Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ManaUser

Pages: 1 ... 16 17 [18] 19 20 ... 29
256
DF Bug Reports / Re: DF2010, Channels make ramps instead
« on: April 05, 2010, 01:44:10 pm »
Whether this is a bug or not, it was much better before.

257
Setting aside the speech sounds, the question of how to summarize sounds of combat is interesting. It seems to me there are three potentially competing goals:

  • Realistic distinctions between what you can and can't hear.
  • Non-distracting presentation.
  • Simplicity.

For instance. One solution would be to give every individual combat message a sound (or none if relatively silent). So you might see something like "You hear a crash. You hear a crash. You hear a crunch. You hear a crash. You hear a thud. You hear a cry of pain." That satisfies realism, and it would be relatively simple, but it's barely less annoying than what we have now.

A more satisfying solution would give a natural sounding summary of the loudest sounds like "You hear a scuffle." or "You hear sounds of a large battle." But that would require each sound to have some kind of loudness rating, and adding them all up while keeping track of anything else relevant like whether it's animals or humanoids fighting. It should ideally give some indication about distance and possibly direction too.

And to cut down on spam it probably shouldn't inform you every round that fighting is still going on, just occasionally, unless the sounds have got louder since the last message.

258
You can beat Cthulhu by driving a boat through him, apparently.
Sort of, he can never really die in the same sense well all know it. Just forced to take a nap.
IIRC he got over that almost immediately. Though it did perhaps afford the boat just enough time to make a getaway. It was never specifically explained why Cthulhu wasn't unleashed on the world that day, but my bet is that it had more to do with disrupting whatever the cultists had planned than the damage one little steam yacht could do.

Though I guess if it becomes possible to specifically stab out something's eyes first the stonegaze stuff would probably be a functional alternative there but there's not a defined spot on Cthulu that I know of that you could cripple to be mentally safe.
There's an easy solution, just cut out your eyes.

259
DF Suggestions / Re: Return to menu after zoom
« on: January 02, 2010, 03:36:24 am »
I'm sure you're far from being the first to suggest this, but yeah, that would really be nice.

260
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 31, 2009, 12:31:16 am »
Here's the list of tags that can't be used on the caste level:

The number of tokens that are creature rather than caste specific is very small.  Creatures handle the overall name, biome, whether the creature is considered fanciful/doesn't exist (for art), vermin information (so, no, Fault, sorry!... too much depends on that right now), whether groups hang together closely, whether it is mundane (from real Earth for age name purposes), population information including good/evil/savage, if it is equipment, sphere information (not sure how long that'll last, but there were annoyances), and that looks like it (they also have some general categories that have caste overrides, like child names and speeches for adv mode).  Everything else, including body information, is held in the castes.

So it looks like a creature CAN have sentient and non-sentient castes.  Don't know what kind of results you'd get using such a creature in Fortress Mode, but it'd be interesting.

Funny I was just thinking about this possibility. I bet you'd get some interesting (if not a bit perverted) results indeed. Though really, best case can't see this working any more smoothly than sentient pets do now. It seems potentially even more problematic. For instance, sentient babies are pretty much helpless right? Would an insentient mother have the proper AI to take care of them?

261
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 23, 2009, 04:21:53 am »
Technically you do the same damage over any area, but "damage" has a slightly different meaning. slicing someone open could be the same amount of "damage" as a large bruise, just concentrated on a smaller area.
By that logic, stepping on the floor does the same amount of damage as stepping on a tack, and I can tell you first hand (or foot) that isn't true. It's the same amount of force, sure, but damage only happens once the force on a given area exceeds its structural limits.

262
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: December 21, 2009, 05:43:17 pm »
Ha. Like they haven't done this with all their games :P Morrowind just didn't have the visual definition or art style to make -anything- sexually appealing whatsoever, so it was fairly downplayed compared to Daggerfall (which was fairly shameless about using it) or Oblivion.

Oddly in Daggerfall atronachs were portrayed more as golems—created creatures—so it would have made perfect sense to give them "interesting" physiques, at least if we assume most wizards are huge perverts (which seems reasonable). Yet it was only after they were merged with the daedra (demons) in later games that they grew tits.

263
DF Dwarf Mode Discussion / Re: Dwarven Strip Club?
« on: November 29, 2009, 12:38:28 pm »
I was hoping she might have an "interesting" name, having been raised by goblins. Would have made it that much funnier. Oh well.

264
DF Dwarf Mode Discussion / Re: Fey mood leads to Legendary?
« on: November 29, 2009, 12:28:36 pm »
You can still put him to work carving mugs for trade, so it's not totally useless.

265
DF Dwarf Mode Discussion / Re: Dwarven Strip Club?
« on: November 28, 2009, 10:16:00 pm »
Out of curiosity, ArneHD, what's her name?

P.S.
I came
Had to.

266
DF Dwarf Mode Discussion / Re: Obsidian Ocean
« on: November 17, 2009, 02:44:36 am »
Code: [Select]
~O~~
~~O~
~~O~
~~O~
~~O~
####

Will it sink to the bottom, or stay floating there?
I'm pretty sure that will stay "floating", as they are connected by a floor/ceiling layer.

267
Perhaps is the dwarf take the shortest path amongst all the open adjacent tiles.  So for example a dwarf that is to the east of the construction would path to the east side and stand their when building.  This would essentially keep them on the side of the construction that they started on which is presumably the safe side.  I can envision scenarios ware this would still fail but it would probably be a lot less often.
Yes, that would be a pretty decent starting point. Unfortunately I suspect it would be alot harder than it sounds, since at present jobs choose dwarves, not the reverse as you would expect. And each tile is a separate job.

268
DF Gameplay Questions / Re: Declaring War on Fish
« on: November 15, 2009, 03:16:25 pm »
The swimming skill definitely works somewhat fortress mode. Swimmers are better at avoiding drowning at least, but I suspect that they will never be truly comfortable in the water and won't enter it voluntarily and always try leave ASAP. Could be wrong though, I only experimented with this fairly briefly.

269
DF Gameplay Questions / Re: Removal services
« on: November 13, 2009, 12:02:20 pm »
I think he may have meant so the stones don't get trapped in the impassable tiles.
In the 2D version (which I played only recently) exactly that would happen. And boy was it annoying.

270
DF Suggestions / Re: Conflicts and Incomplete Knowledge
« on: November 13, 2009, 11:55:19 am »
That "interpret the other guy's motivation based on physics" step is a doozy, though, isn't it? Kind of like the "???" that comes before "profit". I can only think of one way to do that, and it would be very computationally expensive. Basically A would imagine himself in B's position, based on what he knows about B, including B's likes and dislikes, and than try (semi-)random scenarios to find one that makes B act in the way A believes B did act (whew). In other words it would be a simulation within a simulation. After a certain number of tries, A would give up on finding a reason for B's actions and probably be left feeling somewhat suspicious of B's "inexplicable" behavior.

Pages: 1 ... 16 17 [18] 19 20 ... 29