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Messages - NRN_R_Sumo1

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436
DF Modding / Re: Clay stuff
« on: March 23, 2010, 11:14:56 pm »
You could add a type of stone to to the various lands called "Clay Deposit" which you could mine out and smelt into clay bars or blocks.

437
DF General Discussion / Re: Minecraft+Dwarf Fortress?
« on: March 23, 2010, 03:28:47 am »
.

I know how you feel, and got banned from a forum for mentioning it once. so my advice is deleting what you just said about it before you get yourself in trouble. ;)

438
Urist McNerd cancels life: Playing Human Town


And then we hit some sort of infinitely recursive singularity and the universe collapses
Someday it probably will get to the point where somebody will build a dwarven computer that can run a second copy of Dwarf Fortress.
...Oh my Armok, do you know what this means?! :o
What if we're that second copy? Or another copy of a copy in an infinite nest of copies?

Spoiler (click to show/hide)
my head hurts now.

439
Creative Projects / Re: The Community Game! Signups!
« on: March 22, 2010, 09:47:01 pm »
this makes me want to learn python, but sadly I just dont have the time to do it right now.
If you guys end up doing a GML one I should be able to participate I think though, I used to use that program about 6-7 years ago

440
DF Modding / Re: Kobold Camp
« on: March 22, 2010, 08:25:15 pm »
OOT, can he be modded to use armorsmithing, blacksmithing, etc? On the first page I read an explanation concerning copper stuff and someone said that they come from some sort of kobold capital that is advanced enough to produce them - perhaps a noble blacksmith could be a reward for high population and exported wealth?

No, and that's not possible. It is, however, possible to mod nobles in the next version, although it'll then be impossible to control which specific labours they do. You'll be able to create a noble which does work, but not one that'll specifically smith or hunt or anything.

Could always just use Dwarf Therapist, it doesnt care whether or not the labour actually exists for them or not.
Just use the smithing like people do the mining, self control.  ;)

441
Quote
I havent used stonesense in a while, but I believe they use stools instead of chairs so that they can be sat in all directions.

You could in theory make a bench, all you'd need to do is edit the chair sprite so that they look good when put together in rows.
Same thing can be done with tables to make it possible to have very large tables.

Very true, and an astute observation. Yet the facing problem remains. The reason tables work without facing is that they occupy the entire square with their sprites. Chairs are drawn smaller. Thus even if chairs were wider or longer, the same effect couldn't be achieved without making the chair sprite take up the entire square as the table sprite does.

Good idea, but unfortunately, facing is a major challenge to isometric drawing in game. For proof, look no further than stonesense stair sprites. Their facing issues are legendary, but entirely understandable given game limitations.
(Though perhaps a spiral staircase or stairwell sprite could fix this).

What I meant was that, you change the colours on the edges of the square stools and tables so that when placed next to eachother, it appears you have a single piece of furniture.
Many games use this approach to tilesets.

442
DF Modding / Re: Modded Kobold Check?
« on: March 22, 2010, 08:05:50 pm »
I'm not sure if the placement effects it or not, but to be safe, I say stuff it up with the other main tags closer to the top.

443
DF Modding / Re: Modded Kobold Check?
« on: March 22, 2010, 05:23:37 am »
1. You don't need to make a new topic. Plenty of people were following the old one.
2. That looks about as good as you're going to get. The sieges won't get much bigger, but they'll run for much longer. Big populations mean lots of reinforcements.
3. The tag is [NOFEAR], and it's already on there.
Ah, my mistake, I didnt notice it at the end there. :)

444
I havent used stonesense in a while, but I believe they use stools instead of chairs so that they can be sat in all directions.

You could in theory make a bench, all you'd need to do is edit the chair sprite so that they look good when put together in rows.
Same thing can be done with tables to make it possible to have very large tables.

445
DF Modding / Re: Modded Kobold Check?
« on: March 21, 2010, 10:55:08 pm »
I heard earlier that there was a [FEARLESS] tag, but I'm not sure myself.. might be worth checking out.

446
DF Modding / Re: Slavery enhancer 4*pi 1.8 ver
« on: March 21, 2010, 09:48:00 pm »
I'm screwing around with the ingame civ changer and am wondering if there is a list of civ ID's which I would enter, I tried checking with dwarf companion but to no avail I cannot find it.
Interesting too that you can civ yourself as differant animals including vermin.

Edit: Also I was having trouble getting my goblins to eat or drink. Granted I'm on a glacier map right now, and have only plants in my underground magma heated fortress.. The drinking part boggled me a fair bit though..
Does it matter if you have a designated drinking area for them? I didnt because I only have a small part of the map where I have water generating from a magma warmed bed
edit2: Nevermind, my dwarves were giving me messages aboutnot being able to give bed ridden dwarves water as well, my bad. :D

But still, my goblins didnt drink any of the booze I have.. which is strange.

447
DF Modding / Re: Tileset Fun!
« on: March 21, 2010, 08:29:00 pm »
http://df.magmawiki.com/index.php/Tilesets

Good luck, I once managed it, and I have since found that I dont care about the graphics enough to bother changing them from what I currently have them.  :D

448
Life Advice / Re: How to teach Dwarf Fortress
« on: March 21, 2010, 05:36:45 pm »
have them read boat murdered, its probably the best way usually.

other than that, flood a world with water, then dump magma all over it, and show them how awesome that experience is.

OR OR. Fill up a carved box of water with water, at the top of a magma pipe, then drop it inside and show them a volcanic explosion. :o

449
DF Dwarf Mode Discussion / Re: Windmill animation
« on: March 21, 2010, 03:19:01 pm »
The sails on a horizontal windmill like the one in AoM are slanted in such a way they will spin no matter what, as the wind is directed up or down from the sails, as opposed to being flat like a water wheel underwater, where it would cancel itself out.

Essentially it works a bit like a screw.

450
DF General Discussion / Re: Minecraft+Dwarf Fortress?
« on: March 20, 2010, 06:25:37 pm »
I think there is something inherently wrong with paying for a alpha game.

You are paying for the whole game, he just hasn't finished making it yet.  He still has tons of ideas for other features.
So you are paying for a guy to make a game that you have not yet played and cannot play - only a "alpha" version till it's "done" correct?

Think of it like an investment, supporting someone who makes a game you enjoy keeps them in business, thus it is updated and you get more material.

Even big companies release unfinished games nowadays, look at Team Fortress 2, it's still got things in development and was released a few years ago.
Other games have DLC's like Borderlands and Oblivion.

I dont really see why someone would buy an alpha either, but Alpha is only a title, and DF gets plenty of support being a very playable alpha.  ;)

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