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Messages - GreatWyrmGold

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54316
DF Modding / Storing Soap Lumps; Now also using them
« on: June 25, 2011, 04:58:52 pm »
Let's say that you want to make a fortress out of soap, from the walls to the furniture, except for the magma in the noble-killing chamber. So you mod in reactions to make soap logs, stones, and leather.

Fast-forward a bit.

Now you want your mechanics and masons to use soap lumps instead of rocks. How do you make a stockpile accept only the soap stones, not the rock stones that fill all forts?

54317
DF Suggestions / Re: Waste, sewers and all the other dirty things.
« on: June 25, 2011, 04:55:02 pm »
And if this ever gets added, who wants to bet how long it will take for someone to start drowning sieges in dwarf poo? I say 5 minutes.
Don't be insane! First there's download, then worldgen, then building a fort to the point that it attracts sieges, then rebuilding because a flying forgotten beast made it through a hole in the floor...I say, wait an hour at least.

54318
Either when my steel-clad militia commander couldn't find the rope reed fiber strewn about and went berserk, or when I had TWO separate kobold camps demolished by cavern beasts (a voracious cave crawler who was nice enough to deconstruct my wagon, which I had never gotten around to doing, and a giant cave spider, who rushed past a cat to kill five kobolds and rush right off the map). These camps were both hit before the first migrant wave, and only a few survived...

54319
DF General Discussion / Re: What Would Urist Do?
« on: June 25, 2011, 04:38:00 pm »
Nothing. Do you have any idea how heavy slade is!?!?!?
Hey! That's my schtick!

Send all those useless potash makers and animal caretakers to some random outpost.
Also, send 20 fisher-dwarfs to some random desert outpost just for kicks.

WWUD if he saw a human castle made from blocks of native gold?
Nothing. He's going to that terrifying desert, not to some place with a lack of fun!


What would Urist do if he was a ninja?

54320
DF General Discussion / Markets-Next release
« on: June 25, 2011, 04:35:29 pm »
What do you hope will be in the next release of DF, market-wise?

54321
DF Dwarf Mode Discussion / Re: Why Plump Helmets?
« on: June 25, 2011, 03:52:06 pm »
forts drowning in booze
I can't wait until this is literal. One legendary brewer and one still set to brew drink/R...

On topic, I like plump helmets because they are useful for everything and they grow fast.

54322
At this rate, I should have my current for killed off by the time it's my turn.

I'm playing Fortress Defense in a terrifying biome, so don't get too insulted.

54323
It would be cool to see a fort with only one surviving dorf, who enters a fell mood and chops his own leg off to make an artifact :P

Maybe, just maybe we'll see this in future versions.
I doubt it. You need at least 20 (?) dwarves for a strange mood, fell or not.

Any way to get fell moods and not macabre moods or tantrum spirals?

54324
And then let me check your argument. So you say that the current "ASCII" is better than any other graphics technology because sprites or 3D are limited to what they depict. Yet you forget that the current mode is far more limited than the other methods. This makes no sense.
It's like a game developer in the 90s who would say "Oh, we can't make a tennis game that has photorealistic graphics... so let's just do another Pong game."

And i don't know where or when someone suggested to use separate sprite graphics to depict every kind of damage or detail. Of course this makes no sense for DF considering the amount of detail in the game. The detail overload in the game would transfer to a information overload in the graphics and this is surely not desirable.
But improving the graphics beyond simple tiles would be beneficial. e.g. there could be indicators on the dwarf sprite to show the current state, like thirsty, hungry, bad mood etc. This would be better than the alternating tiles right now.
*headdesk headdesk headdesk*
You answered the first part with the second. Of course we wouldn't have different sprites for different injuries--that's why you wouldn't have the sprites in the first place, by his argument! Anyways, sprites are as much a part of DF as rainbows and lollipops; you can mod them in, but vanilla is not like that.
Anyways, I like ASCII. I actually discovered that the hardest part of Kobold Camp, aside from the lack of stone, was the graphics! "Is this guy a woodworker or a farmer...oh, he's my miner." Also, [/serious]it keeps the rabble out. Do you want to see trolls around here?

54325
Sounds like Toady may have to start a Brain Arc.
I like this idea.
Oh, wait, you mean "brain damage," not "dwarves using their brain."

Still a good idea. I couldn't resist...

54326
run this, import your world_gen.txt file, type something into the drop-down menu to create a new worldgen parameter on the first tab and check all the boxes for elevation, moisture--any and all maps you want to be included in your new world.  then build the world using the paintbrush and whatnot.  when you're done, export the settings.  finally, open df, go to "design new world with advanced parameters" and pick whatever you created in PerfectWorld.
Uh...Okay, how do you make a new parameter set?

54327
DF Modding / Acid?
« on: June 23, 2011, 05:46:40 pm »
Is a necrosis syndrome the current best way to code in acid?

54328
DF Modding / Re: Fortress Mode Compatibility
« on: June 23, 2011, 05:41:49 pm »
"Because I can" seems to be the default answer.

Never ask "Why?" on the Modding forum. Ask "Why not?". ;)
Why not? One word: Thumbs.

54329
DF Modding / Re: Soap Ingots
« on: June 22, 2011, 09:47:33 pm »
Such as, the game realizes that weapons can be made from soap, but has no idea what building should be able to handle the job.
... :o...that IS major...
How could one solve this?

54330
How do you use this? Run DF, then PWDF?

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