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Messages - shadowform

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286
DF Dwarf Mode Discussion / Re: Project Freeze Over --SPOILERS--
« on: April 30, 2010, 01:40:44 pm »
I'm pretty sure demons have TRAPAVOID, so your hallway of traps might need to be lever / plate activated spikes.

287
Build a corridor, 800 tiles long.  Fill it with spikes, ten to a square, and link them to a single lever.

This is the noble's lever.  And thus finally, he shall earn his keep.

288
DF Dwarf Mode Discussion / Re: Has anyone actually withstood hell yet?
« on: April 29, 2010, 04:09:37 am »
...well this is dissappointing.  So breaching Hell is essentially just the new alternative to abandoning your fortress now?

289
DF Dwarf Mode Discussion / Re: Dwarven Recycling!
« on: April 28, 2010, 03:47:45 pm »
11/12 Z-level deep hole designated as a pit.  Set up the cages around the outside, then tell everyone to shuck things into it.

290
DF Suggestions / Re: Not all skills can be trained to legendary
« on: April 26, 2010, 02:44:41 pm »
Dwarven industry in general is rather abstract.

A Dwarven craftsman can, over the course of a year, easily produce 200 crafts.  How many great painters do you know that could produce 200 paintings of good quality in a single year?  Let alone having a significant number of those be deemed masterpieces?  I'd dare say, that someone who produces art that prolifically and of that high quality...  would be legendarily good.

The same goes for masons and metal crafters.  It took Michelangelo three years to craft his statue of David from marble.  A legendary dwarven mason could craft dozens of masterwork marble statues in a single year.  I am, of course, disregarding the fact that David was 17 feet tall, but there's not really a scale in Dwarf Fortress.

And you'd yell at him for wasting flux anyway, but that's besides the point.

291
DF Suggestions / Idea for handling floating objects
« on: April 26, 2010, 02:29:40 pm »
1. First, conceptualize 'floating' not as a process of density vs. density, but as surface pressure vs. surface pressure.

2. The 'floating' levels for various fluids are established constants within a game world.  Once set, they cannot be altered.  This is probably not ideal, but necessary to simplify floating objects in the following fashion:

3. Any time an item is created or modified, the game calculates it's relative surface area vs. mass and determines what fluids it will float in.  As an example: a wood table has a wide area (the table itself) and a fairly low mass (especially lighter woods, like featherwood), and therefore floats.  If encrusted with iron, steel, lead, platinum, gold, and so forth, its mass increases and it stops floating.

4. Another thing to consider is floating vs. submersion.  Once submerged, an object will either sink, rise, or stay the same depending on its actual density to the fluid.  A buoyant object (a featherwood ring, perhaps) is lighter than the water, so it goes to the surface, but doesn't have sufficient surface to float, so it sinks - the result would be that it 'bobs'.  To prevent this from consuming excessive CPU, this sort of thing can be handled either by limiting how fast an object can sink/rise, or by simply setting objects with a lower density than the fluid to float regardless of surface area.
Submerged objects that sink, once they reach the bottom, would stop moving (unless there's a very strong current - but that's something else).  Submerged objects with equal density would move freely with current, but would neither sink or rise.

5. Things that float usually float at the surface.  So, it can just be assumed that the top of the table is even with the top of the 3/7 water layer - unless the table itself is taller than that.  Object height would need to be handled somehow for this to really make a large difference.

292
Getting large areas of rock is erratic now.  Sometimes I'll end up with 150 Z-levels beneath ground and a nice, 100 by 150 tile area spanning a good 20 Z-levels to build a nice palace, other times you'll have to work with a few 40x40x3 pockets spread out around the map.

Just keep genning forts and looking for a good area, but don't get discouraged.

293
DF Dwarf Mode Discussion / Re: Does adamantine still bring the king?
« on: April 26, 2010, 01:25:04 pm »
I think the main reason adamantine no longer brings the king is because it's included on every map now.

294
DF Dwarf Mode Discussion / Re: Will Dwarf 3.0 spoil us?
« on: April 23, 2010, 07:56:54 pm »
Personally, I really like the change.

One of the big changes from .28 to .31 is that the game is less restrictive: you're no longer FORCED to embark on a map with magma, a river, an aquifier, or a carnival in order to get to the real Fun stuff.  You can build an isolated fortress in the middle of the desert, or one at the top of a high mountain now and you'll still have access to all of the game's features.  I haven't played the 2d version, but it seems like in that, too, if you just dug far enough you'd always have Fun.

I'd also like to point out that, between most common metal items only requiring one bar of ore and the great increase in the amount of ore available, you can now actually DO a lot of fun things with it.  In 2d, one thing I would regularly use was a map revealer.  It shortened the build time of one forts grand tombs (104 bronze statues encrusted with kunzite, all mined on-site) from weeks of real time to a few days.  If I wanted to do this in .31, it would probably take just as long to mine out the tombs as it would to come up with the ore and gems.

It's not being spoiled as much as it is that our sandbox is now well-stocked with the oddly shaped bits of rock that we love so much to build with.

295
DF Dwarf Mode Discussion / Re: Weapon research
« on: April 13, 2010, 04:00:46 am »
Do you guys see what this is?

THOUGHT!

TACTICS!

THIS is the essence of Dwarf Fortress!  Experimenting!  Trying new and different things!  I think the new combat system is fantastic, if for no other reason than just thinking "Hummn, gonna make some adamantine hammers and play gobbo golf" is less interesting than carefully organizing your militia to use weapons made out of whatever material best suits its own particular destructive purposes.

296
DF Dwarf Mode Discussion / Re: How the heck is he carrying that?
« on: April 12, 2010, 03:14:25 am »
The ELVES didn't bring it.  He CAUGHT  the damn thing.

Also, excuse my math.  Roasts use 4 food items, not 3.  That would mean food stacks in the neighborhood of 1700, not 1300.

297
DF Dwarf Mode Discussion / Re: How the heck is he carrying that?
« on: April 12, 2010, 02:46:30 am »
HOLY CARP. HOLY CARP.

Prepared whale heart [23]
Prepared whale lung [94]
Prepared whale EYE [2]
Prepared whale intestines [142]
Chopped whale liver [47]
Whale tripe [47]
Prepared whale kidney [46]
Prepared whale spleen [23]
Whale sweetbread [23]
Whale fat [160]
Prepared whale brain [47]
Whale meat [434]

Two meals out of the eyes alone. Holy carp.

AND THEY JUST CAUGHT ANOTHER WHALE!
Wait a moment.

Does this mean that with 3 whales worth of meat, you could theoretically make a stack of food with around 1300 units?

298
DF Dwarf Mode Discussion / Re: How the heck is he carrying that?
« on: April 10, 2010, 04:56:28 pm »
Do you have a fishery operation set up?  Perhaps whales are tagged as normal fish now?

299
DF Dwarf Mode Discussion / Re: A rather odd Miner.
« on: April 10, 2010, 04:36:46 pm »
Hundreds have fallen before his blade, and hundreds more will fall before he tires of our world and begins to walk the dark corners of the world in search of an opponent that will finally provide him with a challenge.  He is Bim, the Reaper.

And he wants a bit of a break, so he's decided to become a miner for a while.

300
DF Dwarf Mode Discussion / Re: Noooooooooooooooooooooooooooooooo!
« on: April 09, 2010, 01:56:33 am »
Actually with how tissue layers work now, it may be conceivable to mod dwarves to have adamantine skin.

May.  Someone should get to work on that.

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