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226
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 28, 2011, 11:23:00 pm »
Or elite goblin marksmen? (Or elite trolls in steel armor, help us all...)

I'm with you.  It might cool if the game organically created some form of progression (like early on you only fight the closest enemy civs, which usually have two or three towers and rely on hide and copper, but eventually you may become wealthy enough to attract the attention of the five-hundred-pount, bronze-armored gorilla halfway across the map.  But threats abroad should be at most balanced with those from below and within.
I, personally, don't want to see Toady recreating Warcraft, here, and think that we don't need to have a set of "good" and "evil" ranked bunch of opponents. 
Plus, no one will ever convince me that orc isn't just a word for particularly large goblin.  8)

227
DF Modding / Re: Quick questions
« on: February 27, 2011, 11:57:03 pm »
Hey, I have a quick question--is it possible to delete or modify stock workshop tasks, such as in the kitchen?  I'd like to modify cooking to require a preservative ingredient, such as salt or vinegar.

228
DF Gameplay Questions / Re: Airforce gobbo
« on: February 27, 2011, 10:53:19 pm »
The military definitely still needs work; you shouldn't need to know how to do half a dozen work-arounds just to make it functional.  The menu is downright painful.  That said, it's also come a long way, and I'm pretty confident it'll continue to improve.  A few more tweaks--fix the axedwarf/miner bug, make teaching train up faster or in another way, make dwarves a little more responsive to their equipment assignments and for the love of god add copy and paste to the equipment menu--and it'll be worthy of all the work.

Them's fightin' words.  The menu is not "downright painful".  It's a tiny hassle.  There's no "axedwar/miner" bug -- it's a carpenter/hunter/miner bug, and it's not that big normally.
It is when civilian clothes don't work, which means that anyone who starts a woodcutting or mining task goes barefoot and promptly dies from the various virulent dusts and goos that cover your fortress floors.  :D

But in all seriousness, one of the best features of the 2010 military system is the ability to give primarily civilian dwarves some military equipment and training. The fact that the three classes of dwarves who (arguably) could most benefit from this feature cannot due to a bug is disproportionately frustrating.  It's like crutches--the problem isn't so much that my gimpy dwarves are bedridden, because that was the status quo and I'm used to it.  It's that we're a single bugfix away from totally bad-ass one-legged legendary-crutch-walker veterans.

(and seriously, T1/3T: please please port the copy/past functionality of the scheduling screen over to equipment!)

229
DF Suggestions / Re: elven cities.
« on: February 27, 2011, 10:21:00 pm »
It's cool, but I always imagined them living in tree houses/villages like Wookies and Ewoks. A GIANT tree could have natural hollows or be big enough to handle being bored into a bit... but I frankly love how frustrating it is when I accidentally select a wooden object for trade and they leave immediately and can be goaded into war - I like that they love trees, and can't imagine them harming a tree enough to carve out a livable space. 

I am hoping to one day seeing taller trees that take longer to grow depending on what they are and generate more logs the taller they are. And if trees can be a barrier like a wall, it would be nice if a tree top could be a surfice like the z level above a wall.
After watching this (arguably NWS, but it's BBC and not the least bit pornographic) last night I've converted to the "elven treehouse cities" camp...

230
DF Modding / Re: Question about Slade
« on: February 27, 2011, 10:10:44 pm »
I've mined slate in vanilla, first by exploiting the downward stairs bug, then later because something apparently glitched and allowed me mine it directly.  It's mostly useless, and yeah it takes forever to haul (altho not nearly so bad as 1 a season, more like 10 percent of their normal hauling speed).  However, dwarves will happily pick it up for artifacts and to make rock short swords.

231
not the creator but
I have a question for the creator here... sort of a feature request.

You're already using separate image maps for each type you can attach to the world_gen file, like Volcanism, Drainage, etc, right?  So what about being able to import and export these images as well as the height map.  That way we could import, say... a Volcanism map that specifies exactly what and where we want the volcanism, instead of playing around with noise and whatnot.
While this would be a cool feature, I have to ask... you know about the paintbrush, right?

Quote
Also, as sort of a tecnhical question, not necessarily towards the OP, what resolution is the map imported into DF as? If I have a 256x256 map, does that mean that Perfect world is feeding DF a 256x256 image as a height map? Because the image that you get exported from legends in worldgen is something like 16x that size.  Is it at all possible to somehow edit THAT map at THAT resolution?  Because I'd love to be able to set up a world where the rivers didn't all have canyon walls.  Or maybe not have rivers that cut through a sheer cliff face because they can't run up-hill...  I can do better terrain generation than DF does with freaking PAINT!
I think I can answer this, too.  If you look into the post-import world_gen.txt file, you can see PW's output.  If you zoom way out, parts of it actually look kind of like an ASCII map, but whatever it is it's all text which means it's amazing it can even pull off 256x256--that's over 60,000 tiles, each with several dimensions.  DF then uses that data to procedurally generate a far more minutely detailed playable world-map (at least down to individual embark tiles, 256 per world-gen tile); that's what the legends export is drawing from.

Regardless, it's all built off the output for the in-application worldmap painter (which a lot of people don't even know about because it's a terrible PW buried in menus), so I'm pretty sure there's not much cephalo can do to change the resolution.

232
DF Gameplay Questions / Re: Airforce gobbo
« on: February 27, 2011, 02:12:58 am »
The military definitely still needs work; you shouldn't need to know how to do half a dozen work-arounds just to make it functional.  The menu is downright painful.  That said, it's also come a long way, and I'm pretty confident it'll continue to improve.  A few more tweaks--fix the axedwarf/miner bug, make teaching train up faster or in another way, make dwarves a little more responsive to their equipment assignments and for the love of god add copy and paste to the equipment menu--and it'll be worthy of all the work.




233
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 26, 2011, 06:58:07 pm »
I'd love to see salt in DF.  Historically it was extremely important (and a major trade good). 

234
DF Suggestions / Re: [For or Against] Tunnelers units
« on: February 26, 2011, 06:52:58 pm »
Some very good points, RAM.

Although I do think it's important to have a variety of good-to-excellent methods in place for repairing the damage, and I agree that our dwarfs--undisputed masters of mining, masonry, and military that they are--should be able to restore a breach to a form more or less consistent with a "natural" wall. One of the reasons being that I'd like to see secret doors in the game, at some point in time.
We should simply be able to engrave constructed walls.  We can already carve fortifications into them, and there's really no reason a dwarf can't scrawl graffiti on brick walls instead of smooth rock ones.

235
DF Dwarf Mode Discussion / Re: How do you honor your dead?
« on: February 26, 2011, 06:45:25 pm »
So far the only particularly elaborate burial setup I've done was a set of undulating towers placed almost entirely under the surface of an underground lake, although I've in my current fort I've turned a late game spoiler place into tombs.

236
DF Suggestions / Re: elven cities.
« on: February 26, 2011, 04:39:17 pm »
Pretty sure there are magically tempered woods swords, comparable to metal in strength, in some of ThreeToe's stories (which are basically cannon).

Or a person could just do what I did in Relentless Assault and drop melee weapons from elves entirely; all-wood is much less of liability if all your soldiers are archers (even now that armor provides better protection I think this would be true)

I like those mockups, though.

237
So kinda like this?

(although map was made sometime in the early-single-digit-versions, and I've yet to upgrade to 19)

238
DF Dwarf Mode Discussion / Re: Cheap Food
« on: February 12, 2011, 06:11:25 pm »
I guess I've never traded anything in barrels, but I trade the contents of bins all the time.  In the trade screen, I just select every item in the bin but not the bin itself--this is tedious, but I have an empty bin at the end.  Is that not possible with barrels?

239
DF Dwarf Mode Discussion / Re: Cheap Food
« on: February 12, 2011, 02:16:15 pm »
One ambush can take out ~25 dogs. That's the problem.

Of course, not many other people apply 50 dogs to one dwarf and consider it their "Army"
i killed a 2 headed ettin with 2 dwarves, one of which had turtle shell armor and an iron mace, the other had turtle shell armor and an iron axe.
but both of them had 8 dogs assigned.
neither us, nor 15 of the dogs ever took a hit, it was so busy escaping from all the holds from the dogs.
Animals can be great against unarmed, unarmored living enemies like semimegabeasts; they can even put a pretty good dent into end-game-stuff.  Armored goblins are a different story, though.

240
Generate a map without oceans or lakes, then embark in lowlands.

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