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Messages - IT 000

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631
DF Modding / Re: Custom reaction Help
« on: August 13, 2011, 10:46:23 am »
Did you regen?

Is it not showing up or is it in red?

Anything in the errorlog?

Also

Code: [Select]
[PRODUCT:3:1:ROUGH:NO_SUBTYPE:INORGANIC:SAPPHIRE]
What you're saying here is that 3% of the time you'll get one sapphire. Not sure if this is intended.

632
See what happens when you do your research! Great ideas Antymatter!  :D

It's an ok idea, but it wouldn't apply to kobolds, as they have [UTTERANCES], which makes them unable to speak.

Well they actually can speak, their language is just a mish-mash of other random languages. I would say that you should be able to learn the language, but you would only learn it for that civilization, not every kobold civ. If they tried to talk to you they could at least shout something in their own language.

By default, most sentient creatures shouldn't be able to communicate with foreign races. However some should (during world gen) 'become educated in the ______ language', and thus they could speak it. Diplomats/merchants by default should always learn every language.

Overall I believe this could have an interesting natural effect on the world. Out of the four major races, Elves (and ironically goblins) would far more likely to learn other languages because they live forever and have the best memory. Dwarves are likely to learn one, maybe two since they live a relatively long time. Humans will probably only learn one.

633
DF Suggestions / Re: Quartermaster feature
« on: August 13, 2011, 09:27:28 am »
Linking a stockpile to a workshop seems like a very useful idea and I wholeheartedly support. However since this job is taking place in another workshop. Wouldn't the dwarf have 2 jobs? (isn't possible currently) I like the idea of the bookkeeper being involved, but perhaps just a 'link to workshop' option in the stockpile options when you get a manager or somesuch.

634
<snip>

Ranged digging isn't possible, water wheel is hard coded. If you want vanilla like mining there's a safe stone mod in the optional files. Just open up your raws, replace inorganic_stone_layer_di with inorganic_stone_safe_stone. Or you could just open up your init option and turn temperature off.

Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.

But we have to wait for that.

Fascinating idea that I would be happy to look into. Assuming that the gas mask 'wears off' it's a very plausible idea. Making it is probably going to take tires, plastic, maybe some metal. Cloth for a makeshift filter.

635
DF Gameplay Questions / Re: Rope reeds in the desert
« on: August 13, 2011, 09:13:26 am »
IIRC they will only grow near murky pools, that's what the wet tag is for. So you should have no problem growing them in your farms.

636
DF Gameplay Questions / Re: Cave Crocodile Meat
« on: August 12, 2011, 10:52:02 pm »
I'm not saying you shouldn't butcher them (on the contrary BUTCHER ALL THE THINGS) I'm saying when they are born they are 7x smaller then an adult rabbit, and rabbits don't give meat as it is. You'll probably only get a skull if you're lucky. Wait 1-2 years for maximum meat.

637
DF Suggestions / Re: Creature Size/Weight Displayer
« on: August 12, 2011, 10:45:32 pm »
Still, I believe that Toady is better off using the volume method I stated above. It gives the player a general idea of size, which is the overall point of the height suggestion. Plus, a creature could be six feet tall and tower over a dwarf, but be a twig-like creature that will get blown over in a stiff breeze. Likewise, I'm taller then a lion, doesn't mean I'm going to attack it. Height is an unreliable system to check for the size of the creature. While volume is already in the game, is the main driving force behind combat, and could be more easily implemented.

638
DF Gameplay Questions / Re: Cave Crocodile Meat
« on: August 12, 2011, 10:02:29 pm »
   [BODY_SIZE:0:0:70]
   [BODY_SIZE:1:0:300000]
   [BODY_SIZE:2:0:600000]

According to the raws you're better off killing kittens. Wait a year, they'll be at 50% meat capacity, at year 2 they'll be at 100% meat capacity.

639
DF Gameplay Questions / Re: Where are the sieges?
« on: August 12, 2011, 10:00:04 pm »
Are you playing the current version? And is INVADERS:YES in the init file?

640
It's simple enough to mod in, go to your save's raws (data -> save -> region folder -> raw -> objects) find the entity_default file. Go into the Dwarven Entity (it's the first one in there) and find
Code: [Select]
[ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE]
change UNTHINKABLE to ACCEPTABLE and your dwarves will happily hack away at goblin remains.

641
DF Suggestions / Re: Creature Size/Weight Displayer
« on: August 12, 2011, 04:46:32 pm »
1. Toady lives in America, we use pounds and feet not centimeters and grams (even though this way is far superior). So either A, Toady will use the American measurement system or B, a lot of people are going to be confused.

2. 50 centimeters is one big bird. DF has it's own ambiguous weight system, and will probably use that.

3. The raws do not currently support this, all creatures are measured as volume. So a serious change would need to be made in the raws.

But it is a good idea. Perhaps though we can use the volume system instead. Saying "the raven is takes up 10 Urists of space".

642
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.

643
DF Modding / Re: increased yield for mining/woodcutting?
« on: August 12, 2011, 02:45:31 pm »
For an added touch add this to your material_template_default [TEMPLATE_TEMPLATE:WOOD_TEMPLATE]

Code: [Select]
[BLOCK_NAME:plank:planks]
They'll be called planks that way.

644
DF Suggestions / Re: Other versions of fortress mode
« on: August 12, 2011, 02:33:44 pm »
Dear Mr. Antymatter

Read this, look at this, look over this, listen to these, and finally, use this.

Please, all these planned suggestions are starting to clog up the boards.

~IT 000
This message will be repeated as necessary

645
DF Suggestions / Re: converting workshops to actual workshops
« on: August 12, 2011, 02:28:10 pm »
Quote
So what do you think now?

Please read my posts, that's what I think...

Quote from: antymatter
Furthermore, I digress from trying to show you how fun it would be if workshops could be built after my(or you could claim that its already planned) vision. Wouldn't you like to fully customize your workshops in a bedroom-like manner rather than continuously building squares that seem to have no logical meaning? How can a dwarf produce a workshop that seems to have many tools in it from just one peace of material. It doesnt make any logical or practical sense.

Quote from: IT 000
Your idea of additional misc tools could be implemented into the workshop easily. Simply put every idea you have pitched so far could be implemented into the current workshop system and could be implemented better.
... more easily then reinventing the wheel might I add. And if this is what you agree with, you have added nothing new to the suggestion boards. Search first, check out the eternal suggestion list. It's already up there.

So no, you did not 'pownd' me, you proved that you did not even read my argument, and that you did not search before you posted this suggestion. I typed it, I thought it out, I did my research. Perhaps you should do the same before you post.

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