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Messages - Dante

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811
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 08, 2009, 04:08:25 pm »
Yeah, it's not perfect.

Wow, these dev logs and text walls have been hilarious.

"having armless bird animal peoples is kind of like having...  birds."

"Then you can just hang out in certain jolly forests for a while instead of taking dance classes, or something."

And heh, "god of religious observance". Sounds like any formal religion AMIRIGHT?

Spoiler (click to show/hide)

"I'd give the gibbon treatment to everything if I had the time."

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?

812
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 08, 2009, 03:53:55 pm »
Quote
Quote from: Willfor
Is there a tag to randomise the associated spheres of a creature? And if there isn't, is it possible for you to implement one before the next release?
Quote from: Willfor
Damn. I was hoping to have something impersonating a god that wasn't a horribly evil monster and/or associated with deformity, but I suppose that will have to wait.
Quote from: Demonic Gophers
You could mod in POWER megabeasts with positive Spheres.

Yeah, that'll work -- if you add [POWER][MEGABEAST][INTELLIGENT_LEARNS] and then any spheres you feel good about for a given creature, it should impersonate those gods.  The only downside to this method is that the name of an individual creature will draw from all the spheres, so you'll get a wider, mushier selection of names the more spheres you add.  It might also cause more wars, since there's more opportunity for conflict (or even worse, if you have conflicting spheres on one creature, the behavior might be a bit confused -- not that they'd attack themselves, but the code won't get it, anyway).

Solution: You could just do a dozen variations on the same megabeast, all with the same name, but for each give it a different set of spheres.

So you'd have [BLUE_EYES_WHITE_DRAGON_1] with [MOUNTAINS] and [DARKNESS], [BLUE_EYES_WHITE_DRAGON_2] with [POETRY] and [WEATHER], etc.

Of course, that particular critter would then have a disproportionate number in worldgen. To fix that, you'd just have to do the exact same thing for all your other megabeasts (but without the variation).

813
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 08, 2009, 02:15:46 am »
Oh, I was just about to try my hand at grizzly bears. Now I don't have to inflict that on the world  :D

My current fortress is full of tame alligators, which show up as beautiful flurries of purple question marks everywhere, so I added this as a better placeholder



Also cows

         

814
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 08, 2009, 01:59:22 am »
I tried resizing the existing camels so they were at least bigger than the cat, but failed, so I did some from scratch.

   

Is 32 pixels the right size?

815
DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 07, 2009, 11:13:10 pm »
Amazing stuff here, guys.
Is anyone working on more/better creature sprites? The current donkey et al seem a little too, well, little. I'd have a go myself, but I don't have an artistic bone in my body.

816
DF Suggestions / Re: Move Quality Multipliers to a raw\objects text file
« on: November 07, 2009, 08:11:57 pm »
Second, this is a MAJOR source of balance issues and the ability to immediately create a high value export industry from day one and make so much money that you can buy an entire caravan without even thinking about it.
It's not like you can't bring a single microcline mug to the depot, go into the raws, quit, add a bunch of zeroes to the value of microcline, go back in and buy out the entire caravan as it stands.

I quite like the idea, but I'd prefer it to be one of those things where you have to re-gen a world each time you change it. To avoid temptation.

817
Absolutely, yes. You'd probably need to have items made in separate stages, each with its own skillcheck and material used.

Although as a temporary solution, I suppose that per item you could have a dynamic list of parts/aspects such as the prefstring tag, and for each one, there'd be a quality assigned based on the overall skill used.

So for a short sword, you might have a list like
[HAS_ASPECT:HILT]
[HAS_ASPECT:POMMEL]
[HAS_ASPECT:BLADE]
with each one having a quality level based on weaponsmithing rolls; an overall masterwork quality short sword would then need a masterwork quality for all three aspects.

818
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 06, 2009, 11:33:02 pm »
At least we're all agreed that it's awesome.

819
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 06, 2009, 11:28:20 pm »
That and Titans and Forgotten Beasts don't have the Power Tag anyhow.

Only hyperbolically. The gods are a separate feature, with no physical existence in the game, just a set of linked spheres/entities. Whereas titans and beasts are actual creatures.

And again, as G-Flex said, they didn't have the power tag, a month ago, before the recent leaders re-write.

820
There'd hopefully be both a physical quality (based on few "rolls" for paper cutting, bookbinding, embellishment, calligraphy and so on) and a content quality (based on the skill of the writer in writing that particular subject).

821
Yes, an apprentice system would be extremely worthwhile. Functionally speaking, I'm sick of turning off the child cap and then, ten years later, having a fortress of a hundred legendary wood/bone/stonecrafters because they all got strange moods as children.

I'd imagine that the manager and the record keeper would use a lot of [resource], but that resource wouldn't have to be paper - it could be something renewable, such as slate that can be wiped clean, or wax that can be reheated, or wet sand that can be smoothed. Only in quite well established forts would paper be a common enough commodity to use in everyday tasks.

822
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 06, 2009, 08:06:00 pm »
It's also possible some of the tags changed, since he hadn't finished up (or possibly even started) with writing in those behaviors yet.

Yeah, at the time we got that preview, he hadn't started to look at "remove demons as forced powers" on the list yet.

823
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 06, 2009, 07:45:21 pm »
Oh. Well, I read that completely differently.

I don't know what to think, now.

824
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 06, 2009, 07:35:01 pm »
in the latest Diary the demon had a randomised form.
I think they all have random appearance.

Really? I can't find anything that says demons will be randomised rather than a raw-defined species, did I miss something major?  :(

Wait, Gulsheb is meant to be a forgotten monster, right?

825
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: November 06, 2009, 07:16:49 pm »
Well, like I said, demons you will be able to identify, because as far as we know, they still have an absolute, fixed form, defined in the raws.
And
Spoiler (click to show/hide)

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