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Topics - Mechanoid

Pages: [1] 2 3 ... 8
1
DF Modding / ALL the attribute names in raw form (solved)
« on: May 17, 2010, 12:10:12 am »
"Raw form" as in what's used in the raw files. [PHYS_ATT_RANGE:STRENGTH:#:#:#:#:#:#:#] and the rest that work in the underlined area.

They're NOWHERE on the wiki that i can find and searching here gave nothing.

2
Creative Projects / Tiles for a roguelike attempt
« on: February 13, 2010, 10:09:24 pm »
The environment tileset:
Spoiler (click to show/hide)

The character sheet:
Spoiler (click to show/hide)

Mock-ups of tiles + characters:
http://img8.imageshack.us/i/gtdtcmockuphallway1.png/
http://img690.imageshack.us/i/gtdtcmockuphallway2.png/

---
Suggestions/Critique please.
These are all works-in-progress for a roguelike i would rather not have posted about (no real content) but felt the need to otherwise i'd have been more likely to give up and do nothing with it. (which would be bad :-X)
Edit - Also, someone else could use them in their project if they were hard-up for half-assed sprites.

3
General Discussion / When a game lies to you
« on: November 05, 2009, 05:47:49 pm »
ITT times when a game you're playing lies to you, either blatantly or in a subtle manner you only discovered later. No plot twists "Gasp, the character lied and was actually the villain!" stuff, but i mean actual gameplay; like having a Yes/No option but the same thing happens from either choice. It doesn't need to make sense or even be true, it just needs to feel at a personal level that "This game lied to me." So:

You don't die in Demon's Souls.
"But the screen says..." Yes, i know what the screen says. At first i was just as annoyed as anyone would be that "Oh shit, i died." but later i found out that the "You die" screen is not a traditional RPG game-over, or even a roguelike game-over. In fact, you don't "die" at all.

My reasoning behind this is that Demon's Souls has turned the players' own body into an item, a commodity that must be traded back and forth between the player and the game in order to allow the player to do what he wants; like using an item that gives a + to one stat and a - to another. (This is even reinforced by gameplay mechanics involving blue/black phantoms; something you can only do while in soul form!)
Your health bar is not a health bar in the normal sense of "If this hits zero, you will have to go to the loading screen and reload your save" No. Your health bar is actually more like a timer that's 'paused' and is only advanced or put into rewind when you come into contact with an enemy attack, or use a healing item. If the timer hits zero, your "body item" is destroyed and you must use a replacement body item (Stone of Empherial Eyes) to get another body. Alternately, you could view soul-form as a de-buffing "curse" that's placed on your character when his health reaches zero, that reduces your maximum health and can only be reversed by using the Stone of Empherial Eyes; like revival sickness in some MMOs.
Also, the soul points you lose when you die can be considered as a coin purse that will always drop when you die, and that the "blood stain" is just a fancier more abstract and in-theme way of drawing "Here is your money bag you dropped when you died"

If you don't believe any of that, then think of it like this:
If you could truely "die" in Demon's Souls, your soul form would be capable of destruction almost as much as your body is capable of, and you would be forced to re-load your game from a previous save (manually)

... All of this is opinion and conjecture (thus no real point in arguing over it) but it does make it more comfortable for people who can't handle a failure that involves losing time spent (like me)
Now, post the times when you (think) the game you're playing is lying to you!

4
DF Suggestions / Fewer legendaries with more masterpeices
« on: June 01, 2009, 06:28:05 pm »
Currently:
" skill = item quality " and " item quality = combat effectiveness + economic value "
I suggest these be unhooked from one another.

" skill != item quality "
When you set a job at a workshop, add another screen after the item selector for the items' quality. The dwarf then spends more or less time based on their skill on those items and produces them at that quality as listed. Skill "gain" for the dwarf happens when the items made are equal to that dwarves' skill; very little is gained for quickly produced items (less then what would be needed to out-gain the slower normal items) and nothing is gained for complicated items. (the time durring construction isn't spent learning, it's spent getting it done right)

" item quality != combat effectiveness + economic value "
The item quality screen can be split into two further values. One for determining the item's combat effectiveness and one for determining the item's value for the economy. Both values contribute to the over-all economic value of the item in question, but depending on what the item is and what it's made from, one of the two modifiers will be more important then the other.

[Thus, skill gain can take a more realistic amount of in-game time, without disrupting the effectiveness or quality of the military and/or fortress itself, and everyone should be happy.]

5
DF Bug Reports / [40d5] Lock-up from inability to find path?
« on: December 30, 2008, 10:12:21 pm »
Dwaf Fortress locked up while i was playing. After i ended the process, i checked the error log file and this was the only line in it:

loop path fail: <same square> cave grub,179,206,16 -> 176,203,16: Id #2243:Path Goal Wilderness Roamer:Station Wilderness Roamer at 176,203,16

Yes, "cave grub" is a creature from a mod, however, considering the other parts of the error it's a pathing problem, but anyways, here's the creature from the raw:
Spoiler (click to show/hide)

6
DF Modding / Which SUBTERRANEAN_ biomes are functional?
« on: December 01, 2008, 10:07:30 pm »
SUBTERRANEAN_CHASM and SUBTERRANEAN_LAVA are stated as being biome types, but they don't seem to function for matgloss_wood, unlike SUBTERRANEAN_WATER which functions just fine (and gives us tower caps)
Do they function, or are they busted?

7
DF Suggestions / Auto-complete designations and constructions
« on: October 13, 2008, 02:36:21 am »
A new version is on the way with military improvements. We all know that when it comes out, we'll have to give up the fortress we've made already...
But sometimes you just don't want to spend 5 game years rebuilding fortress architecture where the usual life span of a fortress is 3.
For this reason of recreating the fortress architecture you just lost, i suggest that an init option be created that instantly completes all designations and building constructions as if a legendary (or other skill level; legendary is default) dwarf had done it all in the blink of an eye.

After all, the sooner a fortress' barracks are built, and forges stoked with fuel and metals, the sooner testing of the new military features can be done! ;D ::)

[But seriously, if it takes X real life days to make a functional fort of [new feature Y], that's X days that can never be used for testing [new feature Y] and that is not good. Human seiges and their camp fires for example; you'd have to wait for human traders to get pissed before they seiged you. if there was an init option to make humans always hate you without modding them (to hate you like the goblins do) it'd be easier.]

8
DF Suggestions / Social skills don't get free rent
« on: August 22, 2008, 09:02:28 pm »
Suggestion:
Dwarf(1) wants his rent lowered. Using his social skills, he alters his room rent or payment date by (value%) The better his social skills, the more his rent is adjusted or payment time altered (success = reduced, failure = raised) but it will never be free rent.

Reason:
The tax collector can only be lead up and down the silver-tongue lane so many times before someone else higher-up jumps down his neck and asks "WHERE TEH *hic* IS ME GOLD!?"

Alternate (simple) suggestion:
Social skills do NOT grant free rent when they reach legendary levels.

Aside:
Legendary social skills shouldn't make the names blink, either.

9
DF Suggestions / Dwarves start+emigrate w/o clothes
« on: July 06, 2008, 08:57:57 pm »
Very simple, let there be an init file option that all dwarves will start and emigrate into the fortress with no clothing on so that the player can avoid the item lag that comes with the often massive amounts of clothing the dwarves come with, and eventually piles up into XXheaps of useless clothingXX
Alternately, dwarves could also be set to not only drop, unclaim, and forbid their clothing, they could also be set to not claim ownership of clothing, the way military dwarves do with their equipment (They hold the item, but do not own it) This would let the player order it to be dumped at their leisure.

As well, doing this will let the player customise what their dwarves wear much more easilly, and jump-start the clothing stores when the economy is activated.

10
DF Modding / Double-check my slimey work please
« on: November 21, 2007, 01:19:00 am »
As per my post in the requests thread, i'm working on a few "slime" creatures. Here's one of them, from the creatures_other.txt :
(this is the correct place for it, right?)

code:
[CREATURE:JELLY_GREY]
   [NAME:grey jelly:grey jellies:grey jelly]
   [TILE:147][ALTTILE:148][GLOWTILE:'*']
   [COLOR:7:0:0][GLOWCOLOR:7:0:1][REMAINS_COLOR:0:0:1]
   [MODVALUE:5]
   [GENPOWER:2]
   [PREFSTRING:lethargic rolling]
   [ALL_ACTIVE]
   [POPULATION_NUMBER:8:24]
   [CLUSTER_NUMBER:6:9]
   [NATURAL][BENIGN][MEANDERER]
   [PET][PETVALUE:75]
   [BODY:SLIME_BODY:SLIME_MOUTH:SLIME_MOVEMENT:SLIME_BRAIN:SLIME_GUTS]
   [SIZE:2]
   [MAXAGE:10:30]
   [ATTACK:MAIN:BYTYPE:SLIME_MOUTH:bite:bites:1:2:BITE][ATTACKFLAG_CANLATCH]
   [CHILD:1][CHILDNAME:grey jelly bud:grey jelly buds]
   [NO_WINTER]
   [NOBREATHE][NOEMOTION][NOFEAR][NOEXERT][NOSTUN]
   [NOSKULL][NOBONES][NOSKIN]
   [BLOODTYPE:0]
   [FAT:1][NOMEAT][NOSMELLYROT]
   [PARALYZEIMMUNE][STOUT][WEBIMMUNE]
   [STANDARD_FLESH]
   [BIOME_ANY_POOL]
   [BIOME_ANY_WETLAND]
   [HOMEOTHERM:10067]
   [AMPHIBIOUS][SWIMS_INNATE][SWIM_SPEED:1500]
   [SPEED:2200]

And the body part info from the body_default:

code:
[BODY:SLIME_BODY]
[BP:UB:jelly skin][UPPERBODY]
[BP:LB:jelly interior][CON:UB][LOWERBODY]

[BODY:SLIME_MOUTH]
[BP:MOUTH:phagosome][CONTYPE:UPPERBODY][MOUTH][SMELL][SMALL][EMBEDDED][APERTURE]

[BODY:SLIME_MOVEMENT]
[BP:FOOT:pseudopod][CONTYPE:LOWERBODY][STANCE][SIGHT][HEAR]

[BODY:SLIME_BRAIN]
[BP:BRAIN:nucleus][CONTYPE:LOWERBODY][THOUGHT][NERVOUS][BREATHE][INTERNAL][SMALL]

[BODY:SLIME_GUTS]
[BP:GUTS:gelatin][CONTYPE:LOWERBODY][GUTS][INTERNAL]


As well, one question:
Do i need to generate a new world to get this to work? Because i've done that at least 8 times now and after looking in all the wetland biome areas, i can't see any of my creations rolling around.

[FKIN CODE SMILEYS]

[ November 21, 2007: Message edited by: Mechanoid ]


11
DF Adventure Mode Discussion / ATTN hardcore adventurers
« on: October 12, 2007, 12:11:00 am »
In case you didn't check general, i've setup some pre-arranged fun for you: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001116
(booze, but no hookers; unless you count the poor fodde...er, drunken women you pickup at the nearby human bar)

[ October 12, 2007: Message edited by: Mechanoid ]


12
DF Dwarf Mode Discussion / Here's an idea for a new util...
« on: June 08, 2007, 01:35:00 am »
A mood inspector, so that we can see which items they want...

I have a sneaking feeling that using reveal.exe makes your dwarves want adamantium, despite never bridging the river.  :(


13
DF Dwarf Mode Discussion / Finally, a caravan falls to Elephants.
« on: September 13, 2006, 05:31:00 am »
Metalsmith is dead thanks to a Elephant group that camped the middle of the map. Bastards! Thankfully, he was alone. Sadly, my carpenter was critically injured (upper body, right hand in red; lower left arm in yellow) and is currently in bed, unconcious.

However, i now have all the spider silk, pig tail cloth, and leather i will need for an entire year. As well as the equipment from a dead caravan gaurd. It was a dwarven caravan, btw, so my guys CAN use the equipment!


Finally:

Also, caravan theft.


14
DF Dwarf Mode Discussion / Do you need steel aquaducts to transport lava?
« on: September 07, 2006, 12:42:00 am »
Do you need steel aquaducts to transport lava?


Continuity issues abound...  :D


15
DF Dwarf Mode Discussion / Fortress defense setup concepts
« on: August 31, 2006, 01:14:00 am »
A little theoretical situation. You're going to be attacked from somewhere in or around your fortress, but you dont know where. So, you attempt to defend every portion of your base and manage to get them up in time for the attack. What do the defenses look like, who are the enemy and defenders, and where did the attack occur? (When and Why are irrelevant since they're obvious)

You cannot state what equipment your dwarves have, or the outcome of the fight. Simply who attacks, where they attack, and what the defenses they attack look like. Also, the maximum area for your defenses is 25x25 characters; a screenshot of in-game or simple text characters is necessary. Please, be sure to define what is what! The fight can take place anywhere, as well, not just around the chasm or lava flow; the middle of the exterior, or simply somewhere in the middle of your dungeon. Er. FORT. Sorry, i had a relapse into Dungeon Keeper mode for a second there...   :D

Discussions and what your setup concept would be should be seperated by some number of -'s, ='s, or what-have-you. You can do flood-filling rooms and all the similar "LOL!" sort of traps (squishing demons with retractable bridges) but please note when you're doing so. Effective concepts on non-standard environments with standard strategies (IE: no pancake machines) gets double points.
=====

Where: Chasm
Who: Firemen
What:

code:
 #######..    .###
##..X...    ..###
##..F...     .... >
##..F.      ...##
/////////////////
##..F..     ..###
L#..F...     .###
<.D..F..BBBB...###
########    .####

Here we have had the rock walls (#) around the chasm hollowed out to create a walkable ledge, and a very long row of (F)ortifications ended with a Floodgate (X) which is linked to the (L)ever. The (D)oor and the pathway with the <arrow> arrow leads to the right of the map. Slashes (/) have been used to demonstrate just how long this setup could be. Obviously, behind the fortifications would be marksdwarves.

I used a floodgate instead of a door because a floodgate can be coupled to a channel later on, and because i think that floodgates are slightly stronger; even if it has to be open if i want dwarves to be able to pass through.

[ August 31, 2006: Message edited by: Mechanoid ]


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