Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Seagoon

Pages: 1 [2] 3 4
16
I actually installed the latest version of gimp incase that was the problem, no luck.
What version did you use to test this ?

17
"Error while executing create-view-satellite:

Error: ( : 1) /: argument 1 must be: number "

Im getting this error as well trying to run it through gimp, restarted my comp and everything :P still not working.


18
DF General Discussion / Re: Song lyric generator really likes DF.
« on: January 30, 2014, 05:13:42 pm »
 The Tale of My Legandary Smith Wife
 - A Ballad
 by Urist 

 It began on a cold moonstone night:
 I was the most dwarven miner around,
 She was the most legendary smith.
 
 She was my wife,
 My legendary wife,
 My smith.
 
 We used to drink so well together,
 Back then.
 We wanted to dig together, around the world,
 We wanted it all.
 
 But one night, one cold night,
 We decided to dig too much.
 Together we struck Adamantine.
 It was deep, so deep.
 
 From that moment our relationship changed.
 She grew so fey.
 
 And then it happened:
 
 Oh no! Oh no!
 
 She cut in twain a forgotten beast.
 Alas, a forgotten beast!
 My wife cut in twain a forgotten beast.
 It was dwarven, so dwarven.
 
 The next day I thought my nose had broken,
 I thought my beard had burst into flames,
 (But I was actually overreacting a little.)
 
 But still, she is in my thoughts.
 I think about how it all changed that night,
 That cold moonstone night.
 
 My beard... ouch!
 When I think of that legendary smith,
 That legendary smith and me.

19
What...

What is this Wizardry!

There has to be some way to reveal the entire map, possibly some automation/hack that reveals each map tile one by one?

20
DF General Discussion / Re: Fan art competition!
« on: September 21, 2010, 09:29:54 pm »
Paint him in the fortress with an eerie red glow eminating from 'behind' the viewpoint with tenticles and other Fun stuff reaching out towards him.

21
DF Modding / Re: Thatching??
« on: June 06, 2010, 06:16:44 pm »
Hmm, ok

Thats a pointer in the right direction atleast, thanks :)

22
DF Modding / Thatching??
« on: June 06, 2010, 10:32:10 am »
Simple question:

How might I go about modding in longland grass straw thatching?

23
DF Modding / Re: Dwarvemon 2010 v.3 - 50 Pokemon!
« on: April 19, 2010, 02:24:20 pm »
The DL seems to be for v.2 rather than v.3?

24
DF Suggestions / Re: Statue-specific workshop
« on: September 14, 2009, 06:33:34 pm »
How about the engraver engraves somthing that is relevent to the room he is currently standing in.
So if he is standing in a bedroom that is owned by himself, he will engrave somthing he likes, if its someone elses bedroom then he engraves somthing they like. If its a tomb then it depicts scenes from that persons life. If its a public space like a dining hall or somthing then he engraves things relating to that, maybe historical scenes are somthing that might be a part of dwarven dining... Areas that have no designation would be just generic fortress symbols and shapes or somthing... This keeps it random but gives it some context.

Oh and there should be some limitation to the number of times a scene is repeated in a single room, however if there is nothing else to depict then you might as well have multiple copys.

Statues could be done in the same way, you first build a block in a position you want, and then engrave it as a second job and use the room its in as a context. And if thats not enough, I guess you should atleast be able to request general types of statue, like a bust, or historical scene, or statue of hero ect...

25
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: September 12, 2009, 07:38:24 pm »
I like the idea that a respected dwarf is any dwarf who works to support the fortress.
A hauler might just carry things around all day, but if he did not then the cheese would not be made and the ore would not be smelted thus the armour and weapons would not be made and the warriors not fed so that hauler shares all the subsequent glory that is earned by those he helps.
And so on...

26
DF Suggestions / Re: Sounds implemented as text?
« on: September 12, 2009, 07:27:27 pm »
It would be quite hard to find a sound for every action that could happen in DF and keep it of a high quality. To be honest, I think that it would be quite annoying to hear the same sound effects over and over especialy if there is alot going on in a busy fortress, doubly so if the sound is either not quite fitting for the action or of a low quality.

Having onomatopoeic text instead keeps things consistant as you are already using your imagination to create the scenes portrayed by the ASCII art. Soundeffects on top of the current display of ASCII might dstrupt this image produced by our imagination where as text would be absorbed in the same way as the ASCII thus maintaining the players immersion.

27
DF Suggestions / Sounds implemented as text?
« on: September 11, 2009, 04:32:00 pm »
Sound is a major element that is missing from dwarf fortress, however producing actual sound effects is way too much effort to go through at this stage of development. So instead of having a sound effect play when an action is preformed close to the center of the screen (or on screen any where) you would have a small onomatopoeic text bubble near where the sound was produced.

To enhance the text, things like size, colour, gramatical symbols and font could be used, and sounds off screen that are particularly loud (like a landslide or somthing) would be placed at the edge of the screen in the direction they are coming from.

This would not only add alot of interesting details and emmersion to fortress mode, it would also be a very usefull function in adventure mode, since you could then hear the opponent even if he is outside visual range or ambushing.

This could also be extended to small phrases that the NPC's could say, such as greetings or blessings and battle cries.

To reduce the chance that it might cover up somthing important, you could toggle this function with a keybind, or through the init.

28
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: September 10, 2009, 07:24:47 pm »
They dont think they are superior racialy, but culturaly they do. How else do you think they would dare aproch a race and tell them that they have to limit their cutting of trees when wood is a vital resource that dictates the growth of a comunity? EVEN when that wood is in another races territory!

You also can tell they have a massive ego from how they talk to you in fortress mode :/

29
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: September 10, 2009, 07:10:54 pm »
But that makes them too simmilar to the elves, the only real difference being that the elves are not so proactive...

EDIT: not that its not a cool idea or anything :P

30
DF General Discussion / Re: Fleshing out the races of Dwarf Fortress
« on: September 10, 2009, 06:40:15 pm »
I dont see goblins as realy evil.
My personal idea of a goblin is that they admire POWER over everything else and have no social problems with killing anything. The more powerfull of two beings is the one that is in the right, if someone is more powerfull then no matter what he does that was the right thing to do, atleast untill someone more powerfull comes along. So naturaly Demons and other beings become their leaders, and fights will break out to sort out the pecking order with in the group.

They will attack and kill any other race because they belive themselfs to be more powerfull than that race and thus anything they have that is usefull or valuable is actualy the goblins property, the other races have no right to it at all.

This also explains why they run away so easily, as if they belive that you are winning and more powerfull than them, then not only do they have a good reason to run and save themselfs, but also their claim to the targets property and land is instantly null.

I can seem them being clan/gang based social groups too, as they are smart and will realise that ganging together makes them ALL more powerfull compared to going it alone and that since they have trouble reproducing, stealing children is the quickest way of increasing their gang/clans size and power.

I think you can extrapolate quite an interesting civilisation from this idea of might = right sort of thing.

(Sorry for the spelling and lack of focus of the above post :/ )

Pages: 1 [2] 3 4