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Messages - gilrad

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DF Gameplay Questions / Dwarves won't drink in the winter!
« on: December 19, 2011, 02:42:24 am »
So here's the situation:

I'm on a map where all the surface water sources freeze over in the colder months. At this time, as long as I have enough booze I'm okay. To help with this, I also made a well that taps into an underground water source.


The problem is, many dwarves don't use the underground water source. When I am low or out of booze, I get a lot of "failed to get water: no source" messages as roughly half of my dwarves drink from the well, and the other half just stand around dying of thirst.

what's up with this? I don't have any injured dwarves, but as it currently is, I expect they would die rather quickly if they get injured in the winter.


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DF Gameplay Questions / Re: What to do with extra idlers?
« on: December 19, 2011, 12:03:00 am »
Screw pump busywork. What's better than 30 idling dwarves? 30 superdwarvenly tough idling dwarves!

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DF Modding / Re: Stonesense - Official thread -
« on: April 14, 2010, 06:01:49 pm »
Alright, feedback time!

@gilrad: Yup, Dwarf Therapist is a great tool. And it's a good thing chmod is working so hard on it. I hope you're not insinuating that we're some how slacking off here at Stonesense though ;) You see, converting DT is simply just easier and less work, and hence faster. It only uses a small subset of the DF information, stuff that is work related. Stonesense uses all that, and twenty times more. So it takes way longer to find all the info back, but we'll get there :) btw, praise Petrix and Japa, they're doing all the heavy lifting these days.

Of course not :) I just thought that DT would be a better example of 3rd-party apps that push Toady's non-intervention stance, as there are many DT users who refuse to play the latest build in earnest without it.

Who knows, though. Maybe someday Stonesense will include mouse-based designations. Especially with the fact that you have to go down 100 z-levels to hit lava, I can see that as becoming just as necessary as DT currently is.

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DF Modding / Re: Stonesense - Official thread -
« on: April 13, 2010, 10:29:07 pm »
I think a much more relevant discussion would be something like Dwarf Therapist in regards to new releases breaking functionality. Not only has it been shown that there is a large number of people "waiting for DT" before they start any real fortresses with DF, but its been shown that chmod is incredibly fast at repairing basic functionality and running it out the door to meet that need.

Yeah this is really getting off topic, so I'll end it there.

5
My solution to skeletons/colossi:

Make a tissue layer underneath the outermost layer in the upper body called "structural integrity", and flag it as though it is a vital organ. If your attack penetrates the outer layer into this one, it damages it. When it takes enough damage, the creature "dies" due to the body being unable to support the limbs.

You can also make a layer for other body parts, such as linking vision to the head, and the use of the arms and legs (similar to severing nervous tissue, right?). Thoughts?

6
Thing is, a lot of these issues (uncookable food, unkillable skeletons/blizzardmen/colossi) can simply be fixed in the RAWs. Just take a look at the RAW typos and missing tags thread; much of the RAW-based bugs have already been addressed, and some of the more complex ones such as colossi are certainly addressable.

(for example, to fix unkillable skeletons, simply create a new tissue layer called something like 'structural integrity' underneath the surface tissue layer. Give it tags associated with vital organs, so that when it gets damaged, bad stuff happens to the creature)

7
My most recent findings:

Merpeople are INSANE. They have somewhere close to 2000 speed, so they dodge just about anything that comes their way and if they knock somebody down, that's like five free attacks. A GM slade-equipped merperson can singlehandedly take down just about anything (except colossi, but they're pretty quick at neutralizing them nonetheless).

Also, Slade equipment on Sea Monsters (and possibly certain other large creatures) sometimes return stupidly high weights. Like, the chain armor was somewhere around 50k units of weight.

Armor seems to help against fall damage. Dropping a critter from top to bottom usually killed it (especially the smaller ones), while decking it with slade armor and doing it again left it with a couple major injuries.

8
So here's what I have been wasting my time with:

GM Cyclops (named Chuck), meet peasant dwarf. Grab the dwarf's head with left hand (in wrestling mode), throw. Watch as the dwarf explodes in a ball of gore against the wall.

GM Bronze colossus, meet peasant elf. Grab the elf's head with left hand, "pinch" head with left hand. *POP* The elf was struck down  ;D

GM Nightwing with full adamantium armor and a great axe, meet army of 50 cats. SOOOOO many body parts.

Has anybody found any other creatures that are as awesome as the nightwing to perform your experiments with?

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DF Modding / Re: Stonesense - Official thread -
« on: December 24, 2009, 08:37:05 pm »
Hey Jadael, could you post the base textures you are using for each stone? Maybe some of us in the community could touch them up so they tile better and don't hurt the eyes so much?

Also, since edges aren't very distinguishable using your stones, perhaps they could use an outline? I think that if you put the outlines in the right places, they would only show up on edges, and not on every square.

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DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 15, 2009, 10:19:53 am »
Any chance shadows and depth shading will be in Granite? It would really add a lot to complex fortress designs I think :)


Also, this was brought up during that huge debate about isometric facing sprites, but I think it could be useful even now. Is it possible to have each sprite compare it's last position to its current one with each refresh, so that they can face different directions based on the direction they're traveling? Naturally nobody's made and back-facing sprites yet, but it would still look great if you just flip them based on left-right movement.

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DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 04, 2009, 01:19:16 am »
What's with these animooted dwarf sprites?  Are we moving away from static sprites or are these side projects? 
And I have no idea why people are discussing music here- Stonesense dev is backlogged enough without any plans for sound.

If that's the case then I'll just put my music on the backburner then.

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DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 03, 2009, 09:50:47 pm »
http://sites.google.com/site/kerjigger/CBrun.mp3

What do you guys think of this (unfinished) piece?
I have a pretty powerful bass system so it sounds okay to me, but if your system is a little weak it might sound a little nonexistant, and I might need to add another instrument. I was sorta going for an industrial vibe here; perhaps this would be the default music if your fortress has a heavy metal industry?

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DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: December 03, 2009, 09:00:17 am »
If you guys want some music, I could put some stuff together (been looking for an excuse to start composing again, and I have a one-month long break anyway).

What are you looking for in particular?

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DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 30, 2009, 09:35:11 am »
...argh flat shadow on sloped terrain
Sorry. I cant really have a bunch of different sized of shadows and then also have a different shadow per size per ramp style...

I could try moving them up a bit if they are on a ramp:



You can't do it technically (programming-wise, that is), or you can't do it because that's a lot of shadows to be drawing? I mean, they're circles, I am sure that most of the spriters reading this are more than capable of drawing a bunch of slanted, bent, and half-circles.

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DF Modding / Re: Stonesense - The isometric visualizer, official thread
« on: November 29, 2009, 08:46:44 pm »
Zombies: I still think that purple is a good identification color for zombies, and the current ones seem to rely a little too much on the fine detail to be able to identify them at a glance. Maybe add bruised purple patches to the one with the missing skin (maybe even around the missing skin?)
Showing bone isn't so necessary on the frogs because they are a largely round shape, but when dealing with humanoids that have more defined appendages, I think showing bone through the rot is a great idea :)

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