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Messages - Dante

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796
DF Modding / Re: Water in reactions
« on: November 12, 2009, 03:38:05 am »
You could make a reaction which uses a boulder of ice as reagent, couldn't you? But you still can't have sand as a reagent, and of course this would only work on freezable maps.

797
DF Modding / Re: Dragon tanks and related stuff
« on: November 12, 2009, 03:34:54 am »
Try it and see!

798
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 12, 2009, 03:32:29 am »
tehmarken, I love your kobolds. Not too mammalian, and not too reptilian, and you've got the perfect colouration, like old dough, that makes them seem sort of fragile.

Traps are indeed going to be tricky. Maybe the stone-fall one could be just a boulder suspended on a wooden crosspiece, with a bit of rope hanging off, like a rolling boulder from Indiana Jones or something?
Cage traps might have to be a sort of shallow dish-shaped cage suspended by poles, and the scaffold could be jointed with cogs to distinguish it from, say, a string of lobster pots.

Regarding height, I'd always pictured as goblins about the same height as dwarves, and kobolds noticeably smaller. Also, this got me thinking (and I almost certainly don't know what I'm talking about), but are dwarves short enough at the moment? If a human has to be modeled on the same tile a dwarf is, we're going to end up with the stupid stocky humans that you get in most graphics packs which are almost indistinguishable from dwarves, and similarly blocky elves.


799
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 12, 2009, 02:58:59 am »
...
Urist McImmigrant has been filled with self-loathing lately?

800
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 11, 2009, 02:51:17 pm »
Wow, yeah, arena mode, that's pretty cool. And I'm loving the fortress mode combat logs.

But ...seriously? You guys are gonna dive into the arena before playing the actual game, with all its new features that have taken over a year to develop? That's kinda sad.

801
DF Suggestions / Re: Some mineral and metal requests
« on: November 11, 2009, 02:43:50 pm »
I don't generally play without magma, so I'm not certain, but can't you just remove the [FUEL] tag for the coal to coke reaction yourself?

802
DF Suggestions / Re: Knives As Personal Defense
« on: November 10, 2009, 10:47:30 pm »
Toady might already have looked at this a little for the next release. Half-blued-out in the FotF thread is the somewhat related,
Quote
Better handling of axe/pick issues with civilian vs. military equipment

803
DF Bug Reports / Re: [40d] Thief discovered while paused?!
« on: November 10, 2009, 10:39:29 pm »
I'm guessing this is relating to the bugs where your dwarves can still gain skill levels, and your leader can still have meetings with traders, when you do a tile designation of any kind.

804
Tried dumping magma on it?

805
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 10, 2009, 10:08:17 pm »
Interesting. I'm genning up a fresh fort with
   [CHILD:1][BABY:0]
to see what happens.

On that topic, I just noticed the [MULTIPLE_LITTER_RARE] tag. Does this preclude twins, triplets completely at the moment? Or are they just very, very rare?

806
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 10, 2009, 09:51:04 pm »
Is that sand bug the same as the one where a constructed floor built on farmed obsidian within 5 tiles of the map edge (or the bottom z-level) turns into sand?

Also,
Spoiler (click to show/hide)

807
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 10, 2009, 09:38:22 pm »
Wow, lots of great stuff today.
Hmm, the basic code for group stuff going in has a lot of ramifications.

My pick would have to be, funerals. I can't wait for proper burial ceremonies. It's such a core aspect of dwarf fortress, yet it's a bit of a farce at the moment:
Urist has been struck down... Urist's wife is unhappy... Urist's body hangs around... Urist's wife is unhappier... Somebody picks up Urist's body and plonks it in a casket... Urist's wife is ecstatic.

On the other hand, the minimalism is fairly dwarfy.

Still, I'd like there to at least be the option for solemn gatherings, big parades for fallen champions, little weird dwarfy traditional things to ward off spirits or whatever, grave goods, the hammerer delivering a moving eulogy, and so on.

And, I guess, concerts are something to look forward to. Since we already have all these rock instruments lying around.

Or perhaps a Child Hammerer position, for children by children.
:-[
"Protactinium likes green glass and violence. He enjoyed being a true dwarf lately. He is mindful of tradition."

Yeah, I wonder how the child-position thing is governed.
Toady: If you mod in a race that grows to only two years old, and want to have young leaders, will you be able to?

I think if a tantrumer learns throwing, they'll also start teaching the dwarves that, he he he.  The examples throwers give in class based on their wealth of experience must be pretty funny.
Urist McFormerlyAngry, standing at table: "Now pay attention class, as I throw this axe at that archery target."
Urist McFormerlyAngry grasps the axe by the handle! It is fumbled!
The spinning Basalt table strikes Urist McRecruit in the left temple! It is shattered!
Urist McRecruit has been struck down!

808
DF Bug Reports / Re: [40D11] Major river sourced from a corner drains early
« on: November 10, 2009, 03:30:51 am »
No no, I meant in response to
If you're willing to use dtil, you could do it properly and just spawn tiles of 7/7 magma immediately above the river at those edges, then let it fall in and make obsidian. This would also have the advantage of not unnaturally increasing the river's flow rate.
I didn't think of doing that, and I could have done that with the same tool I used to make the river sources (for each tile).  And I suppose that would have been more dwarvenly. But now I probably have the risk of spontaneous river explosion if I ever accidentally dig into it.  That sounds dangerous enough to make up for it. heh.

River source + magma -> wall tile, i.e. tile at the edge of the map, so it can't be designated to be dug out again. So you can't accidentally dig into it.

809
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 09, 2009, 12:20:39 am »
Yeah, I can imagine butchering taking a while to sort out, with all the new tissue stuff. Hopefully we'll see some improvement with the weirdness associated with the fishing industry!

Quetsion for Toady: How would you add to your game something like say this fish? The fact that such a thing even exists is amazing to me.
That blobfish thing is spectacularly weird. The physics of it would indeed probably be quite tricky. Fortunately, it looks like it lives way too deep to appear in dwarf fortress.

810
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 08, 2009, 06:46:44 pm »
So yeah, it doesn't seem like there's much left on the list now. I wonder what's going to take so long that Toady doesn't think he'll get it out by year's end? All the testing that'll need to be done?

There are a bit more than 30 items left on the list.  If he kept up his current rate through all of them, he would get done sometime in December.  If the average time per item goes up to much more than a day and a half, it will take until the new year to complete them all.  Personally, I expect the release between Christmas and the New Year, but I am overly optimistic. 

Don't forget some of those are already blued-out! Man, it would be so great if each one left on the list did take a day.

I don't know how complex the squads stuff is, but I expect it'll be the last three items in "final" that will take some of that extra time.

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