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Messages - Mechanoid

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61
DF Dwarf Mode Discussion / Re: Disappearing Live Dwarves (Devlog Quote)
« on: November 03, 2011, 05:23:57 am »
I think dwarves who arn't seen for a while should definitely be defined as "Missing" as far as the player is concerned and not be viewable on the units list (and all the other things the real MIA dwarves do) except the "Missing" dwarves are handled internally within the game as being invisible, like ambush attackers/creatures are. So internally, there are the MIA dwarves who really are in trouble, and the "Unseen" dwarves who just havn't been seen for a while but are perfectly fine and still operate within the fort.

So using the example of a dwarf that's been walled up in a room with a farm, if there were levers in the room and the player ordered them pulled, they would eventually be pulled because the dwarf inside was presumably still alive and got the job order the lever put out. The farm would also be planted, with seeds, plants and barrels moved around as well... But the player, if he watched the area continually, would only see a barrel disappear from a stockpile and re-appear in another; he would never be able to actually zoom to that dwarf until that dwarf was "found" again.
Also presumably, if that lever in the room released a damaging but not lethal creature, the player would observe spatters of blood being generated seemingly from thin-air within the room; and because the player can't view or look or otherwise see the dwarf at all, their condition would be unknown -- at which point the "unseen" dwarf can become a real "MIA" dwarf.

62
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: October 21, 2011, 09:55:36 pm »
it's from a couple versions ago
this is what i get when i wait for a couple versions to be released before updating after quitting for a while

63
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: October 21, 2011, 09:25:54 pm »
So, i started a new game and went down into the basement, where i found a
Spoiler (click to show/hide)

So, Whales is putting things into updates and not telling us about it... Not exactly good practice (if it was bugged, you would never know because you never told anyone it was there) but as long as it's this kind of pleasant laughter-inducing surprise, i'm happy with it. 8)

64
DF Dwarf Mode Discussion / Re: Map size in real life measurements?
« on: October 21, 2011, 03:51:31 am »
Tiles do have a height that's relative to real life, by the amount of damage a creature suffers when it falls from a height. Dropping 1 zlevel down only results in stunning, which i assume can be 1-2 meters and the person recovering from the landing. Falling deeper however results in more and increased damage, until the creature simply disintegrates into its constituent elements. So, dropping a dwarf-sized creature (or just a dwarf; a purple wearing, very self-entitled dwarf) from the ceiling of a room or off the edge of some surface would tell us how tall that space is in real life terms.

Assuming a body will literally turn itself into paste when it hits a surface, we can assume that a 20 zlevel fall would be as tall as, say, a radiowave transmission tower.

65
this is... kind of true, give it some ice and you can get a refrigerator, or you could sell it for a tower-cap barrel.
you can not sell artifacts, and why would you want to when a dwarf has made a barrel that will never melt or burn if the booze stockpile suddenly gets raised to alcohol-boiling temperature for whatever reason.

even if it was never much of a worry, you'll never have to worry about losing all your barrels; you'll always have one.

66
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: October 18, 2011, 08:16:22 pm »
the only items i've seen spawn inside of craters are chunks of metal... so unless you want to craft a lot of bear traps, it's not really worth trying to look for scavengables anywhere inside of it. but then, maybe there are different types of craters that spawn different things.

67
Someone tell me if this is correct:

1 Dwarves start as members and allies of their "Parent Civilization" or "+PC"
2 Dwarves that start in the fortress or migrate to it become a part of that "Fortress Group" possibly leaving their "Civilization Group" behind them or taking it with them.
3 The starting seven could be said to be "+PC/+FG" being allied to their parent civ and their fortress group.
4 Then a dwarf betrays their civ faction, becomming an enemy and thus "-PC/+FG"
Other +PC dwarves see there's a -PC dwarf around, and attack him but don't realise they're both +FG.
5 The +PC/+FG dwarf attacking the -PC/+FG dwarf becomes a +PC/-FG dwarf, and the battle lines are drawn in the sand.

So to me, if the above is true, it would seem that the best way to "flip" the fortress into a full-blown rebel city-state would be to have every dwarf in the fortress attack a +PC member of a caravan, and then immediately and totally isolate that -PG/+FG dwarf until all other dwarves are also -PG/+FG; assuming of course -PG dwarves don't attack other -PG dwarves, assuming further that their +FG state will override their civ-enemy status, or even be supplanted by their new fortress-group-formed-civilization status

68
DF General Discussion / Re: The worst bug - poll
« on: October 16, 2011, 12:30:30 am »
All of the game bugs that force you to alter or not use a part of the game in order to maintain functionality or your sanity are the worst.

Not wearing new clothes despite dropping xWorn-Outx clothes forcing you to put everyone into a military squad with the uniform clothing of the fortress, the inability to assign a Dungeon Master and forcing you to change all [PET_EXOTIC] to normal [PET] tags (i voted this, because you have to change the raws to fix it; a task that can take a while even with the replace text function) and all the other similar ones are the worst.

Piddly crap like "Dodging into open space" and "adamantine threads for suturing" arn't even bugs, it's either an intentional part of gameplay (all the way back from 2D's chasm and falling-to-death) or something that lacks an interface to control properly (ie: masterpeice cloth being used for dressings)

69
DF Dwarf Mode Discussion / Re: So I biult this dam...
« on: October 06, 2011, 03:34:31 am »
Brook tiles are unique in that they act like fortifications letting water pass through them, but also have a special animated tile on top that's walkable. Building constructions on the level with the animated surface will do NOTHING to stop the water. You must go down a zlevel, and build your dam there when the river freezes in the winter (if it freezes) and do not think you can cave-in some constructions to block the river; constructions destroy themselves back to their base material when caved-in.

70
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: October 05, 2011, 11:48:13 pm »
Attempting to divert a sewage sample (via computer) locks-up the game. Windows version.

71
DF General Discussion / Re: Future of the Fortress
« on: October 02, 2011, 05:21:43 am »
To clarify: Is it actually written out or does the game just tell you that is how long it is?
Seconding the request for an answer to this. We must know...

Can we read the contents of a book whatever the size of it? Does it function like an in-game legends mode viewer that's highly specific to a single creature?

... If the weight of a book is based on the number of pages it has, can a book contain so many pages, that the player can not lift it without being heavilly slowed?

If reading speed is influenced by your movement speed, and you're moving at a crawl, and it takes a long time to read just one page... "Oh i'll just read this b-" *You have starved to death*

72
DF Dwarf Mode Discussion / Re: How do you design your bedrooms?
« on: September 29, 2011, 01:34:45 am »
I like the idea of multi-level rooms for dwarves, owning more then just a bedroom, lots of floor space, thick walls, and sticking inside the world-map 48x48 squares, so:

####  ####  ####  ####
#<.#  #X.#  #X.#  #>=#
#.B#  #CT#  #CT#  #==#
#D##  ####  ####  ####
#^S#  z+1   z+2   z+3
#..#
....
....
....
....
#..#
####

The door is trapped with a cage trap in case the dwarf goes berserk/insane (or something that doesn't trap avoid tries to assasinate a sleeping dwarf) so i can get some suitably decorated cages for my prison. Bedroom on z0, Office on z1, and Dining on z2. z3 and all the stairway tiles are stockpiled for either drinks (all of z3) or food (the other 3 stairways) Furniture is a chest and weapon rack in the bedroom, a cabinet in the office, and an armor stand in the dining room. All the other storage space the dwarf has (chests, boxes, bags, more cabinets, etc) is in their own tomb.

Tombs look like:

#########..#
#Uccc#S#...#
#cSS.D^^...#
#cSWV#S##..#
#c.#.###
########
########
########

Using theoretical ramps up W and down V, rotate 90 degrees (not including hallway, just the 8x8) on the next level. The ramp wall is placed where it is to provide room-to-wall access. (statues block wall access, and thus block masterpeice wall engravings) Coffin U and theoretical statues S and storage c space. Open floor space intended for both appearance and lootability, but could be replaced with supports.

73
DF Dwarf Mode Discussion / Re: Stone-Age Equipment?
« on: September 29, 2011, 12:11:40 am »
The Armor system still screws with my head. What would be the "perfect" set of armor made from Bone, Leather, or Wood?
Bone and shell are basically interchangeable. Everything that can be made from bone should be made from bone, meanwhile everything else that bone can not be made from, should be made from leather instead. [Greaves should be prioritized over leggings, and shields should be prioritized over bucklers.] The shield should be made from the densest material you have, which will likely be wood, because while the materials of the shield are not accounted for protection they ARE accounted for SHIELD BASH attacks.

Wooden Shield of densest available wood
Bone Helmet
Bone Gauntlets
Bone Greaves
Leather for everything else (scroll down for the most effective armoring setups -- for an adventurer, DFmode military might bug out /be confused about how to wear those 6 cloaks you ordered them to wear...)

Wood density list, copy/pasted from the wiki with a bit of editing for readability:
Spoiler (click to show/hide)
All other types of wood are less dense then these. For hastes' sake, the best shield you can generally have without doing anything special or interesting is a shield made from maple wood.

74
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 21, 2011, 12:09:40 am »
CRASH BUG

Attempting to use ('a'pply) a sewing kit to a non-existent item letter in your inventory will cause the game to crash. In fact, pressing any key OTHER then a letter in your inventory (even if that item gives a "you can't use the sewing kit on this!" response) will cause the game to crash while using a sewing kit.

By wilderness crafting I meant being able to start from the ground up without anything from the city. Things like basic tools, cooking, string for traps, water containers, and so on are almost essential but you can't make them without a trip to the city.
It would be pretty nice/hilarious if you could just use a few stones and heavy sticks, and while not necessarilly turn yourself into a cyborg (box of scraps inna cave, sks inna woods, etc) you should at least be able to build a wooden shack and survive indefinitely off the land around you.

75
Other Games / Re: Cataclysm: A Zombie-Survival Roguelike
« on: September 19, 2011, 09:23:14 pm »
Bug with the windows port:
Using a sewing kit to reinforce a clothing doesn't use charges from the kit when you succeed in reinforcing the item. This bug might also apply to repairing the damage on clothing and not just reinforcement. (Crafting something does take charges though, so that works)

edit - Bug 2 with windows port: MASSIVE, SERIOUS GAMEPLAY BUG
Crafting things from the floor (maybe not even just the floor) causes every single resource item in that crafting action to be consumed. You can smash 3 doors that are close together, get more then ten 2x4s, go to craft crossbow bolts and all of the 2x4s get used to make a single "Crossbow Bolt (15)"

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