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Messages - Caldfir

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361
DF General Discussion / Re: Future of the Fortress
« on: December 29, 2011, 02:12:08 am »
As I recall the only reason you can't already do that it there is no reasonable way to get your dwarves to cover their weapons in venom. 

I once had a dwarf with a sword coated in forgotten beast blood that caused paralysis, and it actually worked.  Getting that to happen again though?  Pretty much impossible. 

362
DF General Discussion / Re: Future of the Fortress
« on: December 26, 2011, 01:22:48 am »
The Christmas devlog entry brings good tidings!  The steady progress through the dungeon issues has been really encouraging.
Indeed it has! It gives me hope for the mid-January release date, despite my cynicism.

Bug 0003169:
Players retain hope for an on-schedule release. 

363
DF Modding / Re: Armor Sizes
« on: December 24, 2011, 12:41:44 pm »
I'm not sure that would be enough, or indeed even possible. 

Adding it to their entity definition means only the arachnids will show up wearing it, but if an appropriately sized creature shows up, they will still be able to wear it. 

If you're playing as dwarves or something, this wont be a problem, but if you have an ogre fortress or something, then there will likely be a problem. 

Not a huge problem, but just be aware that all that prevents races from swapping armor at the current time is size. 

364
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: December 24, 2011, 12:18:22 pm »
Well then it appears that the wound dressing profession is missing somehow I guess? 

365
In older versions, nobles were all "lazy" - meaning that they avoided menial work, and tended to focus on their noble duties, as well as a whole lot of breaks.  More lately this seems to have been removed from most nobles, so now, if you want to make sure your nobles do their jobs, you pretty much need to turn all other labors off.  Also make sure that your nobles have their requirements met (like offices) or they are a lot less effective. 

366
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: December 23, 2011, 03:51:04 pm »
Hey, I'm noticing some oddness in Memory.xml. 

The first thing is that profession#59 is "TRADER" but skill#59 is "Wound Dressing".  Is this an error in the file, or something strange with DF itself?

The second thing is that all but a few of the professions are listed in all caps.  Again, is this to deal with some DF eccentricities, or just an oversight with regard to the format of the text?

Spoiler (click to show/hide)

367
DF Modding / Re: Caldfir Stonsesense Dwarves COLOUR
« on: December 23, 2011, 03:41:05 pm »
New version is up.  Please PM me if anything is wacky. 

I am especially proud of the new beekeeper. 

There is something preventing me from enabling the wound dresser tile, so that's just left out in this version. 

enjoy, and Merry Christmas!

368
DF General Discussion / Re: Future of the Fortress
« on: December 22, 2011, 07:47:21 pm »
Lutefisk sounds awful. 

Why is it not in dwarf fortress?

369
DF General Discussion / Re: Future of the Fortress
« on: December 16, 2011, 04:50:35 pm »
I don't think you could make unliving corpses, but you could make something "zombie-virus"-like.  You'll note that zombies from "zombie apocalypse" type movies aren't so much dead as just mindless killers with rotting bodyparts, which would be easy enough to do.  While this would mean creating a separate type of zombie, it sort of makes sense because fantasy zombies and horror movie zombies are pretty different. 

370
DF General Discussion / Re: The worst bug - poll
« on: December 14, 2011, 10:50:58 pm »
As someone who has played a LOT of adventure mode, I have to disagree with a great number of complaints about combat being voiced here. 

Blunt weapons are quite effective against armored targets.  True, steel hammers aren't as effective as those constructed from other denser materials, but I can't really think of a good reason to think steel blunt weapons should be more effective than ones made of copper or silver.  I think the historical reason for the switch has more to do with the durability of steel, and since weapons cannot currently break, this does not matter.  One definite problem with blunt weapons is that the combat AI is supremely dumb about using them, attempting to bludgeon fingers and whatnot, so they frequently seem less good than they are. 

Bleeding to death happens all the time in the game.  It is, in fact, among the only ways to kill some of the larger creatures, as severing their bodies does not work.  Frequently creatures pass out from blood loss, and this makes them easy targets for other attacks, despite the blood loss being the real reason for death, so you don't get the message saying they "died from blood loss" come up nearly as much as you might expect it to. 

I would agree that on the whole whips and scourges are too strong.  Generally this is because a whip made of steel does not really make sense as a thing that could exist in the real world.  I guess you can hit someone with chains, but I really wouldn't designate such an item as a "whip".  In my  mind the fix for this would be to simply remove them from the game, apart from possibly as disciplinary weapons (human equivalent of the hammerer?) and even then force them to be constructed from leather, since something with the flexibility to move as fast as a whip, and constructed from something as hard and heavy as metal would shatter your organs through armor. 

As for the hitpoints thing, this is to be fixed at some future time by implementing "pulping".  Currently you can mangle bodyparts to the point of unusability, but without explicitly severing the part, it does not actually come closer to being broken off or destroyed.  I expect this will come up sooner rather than later, since all the necromancer/undead stuff is going to require a satisfying way to kill the damn things, so it is likely to be in the forefront of Toady's mind. 

371
DF General Discussion / Re: Future of the Fortress
« on: December 14, 2011, 09:59:06 pm »
Right but there is little mechanism for someone to go "Hey maybe it wouldn't be worthwhile to turn these chicken bones into rings and just throw it out" Except possibly a Production Possibilities curve.
Or making bone craft production subject to demand, which was what it sounds like Toady did.
More specifically, it sounds (from later devlog entries and his most recent post in this thread) that for now at least there is a static demand for all types of finished goods, and items in surplus of this get junked.  From the player's perspective, this makes pretty much no difference, apart from meaning you probably can't wreck the economy by flooding the market with spoons or whatever (at least not anytime soon).

372
Utilities and 3rd Party Applications / Re: DFHack 0.31.25 r8 (current)
« on: December 12, 2011, 11:28:26 pm »
SWEET MOTHER OF GOD

Stonesense is FLYING.  Brilliant to have dfhack living inside the SDL process now.  Been busy with classes and only getting to see this now.  Dang, this is running great. 

373
DF General Discussion / Re: Weird king
« on: December 12, 2011, 10:58:52 pm »
I think this has something to do with the changes dealing with nobles in more recent versions.  I didn't even think you could get the king to reliably migrate in the current version. 

Back in the old days there was some special code that forced certain preferences and made nobles "special" (like the dungeon master and his many capes) by forcing preferences onto immigrant nobles, but that code has been in a broken state for a while now.  Toady is on record (somewhere) as stating that this is due to an overhaul in worldgen populations and historical figures.  Basically before that overhaul, historical figures were a much more abstract idea than they currently are, so when those two bits of code met, you get craziness like kings with no personality. 

Hopefully with the upcoming release featuring historical migrants, this will be fixed. 

374
The reason windows does that is because it spreads the heat generated from the calculations on each core more evenly at low use levels, and saves a bit of electricity. 

Threads are typically only scheduled for milliseconds at a time, so it really doesn't cost the processor anything to do things that way.  Doesn't give you any real kind of speed boost though. 

375
DF Modding / Re: Caldfir Stonsesense Dwarves COLOUR
« on: December 12, 2011, 02:13:27 pm »
Glad you folks like them :)

I plan on fleshing out the set with the new jobs (beekeeping etc.) over Christmas.  Haven't really had a spare moment to direct towards it for months now. 

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