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Messages - IT 000

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1771
DF Dwarf Mode Discussion / Re: Civs and Eggs
« on: March 11, 2011, 12:30:22 am »
Simple way to test this, find a night creature's lair, and embark, they usually have a bunch of dwarf/elf/human meat to chow down on. Forbid all other food and see if your dwarves eat it.

1772
DF Suggestions / Re: Regarding weapons
« on: March 11, 2011, 12:25:58 am »
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Yes, I've looked at the raws. High contact area weapons perform better in combat. It's weird.

By 'perform better' I assume you mean hacking off limbs better. Then yes,  they are better, however when it comes to spears low contact area
is essential if they are to penetrate through armor and hit organs.

Combat has advanced a long way from 40d, it was basically like a card game style back then with min damage max damage quality affecting damage. Still it should get a little more work to balance out the oddities.

1773
DF Suggestions / Re: Regarding weapons
« on: March 11, 2011, 12:03:17 am »
Weapons need to be more balanced in general. Bladed weapons should massacre an unarmored target, while a mace should easily break bones at a competent level, even under armor. At present, blades can hack through anything and maces can only bruise the skin of goats. Arrows used to be an instant kill to all but moderate to heavily armored foes. In reality this is how it was like. Not the current version where a panda is able to take eighteen shots to the torso without dying.

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3. Minimizing contact area. This is what points and edges are for. Pressure is force divided by area, therefore lower area means greature pressure when force is constant. At present, low contact areas are worse, which is weird and unrealistic.

Not what from I can see. Not being mean here, but have you looked at the raws? They have contact area/penetration already. Every weapon from a sword to a mace. Set a spear to have a contact area from one to five and iron or bronze is able to strike through steel armor. The problem comes when a whip can get embedded into the wound and then twisted. That's always bugged me.

1774
DF Dwarf Mode Discussion / Aquifer Research
« on: March 10, 2011, 11:05:50 pm »
So gentlemen, a quick question that I've wondered for a while. Do you enjoy the challenge and embark with aquifers? Or to you tend to stay away from them? I have been considering the idea of reducing (or eliminating) aquifers in my upcoming mod, especially at their current .20/.21 frequency. This poll will also come in handy for other future major mods who may also be struggling with the same question.

Yes, almost every time - This suggests that you like aquifers and their current frequency. Or you do not mind them at all.
Yes, when I am looking for a challenge - Suggests that you enjoy aquifers occasionally, but not every time.
I embark with them, but reduce them anyways - Despite falling into one of the first two categories. You think it's a little much.
Only when I have to - You have the perfect place! Flux, clay, sand, skeletal whales iron, there is an aquifer. But you embark anyway.
Never - No matter if the layer below the aquifer was solid gold. You still wouldn't embark there.
Other - A hybrid of the two opinions? Vote this and tell.

*at any time you can change your vote.

1775
DF Suggestions / Re: What about a good smoke ?
« on: March 10, 2011, 10:44:32 pm »
Still, a dozen dwarves smoking? Each puffing out a 1x1 cloud of smoke every few seconds?

Don't get me wrong, having smoking dwarves around would provide an interesting aesthetic, as well as make sieges more unbearable. Maybe making use cave_adapt type of addictions where a dwarf can get over his addiction if not enough cigs are around. Providing huge negative thoughts to those who cannot have a smoke and to those who are in a close proximity to smokers 3x3 (perhaps based on ETHICS) would also be interesting.

Additionally you are trusting dwarves, who cannot put on clothes, to hold a cigarette. I can foresee several bugs, dwarves not using cigs, dwarves using more then one cig, dwarves not putting down spent cigs. Dwarves that do not stop smoking and stand there forever.

Alas I am willing to sacrifice aesthetics for frame rate. And for foreseeable game ending bugs.

Assuming bugs could be worked out, the idea was built up a little more (How would you make cigs? Quality? Happiness? Smoking during work or while on break? Addiction and 'recruitment' to smoking?) and there was an ON/OFF switch (both for the politically correct and for Lag haters) I'd be fully behind this.

1776
DF Dwarf Mode Discussion / Re: Elves, and pissing them off.
« on: March 10, 2011, 08:55:28 pm »
In previous versions elves would restrict your woodcutting. Without this I see no reason to kill or go to war with them. Plus it's a real hassle to clean up all the wooden stuff from them. Still when I need fun, the elves are the first to go.

1777
DF Suggestions / Re: What about a good smoke ?
« on: March 10, 2011, 08:46:28 pm »
As said, LOTR is not a bible for all fantasy games.

Second, cigs cause smoke, smoke causes lag. Even a little bit of mist coming from a waterfall causes a significant lag source. Having twenty dwarves on a smoke break at once would kill a computer.

Third this seems like another useless aesthetic that serves no purpose other then a petty happy thought and yet another thing to take up dwarves time.

Concerning Opium wars? No, it's in bad taste, and not everybody supports such a brutish suggestion just because 'real life does it'.

1778
DF Suggestions / Re: Weapons, and shooting
« on: March 10, 2011, 11:09:41 am »
Your trying to mod guns into the game to I see. I've suggested something like this myself, and I support this.

You could also use it in vanilla DF crossbows take longer to fire then bows.

Quote
Clip size - How many items the item stores to fire.

I would prefer having control over the quiver myself. Dwarves would still carry around quivers. But this way you could change the quiver's name to 'clip' and adjust how much ammo it holds. Alternatively you could possibly have a tag such as [QUIVER:weapon] or [QUIVER:all] this way you could restrict a quiver to a certain weapon.

1779
DF Suggestions / Re: Vital modding tokens for the Caravan Arc
« on: March 10, 2011, 11:06:40 am »
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I'm assuming trade goods will be very much linked to happy thoughts.  If so then much of the difficulty of the game will arise from the happiness system.  Which gives two very good reasons to give us modders value tokens for the happy/unhappy thoughts

Just amp up the [PERSONALITY_DEPRESSION:100:100:100] This way they go from ecstatic to unhappy when two or three minor things happen.

Still it's a rough fix, perhaps instead of having a happiness modifier, we can have an unhappiness modifier. With the happiness modifier you would have dwarves with HAPPINESS_VALUE:1 and you would have to be working with decimals to get somebody who would be half as happy to have a room of gold. However with UNHAPPINESS_VALUE:1 you can use whole numbers. So UNHAPPINESS_VALUE:2 would make unhappy events 2x more powerful and happy events 2x less, or divide it up into two separate tags. Still I like this idea.

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-No doubt in preparation for the caravan arc, one only gets 2-3 kinds of metals per area and that's it.  Pretty realistic (though annoying with the most vital iron.. aaaagh), and pretty cool!  And the same thing should probably apply to crops!  Tokens for what soil indoor/outdoor plants can grow in would make forts even more reliant on trade.  And by default, all would be available of course.

Minerals changed in .20/.21 you can now select mineral scarcity.

As for plants, I support, it is weird that a strawberry can grow in tundras. Having a [RESTRICTED_BIOME:xx] tag would be fun indeed. Of course there would have to be more plants in general. Or you would only have two plant types per embark area.

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-It seems every time removing any permitted_jobs doesn't work each build for some reason or another for the active player's fort (works fine for off-map civs I think...).  Last big build it stopped all jobs in one category, this build it stops one from putting points in on embark but one can still use the job.  This particular token would play a huge role for mods of the caravan arc so this really needs fixing.

I noticed this bug when I was trying to remove the Bowyer. Support.

1780
DF Suggestions / Re: Trainable cats
« on: March 09, 2011, 10:39:14 am »
My cat's killed a small possum before, and a number of rabbits. I was more referring to creatures significantly larger then a cat. They just don't have as much muscle as canines do.

1781
DF Suggestions / Re: Trainable cats
« on: March 09, 2011, 10:23:31 am »
I don't think a cat would be an effective hunting/war animals DF or real life. They're to small to any notable damage.

1782
DF Suggestions / Re: Trainable cats
« on: March 08, 2011, 10:47:26 pm »
1 Dungeon master is bugged. You don't get them unless you mod them in.

2 Dungeon master tames creatures, any dwarf can then turn it into a war kitten. No way to do that through modding

3 TRAINABLE tag has been around since 40d. Just copy the [TRAINABLE] tag and paste it under the cat's raws. You can do it with donkeys if you wanted to.

1783
DF Modding / Re: Dis-mounting Elves
« on: March 08, 2011, 10:43:08 pm »
Give the bears [LIKES_FIGHTING] tag. That should make them attack your dwarves when they are confronted.

1784
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: March 08, 2011, 10:27:31 pm »
Can the mutilated corpse be tanned? That would make sense.

1785
DF Modding / Re: Reaction with plants help
« on: March 08, 2011, 10:24:20 pm »
Have you tested this, as BA as it sounds, I am almost 100% sure that it will not get dragged to the food stockpile, and even more so that dwarves will not recognize it as food.

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