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Messages - Uristocrat

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61
DF Dwarf Mode Discussion / Re: Attracting Kobolds
« on: May 19, 2012, 01:21:34 am »
Leave a few exceptional quality cloth items. Poor Kobolds on my map keep getting killed by the local fauna :(

Make sure it is not a sock or urist McGreedy will go after it and either kill a kobold passing around or get killed by it if he a usefull dwarf.

Or make more socks.

Many.

MANY.

MOAR SOCKS.

Then set up a "sockfall" trap to kill them.  Recent !!SCIENCE!! has proven that dropping sufficient quantities of any object, including socks, can be lethal to anyone underneath.

62
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 19, 2012, 01:17:52 am »
One of the first things I wanted to try was to set up a chute to drop clay and sand down to magma kilns using a shutter system to try to reduce possible injuries from falling sand.  However, I then thought about how it might be better to use a full cart loop so that the goods could be transported all the way back up to surface-level dwarves on the return trip. 

It's just... I haven't gotten around to making a two-lane corkscrew track 100 z-levels tall.

Why don't you just transport a few tiles worth of magma *up* 100z and use it to place magma workshops near the surface?

63
DF Dwarf Mode Discussion / Re: Disappointing Artifacts
« on: May 19, 2012, 01:15:45 am »

64
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 18, 2012, 04:03:30 pm »
You can attach description colors, like the midnight blue dimple cup dye, but those merely match the RGB "midnight blue" color in the raws to the nearest of the 16 colors that are defined in the raws.

Unfortunately, display-wise, unless you start using graphic tiles, you are stuck with 16 colors, and that's not moddable, that's up to Toady to get around to full graphics support.

So you're saying I could add new colors to descriptor_color_standard.txt but that, for the most part, it won't really matter unless Toady makes changes in the future?

65
DF Suggestions / Re: Body Detail Suggestions
« on: May 18, 2012, 02:43:09 pm »
We really need to get a team together to locate all of the issues that can be fixed by modding (such as those mentioned in this thread, adipose tissue having the properties of fat, etc), and then create a mod that fixes them.

Then test it.

More crowdsourced raw upgrades?  I like it :)

66
If we're looking for data on northern plants, I currently live in alaska and can collect a few samples in that regard.

We're still working on coming up with a representative list of trees over here:  Realistic Tree thread.  What trees do you consider iconic?

I'm in AZ, so I'd probably say that Saguaro, Mesquite, Palo Verde & Palm are what you see around here.

67
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 18, 2012, 02:37:46 pm »
The color set is not going to be limited like it is forever, so I'd go for a more complete description of the color (RGB, HSL, or a few words..) instead of fitting it to the ad hoc selection of colors we have now (people already use different color sets now anyway).

What's required for that, in terms of modding?  Can we name our own colors, or do we have to use raw color values?

68
DF Suggestions / Re: Ballistae and Catapults
« on: May 18, 2012, 03:06:49 am »
Presumably this would be fixable by having them use the new projectile/falling code?  By all appearances, they have not been updated, so maybe Toady will work them in while working on this stuff.

It is kind of weird when shooting someone with a catapult isn't as harmful as dropping the rock on them directly :)

69
DF General Discussion / Re: How Did This Happen?
« on: May 18, 2012, 03:01:21 am »
Most games follow a set of rules when they are programmed. They are designed to be easy to pick up and play, have a ton of shaders and 3d effects, Dolby Digital surround sound, a $60+ dollar price tag, tons of ads to tell everybody that it exists, etc. Dwarf Fortress breaks ALL of those rules and more, but for some odd reason, it's a damn good game. To put it simply, Dwarf Fortress is the Black Metal of video games. How did this happen?

DF isn't just a game, it's a metagame.  That is, a game powerful enough for people to create their own games inside the game.  Other people call games like this "sandboxes" but I'm not sure that quite does justice to the idea.  I mean, many games allow limited versions of this, but games like DF let you go completely off the rails (or more precisely, there never were any rails) and do your own thing in a complex, surreal environment.

At least, that's my take on it.

70
DF Dwarf Mode Discussion / Re: Coins made of... what?
« on: May 18, 2012, 02:45:48 am »
Well they say money is the root of all evil.

Technically, the original quote said it was the love of money that was the root of all kinds of evil.

But coins made out of gloom itself?  They say that hell runs on money, so.....

71
DF Suggestions / Re: Body Detail Suggestions
« on: May 18, 2012, 02:34:39 am »
Can the rib problem be modded out, or does it require a code change?

72
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 18, 2012, 02:28:28 am »
Actually, if we're going to be adding tree types, especially odd tree types, then maybe it would be better if we were also being much more specific on what biomes those trees grow within? 

That way, we don't have tropical broadleaf forests with the same trees as temperate forests, etc. 

It would help reduce the problem of having 500 different kinds of wood in a single biome, so that any given biome would only have 3 or 4 kinds of wood.

Biomes are absolutely one of the things I plan on researching.  I plan to make a table of the data we have now, mixed with the existing DF data and blanks for the unknowns and invite others to help me fill in the blanks over time.  I went through the colors already, actually, but we might benefit from further standardization.  For example, I don't remember if I always used the sapwood instead of the heartwood or whatever.  And I used that table of DF colors.  Some of them just didn't have great matches, so I took the best I could find.  Maybe there are better ways to mod those?  I don't honestly know.

My ideal would be a minimal set that accurately represents the big families of IRL trees for each biome, plus the most unique & interesting trees that add flavor.

Help, especially from mod-savvy people like you, is always appreciated :)

73
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 17, 2012, 03:31:52 pm »
You should all probably be aware that the Flora and Fauna mod has already got a huge number of extra tree types added to the game, so I'd suggest checking that thread out before suggesting new types of wood.

Can you point me to them?  Do they have realistic material properties and such?

74
With the new feature where falling objects cause damage, will it be worthwhile to set up an automated mechanism to throw small harmless objects (assuming they exist) at your dwarves?

Dwarven minecart sock shotgun!

Socks are not harmless in this version. I have yet to find a soft object.

Quote
The cave spider silk sock strikes Dwarf 1 in the upper body, bruising the muscle and bruising the heart!

So... after I attack the circus with flaming whales, you're saying that I could kill the rest with an avalanche of dirty socks?

It must be done.....

75
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 17, 2012, 02:50:49 pm »
Dracaena cinnabari - Dragon Blood Tree/Socotra Dragon Tree (Dracanea Draco would be an alternative). Has a pretty unique shape (for multi-tile trees, though I guess the great shrooms get a similar shape). Produces a red sap used as paint/dye and varnish as well as medicine (potential as an alchemical substance when that comes in) . Could count as desert flora, which the could stand to be more diverse. Unfortunately, I can't find any information on density.

Some palms (including the included cocos nucifera) have heart of palm, which is edible. Cocos nucifera is quite versatile, really, sometimes in ways that can't quite be modded in yet.

Wow, that is a cool looking thing.  I like the name, too.

I've got wireframes due soon, so it'll be a little while before I can gather up everyone's research and try to make sense of it, but don't worry, I'll come back and work on organizing all this into something.  I hope to make a big table with all the tree data and blanks for the pieces we're missing so that others can help me fill them in.

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