Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - GreatWyrmGold

Pages: 1 ... 3423 3424 [3425] 3426 3427 ... 3706
51361
DF Modding / Re: Community Mod
« on: June 16, 2012, 07:21:21 pm »
Is it something we can help with?

51362
DF Modding / Re: Help modding reactions to craft things differently
« on: June 16, 2012, 07:20:06 pm »
I would use INORGANIC, just to be on the safe side.

51363
DF Modding / Re: Community Mod
« on: June 16, 2012, 06:03:42 pm »
Indeed. Also, it's more Fun this way, and it gives folks like me more time to think and plan.

If we're just tossing random stuff in, how about this bit, allegedly-steampunk-but-not-even-remotely-steamy snail-car-thing I saw on Modern Marvels? It's called the Golden Mean, and it breathes fire out of its eyestalks.

51364
DF Modding / Re: Chimera
« on: June 16, 2012, 05:58:05 pm »
Does the chimera have eyes and lungs?

51365
DF Suggestions / Re: Roof and dodging fix
« on: June 16, 2012, 05:51:29 pm »
Well, the z-level dodging is a bug, so that will be fixed in time.
Beat me to it.
Flying creatures and creatures on up-ramps (or adjacent to down-ramps or perhaps small ledges) should be able to change z-levels whilst dodging, but I digress.

Quote
About your roof suggestion... It seems too unrealistic for me. True, some methods of building in DF aren't exactly lifelike, e.g. building a staircase that's only supported from above; but I'm fairly sure that this will be impossible once we have rope ladders in the game.
A different non-sensical building thing is that (almost) every building is constructed with only one stone block. That's a simplification, because hauling a realistic amount of stones to build a ramp would be extremely annoying. Fortresses would be dominated by huge piles of bricks, and blocks as they are are already bad enough for the FPS.
The blocks are presumably a bunch of blocks, as designated by the name "blocks." Stones are probably a mix of a couple big boulders and a bunch of rubble.

Quote
So, to summarize so far: in my experience, if some aspect of Dwarf Fortress isn't very realistic, it's either because a more authentic way hasn't been implemented yet (it's a placeholder) or because it wouldn't be fun to play it (it's a simplification).
Well-put.

Quote
As you said, building roofs from below isn't too realistic. In fact, it's pretty much unimaginable, especially for short dwarfs and their stubby arms. Let's see if it would improve the game as a simplification of a real-world method.
If you want to build a roof in Dwarf Fortress right now, you build a ramp/staircase and designate the floors.
Indeed. Some way to make this clearer, and/or ladders (which could be put up faster than stairs or ramps) would help, though.
Quote
If your suggestion were to be implemented, we'd just skip the ramp/staircase part and designate the roof. So, effectively, you wouldn't have to build a ramp and your dwarfs were less exposed and less likely to fall.
Indeed.
Quote
And that's the problem that I have with your suggestion: it sacrifices too much realism for too little improvement. Building a ramp is trivial; and removing it doesn't make the process significantly easier.
Yeah, I agree.

About dwarves starting in the middle and flattening themselves: Dwarves don't build unsupported constructions now (except for the ones they think will be supported by bridges, but that's another bug), so why would they in the future?

51366
DF Suggestions / Re: Making bronze colossus
« on: June 16, 2012, 05:45:24 pm »
Spoiler: Not Very Important (click to show/hide)

Back on topic...

Toady did originally intend for artifacts to have randomly generated magical effects associated with them, if/when he writes magic in.
Why would it have to be an artifact? I can see secrets being better suited for the purpose of making a colossus...although I can see artifact statues animating as normal-sized statue thingies...

51367
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 16, 2012, 05:36:09 pm »
Putting it into the raws would be best, as it would allow pretty much all of these ideas to be implemented by a dedicated modder. Even the quality-level one could kinda be; you'd just need to care enough to test and see which skill levels are just " Mason," which are "- Mason," and so forth.

51368
Rakshun: You're not convinced that time-skips could tie up the computer? On my netbook (AKA the only computer I semi-regularly play DF on), there's often a freeze of what seems like half a minute (I've never actually timed it) whenever part of a river freezes. It's not uncommon for me to be able to take out my tablet and start surfing the web on it while I wait for the game to unfreeze the first few frames after loading or letting the game sit paused for a while. I don't even play big fortresses! If freezing/thawing water or just starting freeze up (some) computers that well, imagine what having to approximate months or years of fortress growth and development would do. I just hope the game will auto-pause after a time-skip...

51369
DF Gameplay Questions / Re: Tribal Dwarves
« on: June 16, 2012, 09:10:59 am »
Yeah, that second way seems good. And I think I should indeed turn off immigrants, since they could bring some unwanted metal stuff. I doubt it's very elfish, if I cut down trees constantly and such. Regarding the warriors' equipment, what weapons can you make/buy that are made of wood? Might get lucky with strange moods (which will no doubt prove extremely FUN without metals), but do elves trade wooden spears (not training, the actual fighting spear)? Otherwise I guess I'll have to rely on crossbows.
Elven woodcraft is as transcendant as dwarven metalcraft. They craft wooden spears and swords with edges as sharp as a dwarf's weapon, but without requiring any fuel. The drawback is that wooden weapons suck.

Nope, when they're in the up position, they damage anyhting that drops from high enough.
Also, they're built in the up position.

51370
DF Gameplay Questions / Re: Modding out undead, and animal people
« on: June 16, 2012, 08:59:33 am »
in the raws there's a file called something like C_variations or something like that, it's what causes giant sponges and all new version men and giant animals to exist.  Delete it.  Things like giant cave spiders and olm men will still exist as they did in previous versions.
If you want to lose giant badgers and the like and gain a bunch of errorlog errors...

Adding the DOES_NOT_EXIST tag to the animalperson variation template is probably best. You can copy-paste the original, rename it, and replace the original name with the modified on the ones you want to keep.

51371
To be on the safe side, butcher the giraffes. That way, you'll have giraffe leather and stuff, and no worries about feeding them. Next time, try war yaks.

51372
DF General Discussion / Re: Easy ways to cause war?..
« on: June 16, 2012, 08:43:23 am »
Giant cave spiders are crops?
...That gives me an idea for something to mod...

51373
DF General Discussion / Re: Cavern layer number and spoilers
« on: June 16, 2012, 08:38:06 am »
Personally, I like magma forges. I don't find a lot of coal, and prefer to use wood for things like beds and bins and stuff.

51374
DF General Discussion / Re: How do you pronounce 'Urist'?
« on: June 16, 2012, 08:32:11 am »
'You-rist'
or
'Ur-ist'?
Ur-ist.

Perhaps the community should do some work on constructing the Dwarven language (Dwarfish?), accent, pronunciation and everything. It's been done before; look at Avatar or Klingon.

Is there an existing thread for this that anyone knows of? If not, I'd like to get that project started somehow. I've started writing some songs in Toadese, but it's a little difficult without words for "to be" etc. Also, it would be one of the things that the community could do to help Toady while he focuses on other stuff. If he agrees and we do this, in-game poetry, songs, long books/slabs in Toadese etc. might not be as far off.
Hm, that would be neat. Especially adding the little dwarven words.

51375
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 16, 2012, 08:27:46 am »
Which, as I said before, is the point of them. It's to make dwarf fortress more a simulation, and less a game with arbitrary rules.
The names aren't derived from the simulation, they're just arbitrary labels with no cause or effect otherwise. I would like the dwarves to take up hobbies and then have "Urist is a dabbling potter" in their profile.
I'd say you were missing his pont, but that would require me to understand what yours is. Are you saying that the simulation should not simulate the differences between master and merely proficient skill levels, or...what?

Quote
Quote
It's in fact a replacement for gradual learning. The skill levels are lying so close toghether that people can't easily see the difference between them, making an arbitrary level up mechanic in a gradual learning curve (for the dwarves, not the humans).
It's still an arbitrary level up mechanic in a fancy package. A misapplied one, IMO, because these terms have real concepts behind them which make them unsuitable for a straight hierarchic ladder of labels, and could be developed in so much more.
It's not a perfect system, but many (most?) of the skill levels do actually apply to a more-or-less linear increase in skill, from "just starting" to "capable" to "among the best in the field."

Quote
Quote
I'm content with knowing that my dwarves are currently proficient in their skill, and that dabbling is bad and master good.
Great, then why do you need more labels than half a dozen?
Because there are differences between proficient and talented, and when I want the best possible crafts I turn to my talented crafters over the merely proficient!

Quote
Quote
Would you like a mechanic where dwarves suddenly level up, becoming noticeably better in just one day, for me that would break of a bit of the immersion.
The speed of leveling was never under discussion in this thread, merely the labeling. See it as graduating. At least then every level up is meaningful, now it's just administration.
Huh? That wasn't about the speed, it was about a sudden jump (like from only making -goods- to only making +goods+ after a single craft giving them one more point of XP).

Quote
Putting in the raws is good enough, but I'm pretty sure no one will miss them if we discard 3/4 of the levels and put the terms to good use in other ways.
What am I, chopped liver? What is 10ebbor10, chopped pancreas? What is everyone else who has disagreed with you, other chopped organs from the digestive and/or endocrine system?

Pages: 1 ... 3423 3424 [3425] 3426 3427 ... 3706