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Topics - nunix

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61
DF Suggestions / Non-artifact construction/action moods/mandates
« on: March 24, 2008, 11:28:00 pm »
Based on the title of this thread -- "Strange Moods require digging?"

Got to thinking it'd be great for miner dwarves to want to go and carve out a specific room at a specific depth.

Riffing off that, you could have architects make bridges or structures, or any dwarf might build a specific kind of workshop which would give bonuses (this has been suggested many times, I think it's in the bloats somewhere, I'd just like to see it as a mood thing).

Nobles could require certain common rooms be built, seperate from their ownership requirements; something like "design a statue garden near the dining room".


62
DF Suggestions / Token request: VERMIN_TOUGH
« on: March 22, 2008, 05:25:00 pm »
Allows a vermin creature to not get killed by any normal VERMINHUNTER. It'd be nice to have something that can't be killed by a kitten. -.-

I'm not sure what sort of behaviour would be best way to handle this would be. Easiest would probably be to make VERMINHUNTER ignore anything that is VERMIN_TOUGH. Ideally - either with this token or with another token - allow it to attack other creatures. The idea here is to have something that still has vermin rules - can show up in swarms, can move about invisibly, size 1, etc etc - but isn't so easy to kill.


63
DF Suggestions / NUISANCE entity to something less-murderous
« on: March 17, 2008, 08:26:00 pm »
A kobold leader will ask you to go to nearby grouping:friendly settlements and kill those entities. It'd be nice if they still asked you go to fight cave monsters, and then maybe have you steal, harrass, or break/set fire to things in the friendly settlements.

64
DF Suggestions / LIKES_FIGHTING as a personality trait
« on: February 27, 2008, 12:00:00 am »
Right now you can give a whole species LIKES_FIGHTING but there's no degrees of that. It'd be great to have it as a personality trait; it might even be skewed pretty high on a species but there'd still be some variation. Makes the species a little more nuanced, less stereotyped.

65
DF Suggestions / Squad addition: "non-lethal sparring" + traini
« on: February 26, 2008, 01:12:00 am »
With the army arc being worked on, I think this is pretty vital.

It's crazy to have rookie dwarves fight with battle-level weapons. So your best bet is to either get lucky and get wooden weapons from the elves, or make stuff with something like silver. And then go around forbidding stockpiles, turning dwarves on and off military so that the right squads pick up the right equipment.

A simlpe on/off switch for non-lethal sparring in the squad management screen would, I think, take care of this. When on, the soldiers carry training weapons instead of the best weapons they can find. Which brings us to..

..a simple weapon made of one wood + one cloth, made in craftsdwarf workshop, does 10% damage. Training axe, training spear, et cetera.

It's possible you could put a cap on experience gained from training weapons; after a certain point, you'd have to use real stuff. I don't have a care on that either way.


66
DF Suggestions / Gathering clay for firing?
« on: February 19, 2008, 01:51:00 pm »
Mesopotamia was pretty much built on fired clay bricks. They had very little wood (and the wood available wasn't that great for building or craftsmanship), and not much in the way of stone, but they took the river mud and clay and built some fairly significant structures that are still out there in the deserts today.

Since we can already gather sand for glass-making - including glass blocks - are there any plans in the future for gathering clay?

Mind you, I'm not even sure this is a good or necessary addition, but it follows with the other things available in DF, and the feature/bloat lists are a little unwieldy at the moment to just go randomly searching through. ;) So I got to wondering if this was maybe planned for some point, or if it had been considered and decided against.


67
DF Suggestions / Fill Hole
« on: November 05, 2007, 06:03:00 pm »
with: nearby material
with: stockpile material

..to choose whether you just want some handy dirt/sand to fill something in, or want to use up some of your stockpile (which would make a tile filled with "broken rock" or whatever).

Filling in a hole is a pretty basic exercise, but right now I think all we can do is floor and wall.


68
Other Games / ImagiNation!
« on: October 28, 2007, 04:00:00 pm »
So, I'm trying to spread the word and get more people logging on regularly.

http://innrevival.googlepages.com/

"Getting On-Line" has the two ver' ver' small things you need to download (and if you already have a recent dosbox, well, you just need the INN client).

Right now pretty much everything works. Twinion and Cawdor are maybe going to go up early November, from my talk with the dev, but Yserbius runs just fine. Think pretty much all the parlor games are working in Clubhouse and SierraLand, also, including Red Baron.

My Yserbius character I'm playing the most right now is "Wee Jock" (gnome thief), and I'm sometimes hanging around in SierraLand or Clubhouse as nunix. Drop in! Tell your friends! Et cetera et cetera~


69
So been messing with entity modding, and I've put together a word list for a new language file.. but getting all the words into the new file looks kind of like a nightmare. =( They start on line 6 and end at line 2108...

Was hoping someone might be up for writing a couple of simple scripts (perl or something) that would do the following:

1) Strip out all the characters between the last : and ] in one of the language_ files (theoretically only need to do it once to generate a "clean" file, but if there are more words added later, this would solve having to do-over and redistribute. Probably works best if you just make a copy of one of the files, rename it language_new and strip out the header stuff, so you have only the T_WORD lines, starting at line 1 in the file)

2) Input in words from a second file into that space between the last : and ], just match up line-for-line, i.e. the characters in line 1 of wordlist.txt goes into T_WORD:ABBEY:<here>

Any takers? =D


70
DF General Discussion / Iron mines, gold mines, diamond mines
« on: March 19, 2008, 03:56:00 pm »
So, I'm expressing some ignorance here on actual mining practices, and am going off the usual phrasing we hear whenever a mine is mentioned: very large deposits of a particular ore, stone, or gem.

Now, at the moment, we can do stone mining, because those are your basic layers (granite, obsidian, salt, etc). Ores and gems are relatively random, however, and small. You can't really have an "iron mine" as much as you might mine out 3-5 veins of it at wildly different coordinate levels (x/y/z).

Are there plans at some point for a different model of ore distribution? I'm sure multi-z veins will come in, but also longer veins, or several veins close together? Something so that you could expect to open an iron mine that would last 5-10 years, as opposed to a season?


71
DF General Discussion / DF font, linux
« on: February 29, 2008, 02:41:00 pm »
Anyone know what font DF dumps its text in? I'm running ubuntu, and while everything displays fine in the game, the region history texts have all sorts of weird artifacts like.. well maybe it'll show up fine for you, but As‰n has got this huge die in the middle of it. =p I've installed the MS core fonts and whatnot, but obviously something's not set right somewhere on me system. If anyone else is running DF via wine and can point me towards what to fix, I'd appreciate it.

72
DF General Discussion / Elephant aggression solved!
« on: January 08, 2008, 06:03:00 pm »
http://animal.discovery.com/fansites/wildkingdom/cave_elephants/cave_elephants.html

It's just resource competition. They just want our caves! Fortresses. Fortress-caves.


73
DF General Discussion / Intro animation sped way up?
« on: October 29, 2007, 05:39:00 pm »
I rather liked the slow, somewhat ponderous speed of the original; was this an intentional thing or something that just crept in?

74
DF General Discussion / Swapping out elves for..?
« on: February 12, 2008, 08:56:00 pm »
(this isn't in the modding section because it's a general discussion topic, not a nuts-and-bolts editing question)

Problem: Elves.

I hates them.

Specifically, I'm tired of seeing Tolkien (and, by more modern extension, D&D) elves in every fantasy setting. They're boring played-out sissies. Nuts to elves!

(but nu! what about these stereotypical dwarfs?! It's a dorf game, and dorfs don't get no love, so it's okay for them, and also these are wayyyy more psychotic).

Dilemma: I feel bad about doing a major civ mod like this.

The raws are provided, sure, but it's Tarn's game, and I look at DF as this mutating, in-progress art project more than a game in the conventional sense. I hate to mess with the creator's vision like that.

...but I hate elves.

Complication: the game requires a [FOREST] civ to generate an acceptable world. You can't simply remove it from the entity_ raw and go on with things.

So what seems like an acceptable replacement?

I've pondered a forest civ of humans (seperate from the plains-dwellers); treants or other tree-people; some kind of animal-folk (but that doesn't sit very well with me).. I haven't managed to come up with anything that feels like it quite "fits" with the DF world as is.

Lookin' for suggestions.


75
DF General Discussion / High region rejects: good, bad, unimportant?
« on: February 06, 2008, 01:59:00 pm »
I'm sure I read something about a seed with a lot of rejects being a bad choice.. but I can't find it again, and I don't remember why it's bad to have a lot of rejects. Anyone able to clue me in on this?

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