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Messages - Truean

Pages: 1 ... 358 359 [360] 361 362 ... 402
5386
General Discussion / Re: Forming a lobbying group
« on: February 18, 2011, 09:46:49 am »
Just wondering really. .

5387
General Discussion / Re: Forming a lobbying group
« on: February 18, 2011, 09:42:26 am »
they are a bunch of manipulative bastards that sit around in our capital buying up votes, is that what you wanted?

Not all Lobbyists are like that.

It is a lot like Lawyers.

Well except yeah... Most Lobbyists are like that if only because Lobbying can cost a lot of money that only large buisnesses can afford.

You give someone a hundred thousand people all paying $10 a year and they'll lobby Congress with 8 lawyers.
You give someone a million people all paying $10 a year and they'll lobby the hell out of Congress with 80 lawyers bugging the crap out of them until they make sense again. and threaten to keep 1 million people from voting for them....

5388
General Discussion / Re: Forming a lobbying group
« on: February 18, 2011, 09:39:41 am »
I'm talking about lobbying for the common everyday people, as a purely theoretical idea.

Like it or not, there are Lobbyists. The problem is that they are all against you. See the line above this one. I'm talking about fighting them for the actual people of this country....

5389
General Discussion / Forming a lobbying group
« on: February 18, 2011, 09:32:23 am »
Good idea or bad idea. Not sure. What about one for the common everyday person?

5390
DF Modding / Re: Egg launcher.
« on: February 17, 2011, 07:24:50 pm »
Nice.  31.19 hasn't been out for two days and we're inventing egg launchers.

For the record, mod in a cockatrice, have it and its eggs covered in instant paralysis contact poison, use it as an adventurer, and use your own eggs as a throwing weapon.

I'm looking for a cat launcher from you IT000. Given the awesome pic that is. :P

Nice.  31.19 hasn't been out for two days and we're inventing egg launchers.

For the record, mod in a cockatrice, have it and its eggs covered in instant paralysis contact poison, use it as an adventurer, and use your own eggs as a throwing weapon.

How are you not surprised it took this LONG to investigate egg launchers. Look at all the other crap we do and tell me this is out of the question. Given the sheer amount of stuff we do with magma, I'm astonished this wasn't thought of when Toady put it in the Dev logs. You all know I'm right.... :P

5391
DF Modding / Re: Stonesense - Official thread
« on: February 17, 2011, 07:19:02 pm »
Even if there are 99 densities, the "k" look only displays, what, 3 or 4?  So, probably easy to just clump all those together into 3-4 sprites so that the image reflects the "k" look in-game.

Agreed. Both the in game loo[k], and physically looking at it go for this approach. Eyes can't distinguish between 54 and 56 levels.

Now, you might make the argument for splitting it into more than four categories, because I could distinguish between 10 and 20 levels. However, the fact that the game itself only displays 4 works for me.

All I have to say is that maybe in the higher grass densities, we could use a solid grass color background. That way it looks like a carpeted grass . Just a thought. 

5392
DF Modding / Egg launcher.
« on: February 17, 2011, 02:23:28 pm »
Is it possible to make an animal that lays eggs as hard as rocks and a launcher that recognizes them as ammo. Or perhaps just to use regular eggs as training ammo.

I'm sorry, the idea sprung into my head and it was too much not to post it. :P
You know a part of you wants to....

5393
DF Modding / Re: Stonesense - Official thread
« on: February 17, 2011, 02:21:49 pm »
I suposse have some grass then:


From what I gather there's four levels: none, sparse, 'normal' and dense.
Grayscale because I heard that some cave-grasses are rainbow coloured.
The lighter one is identical to the darker one, and mostly there to give some choice. Maybe some people would find the original a bit too dark.

I guess that if it's properly implemented, that the 'general' grass goes away?

EDIT:Dear lord, there's something like 40 grasses...

Simply awesome....

5395
DF Modding / Smelter Reaction creating tree feather wood
« on: February 16, 2011, 01:38:18 pm »
Could I please ask someone how to make a smelter reaction producing feather wood? I can never seem to chop it down, and I cut a lot of trees....

Would this do it?

[PRODUCT:100:1:WOOD:NO_SUBTYPE:WOOD:FEATHER]

I don't seem to have the reaction tagline correct


5396
DF Modding / Re: DF Hack Liquids designation
« on: February 14, 2011, 02:08:24 pm »
Heat traps only result when you create a tile of magma and then manually remove it using dfliquids or place water directly on top of it (using the "obsidian painting" feature of dfliquids) - if you allow the magma to dry up or drop water onto it from above, the game will reset the fixed temperature of the relevant tiles.

Yup. I was placing liquids to cast obsidian, because the range feature doesn't work for placing obsidian, only water and magma, which make obsidian.... :)

5397
DF Modding / Re: DF Hack Liquids designation
« on: February 14, 2011, 11:58:08 am »
I've verified the heat traps. Naturally I set out to weaponize them. Success! Melted Goblins for all!
However, melted Dwarves are not so good.

I'm also looking for ways to fix them. I don't believe the old utility "Tweak" works for 31.18 does it? Either that or is there some program that can edit the temperature of a square? 

5398
DF Gameplay Questions / Re: Catching Fireflies.
« on: February 14, 2011, 12:27:46 am »
Fireflies are special in that they have the [VERMIN_NOTRAP] token - as such, they cannot be captured in a baited animal trap. However, if you order a dwarf to capture a live vermin and he happens to be near a firefly, he might decide to try and capture it. I've managed to capture live lungfish (which are also NOTRAP) using this same method back in 40d, though I'm not certain if it still works in 0.31.

Clearly I'm deleting [VERMIN_NOTRAP]

5399
DF Modding / Re: DF Hack Liquids designation
« on: February 13, 2011, 10:14:14 pm »
Sometimes you can clear places where the game fails to realize there isn't water or magma by putting water or magma there, then letting it disappear naturally. In other words, put 1/7 magma in hot tiles, let it evaporate, and it might clear them.

Yup, I've done that. That definitely helps with the pathing, but I don't know about the heat traps.
I'm looking at "motlen copper" over ashes and a weaponsmith/miner that has just bled to death....

It seems that sometimes when the dwarves dig into the cast obsidian rock, there is a lot of smoke coming from it and then they basically melt....

I have one possible solution I will test: walling off the area before casting. It might--MIGHT--be possible that has something to do with it. The rocks on the unwalled edge seem to sometimes show up as warm when I designate them to dig, I'm betting this doesn't help...

5400
DF Modding / Re: DF Hack Liquids designation
« on: February 13, 2011, 09:48:31 pm »
Yeah, nevermind. Heat trap glitches.

It appears that this causes areas of the map to keep the temperature of lava even after you cast the obsidian.... I've isolated specific areas and forced dwarves to move through them, they die almost instantly. To be fair, the readme does warn of heat traps. Hum.

Solutions?

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