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Messages - EmeraldWind

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751
DF General Discussion / Re: Future of the Fortress
« on: January 29, 2012, 09:26:57 pm »
I predict the new version will come out within the first few days of February. Possibly 1/2/12.

Groundhog Day, eh?  If it doesn't come out, will we have to wait six more weeks? ;)

Groundhog's Day is Feb 2.

752
DF General Discussion / Re: Future of the Fortress
« on: January 28, 2012, 02:16:24 am »
Did anyone else get a "We're going to execute you because God will protect you if you're innocent." vibe from this?  It just struck me as funny that Dwarven justice is about proving that someone is guilty if they can take an obscene punishment and survive it.
I thought that surviving the hammer proved that he was guilty?

He survived even after 50 strikes, he's gotta be a Vampire. That's what i thought it meant.

Damnit, i'm getting all giddy now, thinking of the modding possibilites that the new release will open up...
If they sink and drown, they be innocentdwarf.
If they float and live, they be a witch a carp.

753
DF General Discussion / Re: Future of the Fortress
« on: January 21, 2012, 11:52:44 pm »
Wow, I asked a lot of questions. Thanks for answering them.

754
DF General Discussion / Re: Future of the Fortress
« on: January 21, 2012, 10:32:43 am »
If titans and like do rise from the dead I could have my own zombie zoo. I might even be able to weaponise the horrors, depending how undead react to goblins in the next release.

My main worry is opening the circus, the clowns coming to visit, then later; zombie clowns!

That being said my first fort is still definitely going to be in one of these evil regions.

When you defeat a clown in combat they become ash (confetti?), so I don't think the clowns are going to be zombies...

But being as skin can raise, it is possible the clown's confetti could be zombiefied depending on if it is treated as remains or not.

755
DF General Discussion / Re: Future of the Fortress
« on: January 20, 2012, 11:50:53 pm »
will titans, forgotten beasts and mega beasts automatically rise from the dead in regions were normal creatures would? Also would this only apply above ground, or all the way down to the circus?

This is assuming what I heard about how in certain regions creatures will just rise from the dead is.true, if this isn't the case please ignore.

Depending on what you mean by automatically (I'm assuming that you mean instantaneously as in right after death), creatures may or may not. The regional zombie interaction Toady showed us had this: [IE_INTERMITTENT:WEEKLY].

I assume it mean that the interaction only animates the dead once a week or every other week.

Though some versions of the interaction (player-made or randomly generated) could have dead creatures immediately getting up as a zombie.

756
DF General Discussion / Re: Future of the Fortress
« on: January 20, 2012, 11:00:27 pm »
Will armour ever have a noticeable effect on speed and dodging? I mean, will leather armour have a concrete advantage over steel when it comes to fast response to attacks and a dodging boost?

Release 7 has a Combat move/speed separation. That may change things a bit depending on the specifics.

757
Creative Projects / Re: ___/The Writer's Apprenticeship\___
« on: January 19, 2012, 08:28:08 am »
Yeah, my lack of description was me trying to convey the atmosphere. The two characters are in the dark and can't really see the setting or each other that well. I wanted to make more emphasis on sound, but ended up forgetting to do that. I got a little caught up in the flow of the idea.

the ending eluded me. Then the analogy sunk in  :D

Did you mean the ending was confusing? I wanted it to be a little bit until the image on the artifact was shown. Then I was hoping readers would figure out what happened without me needing to say more. I wanted the reader to have that same moment of realization as the character.

If this works like any of the other Guild threads I'd say that you can feel free to critique the writing.

While I did like the idea of the story, you didn't develop your characters until near the very end. You didn't explain how they knew what they knew, or why they were there. I spent half the writing trying to figure out what race they were since they knew about both elven and dwarven craftsmanship without explanation. While my own writing could use more, you need to describe your characters appearance to give a better mental image of the two.

The same goes for your dungeon. It's called a catacomb, and it's dark, but what do they see? You need to describe the room in general, and not just the important things they're running up to.

Another thing is that while your paragraphs work, they don't show emphasis. Several of the paragraphs where people aren't talking can be combined with either the paragraph above or below, because sometimes it's better to reserve single line paragraphs for something with an impact.

I hope I wasn't too harsh, because I actually did enjoy the story.

Yeah, I realized I didn't give them enough characterization part of that was story length. I wanted to have them casually chat about their search for the orb and deepen their characters, but I also didn't want to make the story too long. I also had the initial idea of two silhouettes in the dark, so for the bulk of this that was what they were.

I also wanted to give more details to the catacombs but not much more. Though I guess I subconsciously left that out.

Thanks for the critique both of you. It wasn't harsh at all. The point of this thread is to get practice and criticism. I had a good deal of fun writing this.

758
Creative Projects / Re: ___/The Writer's Apprenticeship\___
« on: January 18, 2012, 10:48:25 pm »
I'll take a stab at the "Quest for the Orb of Zot."
Spoiler (click to show/hide)

759
I had a dream about Hellcannon last night.  I went online to check it, and it was on page 100, and also my turn.  I was really excited to play, but when I opened it, my computer exploded.  I'm not sure what it meant.

Check the file extension, if it is .exe you're fine. However, if it says .~ATH, just say no.

760
DF General Discussion / Re: Future of the Fortress
« on: January 15, 2012, 11:30:51 am »
Am I the only one worried by the sentence "Targetting [has gotten slow] too, in all modes, something to do with the werewolf/necromancer checks" ?

Not sure if it's too technical to be asked, but Toady : how can a necromancer line of sight affect a non-necromancer targetting something ? Do you mean targetting as in chosing which body part to attack or the "fire crossbow"-type targetting ? And finally, what do werewolves have to do with any targetting at all ?

I didn't read that as necromancer line of sight - I read it as "Targeting is slow in all modes, and it seems to be due to targetting checking for necromancer/werewolves".  That's the only thing that makes sense.  The slow code isn't necromancers/werewolves targeting others, it's X targeting Y and all the code that runs to tell if X or Y are necromancers/werewolves.

This might be related to the new interactions - necromancers and werewolves are only types of people who use the new framework as far as I know.

The news about markets is really awesome.  I'm excited for non-starved kobolds and dwarfs. :)

Another possible problem is that checking to see IF a creature (this include player characters) has a interaction as/attached to an attack.

I say this is because there is no reason to check to see if the targeted creature is a werewolf anymore more than it checks to see if the creature is a chicken.

But the fact that a creature can have several various targeting interactions (some of which might be randomly generated), the targeting system needs to check through any attached syndromes/interactions for attacks and to check the attack for which type of targeting it uses (assuming that all interactions are treated as attacks for targeting).

761
Meeting Log, 1 Granite 209

Upon joining the meeting, TAD and CatalystParadox were confused as to why there were only two attendees. At that point, I realized I lack a body, and that TAD was occupying my former body. Fuck you.


I want to point out TAD isn't occupying your former body. He killed you and stuffed your old body in his coffin He's an identity thief, not a body snatcher.

762
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: January 14, 2012, 10:52:53 am »
He discovered candy on his way down!
As another Bay12er recently wrote on the "scouting" abilities of dwarves falling through magma,
Quote
"AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH
                        Oooh, adamantine!
AAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHH"


Ohh, this is so sigged!

On the plus side, he spotted a adamantine vein before he melted completely.

Urist: Noooooooooo! It buuuuuuuuuuuuuurns! ... Waitasecond! HEY GUYS! THERE'S ADAMANTINE OVER THERE! PRAISE BE THE MINERS! *sizzle*

Honestly, this is one of the single most funny things in DF to imagine.

763
Roll To Dodge / Re: Roll to Alter Someone's Life Round 5: Reboot
« on: January 11, 2012, 09:21:37 pm »
I take the success.

A new little Maim (SIGMAIM) rises and starts building an army of cyborgs. Sleeper Action.

764
DF General Discussion / Re: Future of the Fortress
« on: January 11, 2012, 08:50:09 am »
Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in.  Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)
Impossible, as "abandon fortress" counts as "kill everything"

Quote from: Toady One 10/28/2011
I walked day and night through the wilderness to get back to one of these blank sites and finally stumbled drowsily into the mountains, where it let me retire. I then created a dwarf fortress from the same civilization and waited for immigrants. It was only year 3, so without a large roster to choose from, my dwarven adventurer showed up to be a hard-working citizen... although he fell asleep on the edge of the map since it hadn't reset his drowsiness. Any dwarves from your abandoned fortresses should also show up in subsequent forts, whether originally historical or not, as long as you are with the same overall dwarven civilization.

765
DF General Discussion / Re: Future of the Fortress
« on: January 09, 2012, 10:27:09 pm »
troll spouse conversion may be the first possible "marriages" for player characters...
Now this is what I call desperation.
Some would say Evolution :P

DF taking a very, VERY different perspective.

I was thinking more BAD END.

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