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Messages - Graebeard

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286
DF Dwarf Mode Discussion / Re: A compromise for the undead
« on: February 16, 2012, 03:21:19 am »
Having unlimited respawning undead is cool honestly. 

However, it tends to get a little more than ridiculous when hair and skin are somehow managing to become undead and travel around. 

As some people have said, it should be limited to at most to bodyparts (hands, feet, etc), while things such as hair and skin should (in the case of skin) automatically rot and spread miasma (either instantaneously or very quickly), and in the case of both become useless to tan/spin into cloth.

Don't underestimate how cool reanimated empty husks of skin are.  Are you familiar with The Hollow?

287
DF General Discussion / Re: The Hollow
« on: February 16, 2012, 03:17:12 am »
This seems like an appropriate necro (see what I did there :D) for all the people hating on reanimated skin.  Be sure to give this post a read if you have any doubts about how awesome hollow bags of walking deadly skin are.

288
DF Dwarf Mode Discussion / Re: selling caged creatures
« on: February 16, 2012, 12:18:16 am »
Interesting...  I will have to try this out.

289
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: February 15, 2012, 09:23:01 pm »
Waiting is good.  No reason to hobble a years-long project by jumping the gun too soon, particularly if Toady stays true to his rapid-fire bugfix release schedule.

On that note, anyone interested in running through another 2 day turn test world?  I think I have time to get a fortress going, or at least skip enough sleep to get it done.  Might be good to identify DFVD-specific issues.

290
Is the camera on that shot positioned below the fort and above the cavern layer?

291
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: February 10, 2012, 06:23:25 pm »
I rarely do anything more than 3x3, frequently 2x2.  I'd support a 16 tile cap with smaller embarks strongly encouraged.  I don't know if there's a way to incentiveize that.  Thoughts?

292
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: February 04, 2012, 02:41:49 pm »
Yeah, I can confirm those results. Can't fibnd any curious structures in any areas. with 12x16+4x16 embarks, no less.

Poor GIH will have to deal with a full three cavern layers :D

I thought about piping in when this was originally discussed, but it seemed like it was resolved by the time I showed up.

Are there any problems with having three cavern layers other than the fact that it puts the magma so far away?  Building a 150 z pump stack is a serious feat of patience and engineering, but I don't know of any other problems with a third cavern layer.

Instead of cutting out a cavern layer, why don't we just shrink the size of each cavern down?  It's been a while since I've genned a world, but can't we limit the size of each cavern layer and the number of z levels between each layer?  Caverns don't need to be 30 stories high to be awesome, and it's easy to fit three cavern into as little as 30zs above the magma sea.

I'd also recommend bumping up the number of levels above ground.  As far as I can tell, lots of sky doesn'e really impack FPS.  If this ever actually makes it around to me I'm thinking of doing a DF take on the Alastair Reynolds Diamond Dogs deadly maze concept.  Gonna need lots of zs for that.

293
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 25, 2012, 10:22:16 am »
Thanks for keeping track of the turn list, Eric.  Would you mind putting me on there?  I asked a while ago (page 21).

294
I like the new geometry.  It seems like it will make DF landscapes appear much more natural than it does when viewed in tiles.  I'm interested to see how this approach renders constructions that utilize a lot of ramps across many z-levels.

295
Beardface approves extreme fangatude.

A lot/slightly more.

296
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 14, 2012, 05:12:20 pm »
I've never used the Perfect World utility, so I don't know how sensitive it is to changes to DF or how easy/hard it is to update.  If there are no utilities necessary for genning the world or for the first embark, then it's certainly possible to get started immediately.

That doesn't eliminate stability issues.  Like I said, it's going to be a long, long time before there is another release as stable as 31.25.  You all remember the panoply of game-crashing bugs that came with the first DF 2010 releases, right?  The earlier you start a project like this in the release cycle the more likely such bugs are to kill or cripple the project.

I'm not saying people shouldn't do this project with the new release.  I think it's a great idea.  It's such a good idea, in fact, that I really hope it isn't killed by bugs and delays.  And it's a great idea for the current, stable version we have now, too.

297
DF Dwarf Mode Discussion / Re: Got a neeto idea (want in?)
« on: January 14, 2012, 11:41:37 am »
This looks like a great project.  Can't wait to see how much fun this is for adventurers once we have a few dozen fortresses built.

Please sign me up for a turn!

Regarding timing, with all the changes and new material coming for adventure mode, it's clear that when this project is fully completed it'll be better if it's done in the new release rather than 31.25.

With that said, it may be a while before we can get started, even after the new release.  We'll have to wait for DFHack and every other utility we want to use to be updated.  The initial releases are frequently buggy, so with a project as grand as this, it may be worth waiting for a few of the first bug fix releases.  That will also minimize the potential for bugs to crop up as the save passes through dozens of versions of DF in its year-long trek to greatness.  A few such bugs really put a damper on Skyscrapes as it moved from 31.02 to 31.25.

With that in mind, the huge and immediate interest in this project, the long wait times, and the talk of splitting this up into two worlds, I have the following suggestion:

Start a trial/demo succession world right now in 31.25.

It's going to be a long time before any release is as stable as .25, and in a project like this stability is key.  It'll also let people start playing right away and flag issues we haven't thought of yet.  Oh, and it'll be a fitting legacy for 31, a great last hurrah for future players to explore and get a flavor of this version.

I would start this up myself, but I currently have about 2 hours per week I can dorf, so I can only make the suggestion.  If someone agrees with me they should take the initiative and get this moving right away.

299
DF Gameplay Questions / Re: On combating OCD.
« on: December 30, 2011, 02:05:38 pm »
Set openness to maximum so you have nice, clean cave systems.  All the better for vertical planning.

I try to assuage my OCD by building in stages, with the first few permutations of the fort being "scaffolding" for the ultimate, immaculate result.

If you simply cannot stand to look at oddly colored stone there is a work around: mine out the offending walls and build appropriately colored ones.  Then use DFHack to hide the walls that shouldn't be exposed.  Voila, mischievous microcline cluster no longer ruins your grey-walled perfection.

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