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Topics - CaptApollo12

Pages: [1] 2
1
I want to take on a mega project to either build the entirety or part of Yggdrasil, Valhalla, Mithril Hall, or Gauntlgrym. Problem is that there arent many pictures I can go off of. So you should post up some concept sketches or pictures off the internets I would be happy to undertake something. I am either doing the outside of my fortress looking similar or my grand dining hall/crypt looking similar. What do you think?

Yggdrasil Picture
Spoiler (click to show/hide)

Valhalla Picture
Spoiler (click to show/hide)

2
DF Suggestions / Adding New Token To Create a Unique Item
« on: January 07, 2013, 06:07:30 pm »
I don't go on this sub forum much anymore because of the redundancy and because of the amount of escaped lunatics. BUT when I was driving home today thinking about mods a thought struck me that I simply had to share.

Just as the title suggests I feel that adding a new token to be able to put in a reaction would be an excellent way for additional flavour in mods and even in vanilla if Toady so wished.

Tag: [Limit:X] where X is an integer that allows the item to be created only X amount of times. (Typically once)
This can be used to allow items to only be made once.

Example 1: Using a Candy Bar to allow the creation of a figure of Armok to be placed as a workshop or room that allows prayer.

Example 2: Creating a unique weapon that has higher stats and additionally made out of a unique inorganic that causes a unique syndrome.

This is a masterwork Goblinbane blade...
This is a Finely-crafted Kings Crown...

Additional research while I am writing this points me towards mods that have weapons that cannot be created unless it is with a mood. I still feel this is a valid suggestion because of the capability of using this mechanic to create flavour that can be accessed from any embark. Please tell me what you think.

3
DF Gameplay Questions / All Animal Fortress
« on: December 31, 2012, 02:02:10 am »
I am planning on doing an above ground fortress where all of my building materials, food, etc... come from animals(Including bees)
I have never done anything else from animals except use them for bait and butcher. What suggestions do you have for me?

Clothes
Leather
Hair - Unfamiliar
Buildings
Bee Industry - Unfamiliar
Weapons
Bone Crossbow and Bolts

I mod my dwarf entity file for no grazing so that I do not have to micromanage my grazers.

Any Advice?

4
DF Gameplay Questions / Minecart Loop bug?
« on: November 28, 2012, 05:17:32 pm »
Alright so I got this problem with my minecarts disappearing into thin air. Im using a really cool variation of Tinypirate's minecart setup to shoot water globs in parrallel at a walkway. Im using the exploit where there is a XtoY ramp where either X or Y is blocked by a wall and this causes acceleration in the unobstructed X or Y direction. The setup is like this:
G= Gear
W= Wall
R = XY Ramp
F = Fortification
T = Track
D = Door with N/W track under it
Red = N/S Roller
Green = Open Space Showing what is under it

Z=1
Spoiler (click to show/hide)
Z=2
Spoiler (click to show/hide)

And this will send a minecart from the roller on Z=2 to the water from the Z=1 Roller to shoot it out from the fortification. Until I trigger the door to open and reset itself in the roller on z=2.Problem is I have 5 of these right next to each other and if a run it for about a minute roughly half of my minecarts disappear into thin air. Diagnosis?

5
DF Modding / Simple Trees, Soil, Stone and In Need of Help to make it
« on: June 21, 2012, 09:08:35 pm »
Current Status: Awaiting you to post to help me.
Task List:
Crematorium
Simple Trees
Simple Stone,
Simple Soil layers
Simple crafts,
Simple Fish
(This will be expanded on if I finish this.)

My goal: To mash together the favorite parts of the mods I have seen and go as far as my schedual allows me to in order to create something that can be enjoyed by me and others.

I have not modded since 40d. I have forgotten most of the outdated modding knowledge I had.
I liked dig deeper in 40d. It captured what I saw as a rational progression from vanilla. Dig deeper gold was not for me. I greatly liked how masterwork mod gave me the options to choose what I wanted, but some things I could not opt out of and so I am here.

6
DF Modding / Creature Catch Mod - Unfinished version 0.0
« on: July 23, 2010, 08:40:53 pm »
Creature Catch Mod
STATS

Surface Large Land Critters are available anywhere you can embark - Active Pending
Underground Large Land Critters are available in any cavern - Pending
Surface Large Water Critters are available anywhere you can embark - Pending
Underground Large Water Critters are available in any cavern - Pending
All Water vermon appearing anywhere - Pending
Land vermon appearing despite climate and alignment - Pending
Underground vermon - Advice? All Caverns?
Open to any suggestions?

I love mods but cannot do them myself (Lost patience after 40d) So Would someone be able to tell me what tags I would need to add/remove to creatures to make them available in all climates, biomes, and alignments? I will post a finished copy when I am finished the basics.

7
DF Gameplay Questions / Rusty Skills are in.
« on: July 23, 2010, 03:02:25 pm »
Rusty Skills
http://df.magmawiki.com/index.php/Rusty

Are Rusty skills new as of 31.11? I have found no info on this subject so I have started a wiki page for it. It seems cheap how a skill that logically would not get used often becomes rusty after a certain timeframe. (Like Bone setter)

Spoiler (click to show/hide)

8
DF Suggestions / c: Zoom - Cre ____ A quick Suggestion
« on: July 23, 2010, 12:25:27 am »
1) In Standard DF go to an idling dwarf in a group of tame animals by pressing u to view the untis screen.
2 Then scroll to your dwarf
3) Then press c: Zoom Cre
4) Then press v: Next 30 times to get to your dwarf in mention.

My suggestion is to directly skip 4. Getting the attention of the dwarf you want immediaty. The computer already knows what dwarf you want to select, the rest is just inconvience.
What are your thoughts on this.

PS (Sorry bout spelling im drunk)

9
DF Suggestions / --- Worldgen display Civilazations ---
« on: April 10, 2010, 12:36:36 pm »
A simple suggestion.
When the world you start is generating a simple display in the bottom left, Yu know right under the nice black text, there is another line that would say:
Dwarven Civ: 2
Elf Civ: 3
Human Civ: 4
Modded Civ 1: 2
Modded Civ 3: 1

From this I would see that i dont have a Modded civ 2 and I would have to have another lengthy regen in half an hour rather than in 2 minutes.
Make some discussion?

10
DF Suggestions / Falling Construction
« on: February 27, 2010, 03:26:36 am »
So in a nutshell why would a falling construction un-designate piles that it goes through? It does not make sense. Any tile disrupted from a portion of it being destroyed should only have said portion removed.

I say this when a falling construction fell through my large furniture stockpile. A corner of it got destroyed, but all of the pile was undesignated

11
DF Suggestions / Adding and removing areas of the map.
« on: February 17, 2010, 05:22:06 pm »
Currently in DF a player will embark on a site and the site may be too large or too small for the fortress as I progresses.

I suggest the abiliy to go to the map screen and add or remove adjacent tiles.

A sit ecould start at one tile

[]

and when the immegrant wave comes in the player will up the land (new tiles are {})

{}{}{}{}
{}[]{}{}
{}{}{}{}
{}{}{}{}
{}{}{}{}

but a player doesnt like part of the map...

{}{}____
{}[]{}{}
{}{}{}{}
__{}{}{}
{}{}{}__

this could require prerequesits like tribute to the mountainhomes or something liek that.\

Maybe flags like the first embark tile cannot be taken away or it has to be within X number of spaces from embark.

Definatly not able to make squares around a place

[]{}{}{}
{}____{}
{}____{}
{}{}{}{}

And not able to separate portions of the map

[]{}__{}
{}{}____
{}{}__{}
{}{}____

This may have been talked about before since it seems logical to me.

What is your 2 cents?

12
DF Dwarf Mode Discussion / Magma + Water + Midflight = rocks?
« on: December 19, 2009, 10:30:47 pm »
I took a search and this isn't anywhere I can find.

As the subject says. Could a person design a series of pumps to put 1 unit of magma and then one unit of water in an unattached space? This would cause a cave-in and put one unit of obsidian at a bottom of a chute?

|_+_|     Z-Level view:
|___|        | - Wall
|___|        _ - Open space
|___|        D - Door
|___|        + - contact point
|_R_D        R - Rock

|___|     Top-down view:
|_+_|
|___|


I dont need to be told that the resulting "Cave-in" Messages would go crazy, But could it work?
The trick would be putting the magma at just the right point. Im think 2-Deep liquids behind pumps.

What would also happen with a bridge with magma + obsidian? Would the stone drop after it is retracted?

13
DF Bug Reports / Multiple bugs involving Wagons and trade *dig deeper mod
« on: December 04, 2009, 02:36:13 pm »
K so all the details.
My mod is dig deeper and I don't think I modded anything else. My init files are modded heavily though.
A lot of selection on the "Design World with parameters" including no eroding of extreme cliffs.
At the beginning of Dwarf Fortress my wagon was not there, and showed up in the unit screen as deceased. This would be due to the middle of the map being one square. I have this save after embark.

Another bug is my only trade partner does not trade.-
-The caravan comes when it should and makes it's way accross the map. They stop at my depot and and wait.
-after 30 seconds at 90 fps it says they are unloading their goods.
-after 10 seconds they leave dropping all their goods in a nice pile for me dwarfs :)

I figure I can request a lot of things next time for free stuff :)

-they exit out the closest side of the map and come back the next year,
because I am on year two now, and they just did it again.
I made sure to save before and right after.

I can upload all saves if anyone wants me to.

14
DF Suggestions / Values and Noise guide
« on: October 27, 2009, 01:04:21 am »
Values and Noise guide

Noise and other things that are not necessarily visible by the player could be displayed as a color or value much like notes are currently displayed by going to a menu option.

To make myself clear with an example. I want to know what area of my small fortress has little noise, and high value for bedrooms, or just high value for a tomb. I would press the key "Shift-V" (or something) And values of the tiles are displayed flashing between the normal playing visuals and the values.

What do you think world? Good idea?

15
DF Suggestions / DF Biology
« on: September 26, 2009, 01:21:24 am »
I have my hands on a textbook of biology  8)

I find the current biology in DF lacking. Don't you?

Please add anything else you can think of:
Food webs. - animal eats animal etc
This brings into question the interaction of different species in their biomes. Not all animals just eat and get eaten by each other.

Carrying Capacity(maximum critter count) designated by the amount of producers(trees and brush) which is dependent on the biome itself. Climatograms http://images.google.ca/images?q=climatograms&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&sa=N&hl=en&tab=wi

Succession. after a fire, small weeds take over, and then more hardier slowly growing plants come etc etc forest if the biome permits.

Population Density - I think this is covered in the raws already.

Competition from other animals, Predation, Parasitism and disease, Drought and other climate extremes. Dwarf-caused/"Intelligent being" distrubances to the environment all contribute to population size.

Environments should be always changing. Populations should adapt to a certain amount of change.

... oooooogh Aquaculture - the raising of aquatic animals for dwarf consumption. tehe?

and simply... evolution! with a lot of this tied in to it all. :)
What are your thoughts?



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