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Messages - Urist Da Vinci

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121
Likes:

- I am generally supportive of most modding. It is interesting to see what people can come up with. I generally custom-mod my own raws, occasionally borrowing aspects from various sources, sort of a +vanilla+. Nothing that really changes the game feel.

Dislikes:

- DFHack dependancy. In any game I play, mainstream or indy, I somewhat dislike modding that depends on external code. External content is fine. I suppose it would be OK if things would not break horribly in the absence of DFHack. It is a handy utility. Therapist-like things that run and then are gone are OK. RAW-only modders need some love and attention, and they have limits. People who can handle coding or robust scripting can really raise the bar and leave the others behind.

- Mods that use launchers (any game, mainstream or indy). A holdover from the doesn't-trust-exe-files days.

- All encompassing absorbing mod. Eater of small mods. I am a veteran of the Neverwinter Nights modding community, up until the implementation of the "Community Expansion Pack", a good description of which is here: http://www.neverwinternights.info/cep.htm . It was too large for my internet connection at the time, and quickly became nonoptional. You just had to download everything and then only use the parts that you actually wanted. Bloaty AND created this atmosphere in the community where people would use it and nothing else. Without any malice or conscious effort, it killed creativity that was not dedicated to its enhancement.

- Drow. Underground elves, especially if they are dark elves, allegedly evil, or use kewl weaponz. Falmer (i.e. elder scrolls/skyrim) were despisable but tolerable when dead.

122
DF Dwarf Mode Discussion / Re: WTF Artifacts to a degree
« on: August 12, 2014, 09:12:40 am »
unfortunately, two artifacts won't be able to refer to eachother, because while an artifact can refer to itself, it cannot refer to things that are made after it, because it has already been made, and during the process of creation, the other artifact was not around to be made into an image.
...

See http://www.bay12games.com/dwarves/mantisbt/view.php?id=5570

123
DF Dwarf Mode Discussion / Re: Does anyone else have this problem?
« on: August 12, 2014, 12:35:21 am »
what setting are you using for mineral frequency on world generation?

There's a long standing bug that if you select 'everywhere' for mineral occurrence, you get 0 flux and the variety of metals is wonky as well, long story short, never use 'everywhere' for mineral occurrence. I don't notice any problems with using 'frequent' for mineral occurrence but I'm told to leave it at 'sparse'
...

That bug was fixed in 0.40.04! It was a display error in the site finder.

124
DF Announcements / Re: Dwarf Fortress 0.40.08 Released
« on: August 11, 2014, 08:15:15 pm »
Toady, I have a question. With the new water hauling labor, does that include bringing water to the sick/imprisoned? That would be magnificent.

The related bugs on the bug tracker are still open, so nope! Your prisoners and patients are still going to die of thirst.

http://www.bay12games.com/dwarves/mantisbt/view.php?id=2606

The game appears to be counting down from 2000 to 0 (a bit over an in-game day) and when it reaches zero, it tries to find a dwarf to feed/water the patient/prisoner AND resets the countdown even if no-one took the job. At least that is what the problem looked like in 0.34.11

125
DF Dwarf Mode Discussion / Re: Random falling death?
« on: August 11, 2014, 09:22:55 am »
Im assuming 'jump' as you mention it is not the same as attack or charge?  I was just getting to suspect the dogs, group of those in a tight corridor with multiple dwarves and i would be expecting the odd combat log.  Mother stepping on hassled dog is not a great scenario, but i dont see a straight bite producing this.  charge though?  will a stressed dog charge and might that produce just a skid log?.

Not charging, not attacking.

You will recognize a jump when the creature temporarily becomes a projectile, with a light blue background. IIRC the AI will now jump if there is a single-tile-wide hole in the ground that they want to cross.

127
DF Dwarf Mode Discussion / Re: Random falling death?
« on: August 11, 2014, 01:30:44 am »
Testing in arena mode shows that, while most of the time if you JUMP at someone they will "jump out of your flight path", if they fail to dodge and you collide with them you can send them flying backwards, taking skid damage. Velocities depend on the relative weights of the creatures.

It is plausible that something/someone jumped at the child and collided with him. Presumably the child is lightweight, so he could be drop-kicked a good distance.

I don't know why anything would be jumping around underground in fort mode.

128
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: August 11, 2014, 01:15:52 am »
I am disappointed that I can't grow watermelons in my desert fort. The UI helpfully indicates that strawberries would be more suitable.

The map has a few scattered alluvial clusters of native gold in the sandstone just under the surface. Test excavation suggests plenty of galena and tetrahedrite, with some sphalerite and native silver much deeper. Also lots of "You have struck microcline!".

Operation: Burn ALL the trees! (into charcoal) shall commence. I might replace a few with brass/green glass "tree" mockeries.

Not sure if I want to build like steampunk-brass, art deco brass, or green glass emerald city.

129
DF Dwarf Mode Discussion / Re: Random falling death?
« on: August 10, 2014, 10:45:27 pm »
... What the hell just happened? Jumping gone wrong? Was he literally bouncing off the walls?

You need to think like a CSI and determine the origin and direction of movement of the sliding kid.

IIRC the first impact doesn't appear in the combat logs because it is configured in announcements.txt to only show up in active combat reports.

130
DF Dwarf Mode Discussion / Re: [0.40.07] Goblins everywhere in 250 years
« on: August 10, 2014, 08:44:11 pm »
My current world/embark:

In a world, where the northern dwarves fight a losing battle against the goblin hordes, and the southern dwarves are sieged by 7 necromancer towers, a brave expedition set out to save their civilization. They travelled to a distant savage desert, on the far side of the human lands, where no elf nor goblin should venture.

131
DF Dwarf Mode Discussion / [0.40.07] Goblins everywhere in 250 years
« on: August 10, 2014, 04:28:19 pm »
I found when generating 125 year worlds, settlement looks OK, but at 250 years the world is significantly covered in dark pits. There is a bit of a trend of the goblins winning out in the long run. Also see this thread: http://www.bay12forums.com/smf/index.php?topic=141894.0

Are other people seeing this as well?

132
Blood - pfft.
My mountainhome offered me gremlin tears.

Gremlin tears.

Who would even consider collecting those, and under what conditions? DF has just gone bay12 on us.

I got Gremlin sweat. You can even request the sweat/blood/tears from the liaison!

133
DF General Discussion / Re: Are undead still nearly indestructible?
« on: August 04, 2014, 12:31:31 pm »
I did a few rounds of arena testing, using a grand master fighter/weapon skills dwarf vs animated corpses.

- If you pulp (crush, cleave asunder, explode into gore, etc.) the head while it is still attached, the animated corpse is struck down

- If you sever the head, or sever the head & neck, the animated corpse is NOT struck down. You are much better off trying to sever a foot.

- Animated corpses, if empty handed, tend to catch your attacks and either steal the weapon from your grasp or joint lock the wrist, even if you are a good fighter/weapon user! I recommend gaining wrestling skill before engaging them in melee.

- Since they like to sprint at you at the start of combat, position so that they have to slow down and turn a corner before engaging. Don't just stand there and wait for it to charge you!

134
Liberate The Tan Mine from tyranny! The new succession system will pass the King/Queen designation to someone else, who will likely remove the oppressive laws.

135
DF Dwarf Mode Discussion / Re: Bunny Defence
« on: August 03, 2014, 02:01:48 pm »
I think it's the cumulative damage code Toady1 put in to nerf the undead skeletons and zombies, after enough damage is done to a part it eventually is destroyed pulped or shattered.

Yes - the attacks (even the rabbit bites) were causing small fractures that added up.


We actually have that already.
...

Note: Only effective in the memetic version of DF where alcohol explodes.

Because what actually happens in DF is that the alcohol boils into harmless vapors.

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