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Messages - IT 000

Pages: 1 ... 130 131 [132] 133
1966
DF Gameplay Questions / Re: Invisible floodgates?
« on: December 30, 2010, 03:59:28 am »
Could be some dust from a cave-in or other contaminant in the same tile as the floodgate. Happens with doors to. Click 'k' and move it over to the floodgate and tell us if there's any pools, smears, or dustings.

1967
DF Suggestions / Re: Locking/Unlocking doors physically
« on: December 30, 2010, 03:40:39 am »
It would actually give a use to vertical bars being used as a portcullis rather then just a aesthetic way of sealing up your castle. I like this idea.

1968
DF Suggestions / Re: practical scientific advancement.
« on: December 30, 2010, 03:30:08 am »
Quote
Caravan ark? We don't know how much we will be able to import.

I suppose there are ways that saltpeter could be made more common trade wise. However then you are caravan dependent, what if the caravan is stuck outside with the goblins while you struggle to find some saltpeter to reload your artillery cannons?

Quote
...BUT I'm willing to sway if a system was introduced so that trends in weapons and armour changed during world gen, because procedualy based entitys is part of what makes DF so special, so if a gastraphetes is replaced by a cross bow, and then a musket...

Ranged weapons can massacre a trained swordsman, even if the shooter has never seen a crossbow before. I'm not saying that it should be toned down, war ain't fair. That being said ranged combat vs ranged combat is all about luck and numbers. There's a difference between the fun of losing two out of seven dwarves to a crossbow wielding ambush and the fun losing your entire army because you can't dodge a bullet my friend. that's my biggest reason for being so resentful of hand held guns.

When my last goblin seige numbered a tad under a hundred, my military of 27 shrunk to 18, not including the dwarves in the hospital who probably won't walk again. I can't even imagine what would have happened if everyone was wielding crossbows let alone guns.

Quote
or a catapult is replaced by a trebuchet, and finaly a morter, I'm totaly up for that

Fascinating idea, I agree that there should be some better variety in seige weapons. Perhaps not replaced, but rather having the technology alongside the current ones. Cannons could be a powerful ballista, requiring cannonball ammo and gunpowder, going super fast and possibly with an explosion of dust at the end, better yet shots could be aimed like a catapult so they blow up in the general area around the goblin, even if it misses, we're still talking serious damage here. another idea is to have a sort of controlled 'deadly dust' shot that would fire a spew of dust at the enemy, stunning them, but not killing them. Enough time for archers to pick a few shots off or for the military to reach the top of the stairway. These ideas intrigue me and you've changed my mind on this part.

1969
DF Suggestions / Re: practical scientific advancement.
« on: December 29, 2010, 03:49:09 am »
Going back to the core idea I think it would be great to have a set of weapons/armor/furniture with an artifact only tag. Perhaps possession could play a roll in it, you don't get an XP gain, you might as well get a pair of golden nun chucks (Menacing with spikes of platinum of course) However I'm not sure if I agree with being able to create them again and again, it defeats the purpose of an artifact. The idea of a new alloy being made is a nice one, but after much research, I've had a fun time finding one that fits the time period, Toady has covered most, if not all of them.

On the topic of guns.

1 Scrap the whole 14 century carp, guns would severely unbalance the game armor vs gun is like adventurer vs bogeyman. Even gun v gun would not work well. 10 superdwarves wielding shotguns the size of elephants will succumb to 30 goblins wielding pistols. And these are good odds during sieges. With the current AI guns are more of a numbers game.

2 Saltpeter is rare and the only stone in dwarf fortress used to make gunpowder. Guns would eventually (and really quickly) run out of ammo completely. Since off-map sources are infinite, the computer on the the other hand, will never run out. So they will continue sending squads of goblins with muskets after you. Even though you've been reduced to peashooters and pancake flippers. Not even Tehsid could save you.

1970
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: December 29, 2010, 01:14:49 am »
How do I equip armor and unequip current clothes?

1971
DF Suggestions / Re: Hermit mode
« on: December 28, 2010, 02:45:40 am »
As a hermit veteran I like this idea. The biggest problem with the current set up is that Dwarves start out with friends, meaning your unlucky survivor could easily throw a tantrum when he sees his two friends impaled by spears and responds by taking a jump into a river. Which happens one to many times.

1972
DF Modding / Re: Tissue problem.
« on: December 27, 2010, 03:29:20 pm »
That seemed to fix it. don't know why it didn't copy over from the wolf raws. Oh well.

1973
DF Modding / Tissue problem.
« on: December 27, 2010, 03:21:20 pm »
Created a creature called a Howler. Found this looming around in my errorlog. Can anyone tell me how to fix it?

Spoiler (click to show/hide)

Here's the raws for the Howler

Spoiler (click to show/hide)

I basically just made an underground wolf with the [NOPAIN] tag. So I'm at a lost to what could be the problem.

1974
DF Suggestions / Re: Dwarv'n Hook
« on: December 27, 2010, 01:00:40 am »
You just know that if this happens someone is going to build a boat, purposely remove limbs from their dwarves, and turn them into pirates. Yarr.

1975
DF Modding / Re: Smeltinging! (Spoilers)
« on: December 27, 2010, 12:53:20 am »
Just checking, can you make a custom reaction that creates the mercury in a barrel?

1976
DF Modding / Re: Flying bull problem.
« on: December 26, 2010, 02:17:44 am »
Well that seemed to fix it. Thanks for the help.

1977
DF Modding / Re: Flying bull problem.
« on: December 26, 2010, 01:55:37 am »
Quote
Nope, not that. This is an interesting one. Anything in the error log? Maybe it's other attacks arn't showing up, so its using defult ones...

Nope nothing about the taursus. Could it have something to do with [BODY:QUADRUPED_HOOF tag? Perhaps the game is seeing the wings as 'arms'



Although I do admit it is funny to picture two dwarves being pinned down by an angry bull's wings.

1978
DF Modding / Flying bull problem.
« on: December 26, 2010, 01:41:39 am »
How do I prevent my winged bull from strangling its opponent to death with his wings?

Spoiler (click to show/hide)

1979
DF Suggestions / Re: SPORTS! Away with the danger room!
« on: December 25, 2010, 01:51:15 am »
I like these ideas, but slow down before you run into the magma vent. The more complicated the sport, the longer it takes to program and put into the game. Wrestling (Or other gladiator type stuff), swimming, and archery sound like great sports that fit the time frame and could be more easier to put into the game rather then baseball football.

Perhaps just have a sort of race game where dwarves can improve speed and endurance. Players could design mazes to make the races last longer and I suppose pressure plates, water, and the occasional crundle trap could make it interesting, or a simple race from one side to the other would suffice as well. Have a piece of furniture that can be queried to be a finish or starting line. One dwarf spouts out an 'Organize Race' job and another dwarf will say 'going to race'. When both of them reach the starting line they make a mad dash to the finish line. Any dwarf that sees it could gain a happy thought as they're friends go rushing down the hallway.

This makes the entire design process enjoyable rather then just plopping down a zone and saying 'Done! I'm on break now.' and it gives players a choice whether they want a trap filled maze stretching an entire floor, or if they just want a single long hallway. One could easily put a danger room into the mix, controlled by either a third dwarf or by pressure plates, and then it can increase military skills. I suppose you could also have the option of assigning squads to the race areas rather then normal civies to prevent unwanted deaths.

Whether the sport is simple or not though, Dwarven preferences should have an affect on how frequently they go and how much they enjoy it. Anti-social dwarves do not tend to go or participate in sports, while more social dwarves will find it more rewarding.

1980
DF Gameplay Questions / Is this still a bug?
« on: December 21, 2010, 11:12:01 pm »
This seems like the place to put this.

Is the 'Dwarves not putting on new clothes' in 31.13(?) still a bug? Or has this been fixed?

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