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Messages - ManaUser

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241
DF Dwarf Mode Discussion / Re: Of water, fortifications and alligators
« on: April 25, 2010, 03:40:04 am »
Also if we assume that fortifications represent castle-wall–style crenelations, swimming over them in deep water isn't necessarily a bug, but the pushing effect shallow running water pretty clearly is.

Maybe not!
Water still has to travel over the fortifications, and at high enough speed would push things over. This is opposed to bars, that should never allow anything of a certain size through.

Any glitch is the idea of water only 2 deep still going over the fortifications.
I see your point, but it all depends on what shape we imagine the fortifications. If they were kind of a cut-off pyramid (as I have sometimes seen them represented in visualizers) it might make sense that shallow water could get through. Of course they wouldn't be all that hard to climb either... but that's a separate problem I guess.

242
DF Dwarf Mode Discussion / Of water, fortifications and alligators
« on: April 25, 2010, 02:40:00 am »
It has long been known that on occasion creatures will somehow slip passed a fortification in a water (or magma) channel. Some people believe these creatures are pushed through by the current, others believe they can freely swim through. Well at long last, thanks to the testing arena, I think I can provide the answer: Both, in different circumstances.

Here's what I discovered, and how. I assumed control of an aligator in a custom made arena, with water flowing in a horseshoe shape through some fortifications. I quickly discovered that, yes indeed, water can and did push my through fortifications, however I was not able to move through voluntarily. So I thought that settled it, and knowing that only diffusing water I set about creating a creature proof-barrier. The plan was to put it at the bottom of a U-pipe so the water would always be 7/7. But what's this? Now I can swim right through! Apparently if (and only if) the water is 7/7, creatures can simply swim over the fortification.

Also if we assume that fortifications represent castle-wall–style crenelations, swimming over them in deep water isn't necessarily a bug, but the pushing effect shallow running water pretty clearly is.

Unfortunately it is not possible to avoid both of those situations at once. Nor does installing multiple layers of fortifications provide any added protection. Now an interesting question is how these limitations apply to vertical bars, horizontal bars and grates. But those can't be placed the arena, so someone will have to test it in Dwarf Mode, or perhaps Adventure Mode after building special testing area previously.

243
First let me say this looks really powerful, and I hope it does become commonplace to distribute mods this way.

With that in mind, I have a few criticisms/suggestions:

1. I'm afraid some people (yes, even DF players) will be turned off by the interface. A GUI would be best, but even short of that it could be polished up some. In particular it would be nice if you could pick the mod name from a list instead of typing it. Also it should be fixed so lines don't wrap like t-
his anymore.

2. Reading the manual, it was unclear whether ~[block] and ![block] could be combined. Please clarify, or if you're still at the stage where the syntax can change, I suggest replacing
Code: [Select]
~[block]with
Code: [Select]
?[block]
~
It seems clearer and more consistent to me.

3. It was also unclear how you could add new blocks to a file. (I know in general it's better not to, but sometimes it might make sense.) Perhaps a specific command for appending new blocks to a file would be good.

4. Finally, what would really make this take off IMHO is if it could generate a change file from a traditional mod. I realize that's kind of a tall order though.

Edit:
5. Another thought, as I sit down to actually try and make a mod using this... Since +[stuff] (add) and [stuff] (change) are different commands, does that mean I have to know whether a given tag already exists? What happens if I try to add a tag that is already present or change one that isn't? This is fairly important for mod compatibility.

244
DF Modding / Re: I'm looking for a mod
« on: April 22, 2010, 01:24:53 pm »
Actually you can make the game quite a bit easier just by tweaking the init file a bit. I suggest the following:

[INVADERS:YES] → NO
[POPULATION_CAP:200] → 40

245
DF Modding / Re: Urist Vespasian - Arena Editor
« on: April 22, 2010, 11:41:13 am »
Thanks.

As far as Fortress Mode, by coincidence, it looks like someone made something a little like that just the other day. But your dwarves still have to build it, it just does the designations. I haven't tried it myself though.

246
DF Modding / Arena Editor
« on: April 22, 2010, 12:27:36 am »
Urist Vespasian (UristV for short) is an experimental "editor" for the testing arena template. What this does is translate that into a bitmap image (and back) for easier editing. For example, here's what the original arena looks like as an image (at 3x magnification):
Spoiler (click to show/hide)

Download Urist Vespasian

And here's a map I made with a whole bunch of mini-arenas:
Spoiler (click to show/hide)
It's included in the main download as "multi.txt", along with a couple of simpler samples:
  • A mostly open field divided by a canyon.
  • A chamber that slowly fills with magma until only a small central island is safe.

247
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 21, 2010, 04:11:50 pm »
That's strange.

I just embarked on a site where I expected to find a nice brook waterfall. But instead... I found a... dunno how to call it. It was like a natural aqueduct. The brook and the rock below just ran on on the same level, while the terrain went downhill...

I've been playing around with it a bit but quickly abandoned. Stonesense didnt work, visualfortress didn't work and I didn't take screenshots, so all I have is my word, that it happened... and the region where it happened. Maybe I should try to embark a bit southward from my earlier fortress...
Might be fun to check that out in adventure mode, see how long it goes on like that for.

248
DF General Discussion / Re: Real-world information in the Wiki?
« on: April 20, 2010, 01:10:24 am »
Personally, I don't think it's a bad idea, in principle, but it should only be a very minimal amount, like one or two lines, and clearly set off from the game-relevant content. My reasoning is that (to me at least) it would add some value to the game just to have even the roughest idea what orthoclase or marcasite is. In the game, they're just yellow rock and a white rock, which doesn't go very far to help my visualize my grand hall lined with orthoclase pillars.

Having a link the the "other" Wiki is nice, but I don't think including a capsule description in the article itself would be amiss. It's not like the rock articles are excessively long at present...

249
DF Adventure Mode Discussion / Re: Apperently I'm just too hot.
« on: April 19, 2010, 01:14:56 am »
double post

250
DF Adventure Mode Discussion / Re: Apperently I'm just too hot.
« on: April 19, 2010, 01:12:16 am »
I was running around, stabbing the peasants as is customary, when an archer shot out one of my teeth. Quite a shot if I say so. For the hell of it I ran up and grabbed my tooth and proceeded to try and eat it. I got this as a message

Huh.
Obviously it was the friction from when it was knocked out that made it hot.

I'm trying to figure out what i can get from dead creatures that I can eat. I haven't had problems with thirst though, I can go on the blood of the slain alone. Is there a way to mod it so you (or your race) can only drink blood (and eat flesh/didn't have to eat)? That'd be pretty cool. Can carnivore characters eat raw corpses?
I wish you could "wear" (i.e. intentionally cover yourself with) blood, mud and so forth. It would be a cool berserker-ish thing to to do.

251
DF Suggestions / Re: Return to menu after zoom
« on: April 18, 2010, 03:15:26 pm »
I agree, that's pretty annoying. There are a few different solutions though, another one would be to let us edit labor* and such-like as another menu layer instead of leaving the menu and zooming to the dwarf*. (*or jobs/building, etc)

To me that seems more intuitive, but either would be a big improvement.

252
DF General Discussion / Re: What turns you off about DF?
« on: April 18, 2010, 02:52:47 pm »
Ugly blinking ramps. (Hatches too, for that matter.)

253
General Discussion / Re: Bay12 Forums - Issue
« on: April 07, 2010, 07:12:14 pm »
My guess is people DLing the update or something of that sort. Not to mention that everyone is about 10 times more active on the forums now that the new version is out. Wouldn't suprise me if its just a bandwidth issue.
That was my first thought of course, but I'm convinced there's something more going on, whether you want to blame the browser, proxy, ISP, web server, or some combination, something is causing it to work differently for different people, and differently depending on what computer we're at.

254
General Discussion / Re: Bay12 Forums - Issue
« on: April 05, 2010, 07:23:27 pm »
I really think there must be something abnormal about your web server's settings. It's like it's rejecting my headers or something. I think I've narrowed it down some. I do normally use a local proxy (Privoxy by name) for ad blocking and such-like and it seems related to that. But even if I configure my proxy to do nothing, it somehow gets in the way. Only when I have my browser bypass it completely does it works... except ironically if I use a web proxy on top of the local proxy (what I'm doing now) it also works.

But I never had this problem before April 1 and I don't encounter it on any other sites. So it's not just on my end that something strange is happening.

255
General Discussion / Re: Bay12 Forums - Issue
« on: April 05, 2010, 01:50:44 pm »
I'm currently having the same problem at home (I'm posting form work) I suspect it's may be related to different web browsers.

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