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Other Games / Re: Generic Universal RolePlaying System. (GURPS)
« on: June 16, 2012, 07:27:16 am »I'll see what I can do.
I'm also looking to play a game of it.
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I'll see what I can do.
I'm also looking to play a game of it.
Except Notch had already developed and was developing the Wurm Graphic client for years.indeed. A large number of us were already fans of Notch or at least already knew he was somewhat capable well before MC came out.
This is awesome, although I have yet to count just how many teeth basic creatures now have. The violence has once again become more visceral!I found 28 teeth on each of the wolves I operated on.
With a flashcart and an emulator, yes it can. I'm catching up on all the stuff I missed over the years.I wouldn't say that's true. Sure, the DS keeps coming out with new versions that make it bad to have purchased the first generation, but it still has a decent supply of good games AND backwards compatibility, for the well supported Gameboy Advance.
Yeah, but the DS cannot play Gameboy Color games. That is the only reason I keep my SP...
Even if that were to be done, I'm not sure it would be too apparent at all to a player how any of these animals behaved any differently from the others, besides some don't bite and others can't fly. Yes, I am suggesting that some creatures should have no bite. I made a good number of mouthless creatures with hacks. Fixed the goofy head animations, made them quiet, and made civilized beings stop biting in adventures. And also, yes, I would suggest that degrees of glide be omitted all together and all those creatures just gain the ability to fly like they were supposed to have, and also since there is no gliding in DF.Hmm, I hadn't thought of the body plans...But most critters I've played or made have been tetrapods with only one or two heads, so maybe not that many. Still...Quote[author = GreatWyrmGod]Instead, create a kind of chart that tells people what tokens to put into the raws for varying levels of skill and evolution, and into the entity files for varying levels of advancement and colors of cards. (It makes sense if you've played Spore. Trust me.)
It doesn't really work like that, also. See, if you used that strategy then most of the creatures from Spore would be nearly the same, as they didn't tend to vary all that much beyond their appearance. Most of the detail needed for a spore creature inserted into DF would be in body shapes and the visual description.
(Oh, and yes; a larger-than-should-be-expected number of Spore creatures have antlers due to their being the only part with Charge 5, or feathered wings for their Glide 5, or the Porqupain part for its Spit 5, or the Spurprise! for its Strike 5...)QuoteA.) I've modded a little, but not much.QuoteSo what's the problem? It just takes a skilled modder who knows a bit about Spore and cares enough.
Have you modded much? We can do a good bit, but without an external addition to the game like Runesense it's fairly non-possible to add gameplay elements like that.
I always feel sort of embarassed when I read a post that has "It wouldn't be that hard to code" or something like that in it.
B.) Are you sure you know what I'm saying? I'm saying that one could say something like "Add this/these tag(s) for this skill at this level," but in a chart. There would be a chart of the five levels of bite, charge, strike, and spit, and a chart telling you what [SPEED] a given creature should probably have for a given level, add this token if it's got the carnivore card and this one if it has the omnivore card, etc; add these tokens for this many cards of these colors; etc. One part probably wouldn't be that hard.