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Messages - EmeraldWind

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721
DF Modding / Re: Stonesense - Official thread
« on: March 25, 2012, 12:37:40 am »
He probably is asking which iso projection SS is using. Like this:


722
DF General Discussion / Re: Future of the Fortress
« on: March 23, 2012, 08:01:10 pm »
So yeah...

RELEASE WOOOOO!

I might actually start up my first fort on 2012... up til now I've been goofing off in Adventure Mode.

723
I agree with that as well.

If its done right, you can see each overseer's personality and effect on the fort. Sometimes this creates a very interesting look on the forts.

In example, when Headshoots split into the west and east halves. That was probably one of my favorite parts of the story. The thought of half the fort surviving and the other half becoming a No Man's Dwarf's Land was a very compelling story event. I also like how Battlefailed did something similar when they retreated into the depths of the Lower Fort. A creative writer can suck the lifeblood out of a setting like that. I'm not that great of a writer, but I have a good imagination and can see the potential in it.

My current favorite in terms of story taking advantage of the setting and events DF provides is Gemclod. It provides a rich character-driven story, where a single character is built up over time by several different overseers. They show his emotion, play with his personality and religious paradox, as well as show the effect of his relationship with several other major characters. The funny part about it is that the story pretty much ends shortly after the game kills the dwarf. It didn't wind down or anything it just happened to last a little longer than the character with the last chapters feeling like the breath before the plunge. That wasn't the only big character, but instead one of many. There were character arcs dealing with all the overseers and a few side characters and generally the next overseers in the chain did a very good job of keeping the previously established characters in-character. The best part is these guys pretty much played with the events that were handed to them each in their own way. It forms a rather oddly cohesive story despite the randomness of DF and the general insanity of anyone playing the game.

The Battlefailed series story is pretty good and sometime I need to reread it again. Honestly, I would like to see someone sit down and get a good succession fort story and polish it into a publish-able form. I would do it, if I was good enough at writing...

Either way, I am looking forward to my turn at the helm... which is still a while yet, but I'm excited to participate in a succession fort for the first time.

724
Utilities and 3rd Party Applications / Re: DFHack 0.34.05 r1
« on: March 22, 2012, 12:03:42 am »
Weird, could've sworn I read that somewhere on the wiki. Someone might want to correct that then. Though I couldn't tell you where I saw it. :S
dflair will be back in the DFHack next release.
Any chance of body swaparoo making it in, too? It'd be nice to be able to deck out our companions again (or fall back on them upon death).

Already in. adv-bodyswap

725
DF General Discussion / Re: Future of the Fortress
« on: March 21, 2012, 11:51:55 pm »
Spoiler (click to show/hide)

All that said, I notice the dev log mentions site export maps! YAY! I asked about them in the last FotF thread and said he'd put them in, but they were missing so I thought he changed his mind. I wonder how they work though. I won't ask directly though, since it seems we'll be getting the next release soon-ish (according to 3/17's dev log).

Edit: By "how they work," I'm wondering if you export them like any other export map or if you need to select the site first then an export option is there.

726
Sign me up for another turn. If I haven't died of old age by the time I get my turn that is...

Don't worry about that, dwarves don't die of old age in the Battlefailed series. In a way it is like the Land of Oz books.

Quote from: Quote from "The Emerald City of Oz"
...no one ever died unless he met with an accident that prevented him from living.

(Granted apparently Oz runs on DF, they had a magic powder bring a bear rug to life once. The Tin Woodsman even refers to it as a hollow skin.)

727
DF Modding / Re: Stonesense - Official thread
« on: March 18, 2012, 10:24:13 pm »
Agreed! Also, there's something to be said for the 200x zoom in Stonesense, and I really do like the larger sprites. Anyway, I decided to throw together a basic style for some job icons. So far, I'm thinking color-coded backplates for the job family, with an icon that represents their specialty (if we can get that)



A different style of base icon, or perhaps just a lone colorized Weapon Icon, can be used to represent specific types of soldier.

These are nice. Easy to look at and get the info you want from them.

728
DF Modding / Re: Stonesense - Official thread
« on: March 17, 2012, 10:44:56 pm »
Wow, caldfir.

That is some excellent work.

729
DF General Discussion / Re: Future of the Fortress
« on: March 17, 2012, 05:19:08 pm »
Cool, thanks, sounds good.  Oh, and I rather like Jackledead's question, I love it when rather "simple" things like that result in significant and cool changes to gameplay.  Things like lighting, line of sight, or topographical knowledge would be awesome if they could be implemented in some detail, but there certainly would be a major pathfinding rewrite required.  e.g. If a creature walks into a tall-grass field, how do they path out of it?  What does it mean to get lost?  etc... The answer could well be along the lines of what MrWiggles said, or something further off.

I'm not sure where (possibly a DF Talk) Toady mentioned something about rotating the screen in order to disorient the player to emulate loss of direction. I think he mentioned the functionality for it was in the code already (or used to be), but was never used for anything. He also alluded to the hunting/tracking/survival features being a good time to possibly implement it.

730
DF General Discussion / Re: Future of the Fortress
« on: March 15, 2012, 12:09:19 pm »
Nice list! I have to add "Codex [PHRASE]" and "Codex [NAME]" now. You'd get stuff like Codex Berevement or Codex Flying Wool.

Maybe also "The [ADJ] book of [NAME]"

Hmmm...

Toady, what do the tags in the text raws actually mean? In particulary I'm wondering about how [NO_ART_NAME] is different from [NAME]. Are there any tags that might work that haven't been tested or used by default?

Here's a great example of a name, rendered in English as the Tragicomedy of Calisto and Melibea and the old prostitute Celestina. I guess that's basically "The [PHRASE] of [NAME] and [NAME] and the [NOUN] of the [NAME]". I'm not sure the parser would like that...

I made a title:
[NAME]: From [ADJ] [NOUN] to [ADJ] [NOUN]
Which give such gems as:
The Dwarf: From Dreamy Cheeses to Charcoal Top (Dreamy Cheeses... sometimes I wonder if the game itself is aware of the community surrounding it.)
The Elf: From Poetic Serpents to Velvety Tightness
Dearthboot: From Short Father to Squeezing Wraths
The Dwarf: From Circumstantial Order to Depressed Chamber (Sounds like someone got atom smashed)






731
DF General Discussion / Re: Future of the Fortress
« on: March 14, 2012, 01:01:28 am »
Finally! I can make a fort where my vulture-beaked blood cultists don ornate ritual robes before sacrificing their war captives!

Will you have a workshop that drains them of their essence? ;)

Consider the cheap price of ram, I estimate there's many thousands of gamers with 24GBs of ram... eagerly seeking games which can utilize their systems.  I'm also cheering for the move to 64bit!

It's not about how many players can benefit so much as it's about how many players a change will harm. 

Even if you are "only" dropping support for a feature or a platform that only 10% of players need to use, that means you're cutting off 10% of your playerbase when you make that change - and that's why there are Legacy and SDL versions for all three of Windows, Mac, and Linux operating system versions of DF, so as to allow the widest number of players to have access.

Believe it or not, many DF players do play DF from some 4-year-old laptop with really terrible specs. 
...

It's a bit early to get all excited about this...

Quote
When we go to 64 bits I'll have to deal with it.

Toady doesn't say he's going to be doing this soon. He just says that the aforementioned problem would have to be fixed when he does get to 64 bit. Which may not be planned at all at this point, simply acknowledged as a To-Do.   


732
DF General Discussion / Re: Future of the Fortress
« on: March 12, 2012, 09:49:59 pm »
Ye, dorfs. I beseech you now, go forth and remove your tattered cloth. Don pants once again and rejoice! Walk naked no more!

733
DF General Discussion / Re: Future of the Fortress
« on: March 08, 2012, 12:24:56 pm »
I am not crying over the loss of the Dungeon Master.

I rarely hear people justify him in ways that arn't "He was glitched and that was funny" and "But he was there before".

Dungeon Master is a cool name for a noble though. And as a couple people said he doesn't need to serve the same purpose.

Spoiler (click to show/hide)

I really like the potential of the civ/fort knowledge.

Spoiler (click to show/hide)

I'm just really interested as the directions this feature could go in. It is an exciting idea.

734
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2012, 06:54:10 pm »
Footkerchief -

Thanks for all the links... I have read all of that stuff before, but I don't always remember everything that Toady has written/said over the years.

So many interesting ideas that it is hard to keep track of them all.

In some ways I will miss the dungeon master... would be cool if it was an appointed position so that the position wouldn't be gone, but rather just the way s/he comes to have the ability's of dungeon master.

It will be interesting to see all the new ways that the player will be able to influence the world.  I can only imagine what will be possible in 10 or 15 years.

Perhaps, someday when the prisons in the fort are used more than for dwarves (like people who arrive at the fort taverns) the Dungeon Master will make sure that prisoners from out-of-town are well feed and watered as well as check to see if they are attempting to escape.

735
DF General Discussion / Re: Future of the Fortress
« on: March 07, 2012, 02:46:46 pm »
This sounds like an interesting thing to add. It will probably lead to other similar things, like maybe a dwarf civ that has a inclination to metalworking and another will have an inclination to masonry (or types of masonry). It's almost like a start of a civ-based culture system.

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