpost, etc) should affect immigration, but there's no way to influence migrants.  There are some suggestions for being able to tell the liaison what sorts of immigrants you want, the ability to reject migrants, and so on, but there'll be scenarios those things probably won't cover, not to mention that for certain scenarios it would break immersion.  My suggestion is that there be "scenario profile" files, one of which can be selected from in the embark screen, and after embarked can't be changed.

Of course, to fully play out many scenarios you'd also need to modify how caravans act.  That's the second section.

Spoiler: Migrant control (click to show/hide)

Spoiler: Caravan control (click to show/hide)

55
DF Suggestions / Re: Adventurer Written Books
« on: April 19, 2013, 09:39:03 pm »
Procedurally generated journals of NPC adventurers, for the player to read, would be cool.  And fake adventurer journals created by bandits to lead the player into ambush could exist...

56
DF Suggestions / Re: Mantis shrimps
« on: April 15, 2013, 01:28:07 am »
While they're undoubtably cool critters, isn't there one major sticking point to actually adding them to the game?

They live underwater.

Magical mantis shrimp which treat the air as if were water.

57
Maybe make it so that memorial slabs can 1) be engraved after they're placed, and 2) have multiple names engraved on them.

58
DF Modding / Re: Re: RAW travesties: vampiral horse-like time!
« on: April 05, 2013, 10:02:20 pm »
[OBJECTION:MAYOR]

I dunno, I just can't picture Phoenix Wright shouting out "Mayor!" in a courtroom.

59
DF Suggestions / Re: Automatically add dug out areas to safe burrow
« on: February 23, 2013, 10:46:44 pm »
I'd make a few modifications to the idea:

1) When a square is dug out, add it to all the burrows which cover the square the miner is standing on.  Thus, if you have a mining burrow which to which only miners are assigned, the new square will go into the mining burrow, rather than being added to the "safe" burrow.

2) Don't automatically add caverns to the burrow.

60
DF General Discussion / Re: How did you find Dwarf Fortress?
« on: June 06, 2012, 11:44:43 am »
I read Boatmurdered LP and had to try out the game.  Can't remember where I found Boatmurdered, though.  Maybe TVTropes.

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