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 - Anvilsmith

Pages: 1 [2] 3 4 ... 7
16
DF Modding / Re: Candyland
« on: February 17, 2008, 09:15:00 am »
Fenrir, I am already working on this mod. In fact, I have already finished the matgloss files (though I haven't tested the new plants yet).

Novocain, let me know whether you'd like to merge our projects. I've sent you a PM in that regard.

The matgloss files are available for download, should anyone wish for a sneak peek into the mod.


17
DF Modding / Re: Candyland
« on: February 15, 2008, 04:35:00 pm »
quote:
What will the giant cave spiders become?

Lilac gossamer princesses, silly!
Elephant fairies are also on the to do list. They wear pink tutus and trample dwarves to death.

quote:
everything is still going to bleed right?

Most creatures will still bleed. Magenta blood will be quite common.

What I'm having trouble with thus far is finding a good variety of candies, and trying to establish rules by which I assign them properties (e.g. [AQUIFER]) and layers. I've settled for the principle that every candy capable of soaking up water is an aquifer, and those made with syrup are flux.

But I still haven't decided what gets used as metal or fuel. I'm trying to avoid incorporating sweets that aren't particularly popular in western countries, and have used other types of dessert, such as cheese, sparingly. I'll test whether I can use non-mineral objects (such as gossamer cloth) as fuel.

Here's the current list of minerals, soil types and stones:

Sedimentary: halva, gingerbread, cake, marzipan
Igneous extrusive: toffee, waffle, nougat
Igneous intrusive: caramel, marshmellow, kalakand
Metamorphic: bubblegum, jelly, fudge
Sand: gobstoppers, jelly beans, glitterdust
Earth: Baclava, brie (moldy cheese), emmentaler (swiss cheese), custard
Gems: praline, rock candy, muffins, strawberry jam, prune jam, molasses, gumdrops

Metals: Chocolate? Milk Chocolate?
Fuel: Butter? Faerie crystal?

And here's matgloss_stone_layer:

code:

v[OBJECT:MATGLOSS]

[MATGLOSS_STONE:HALVA]
[NAME:Halva][COLOR:7:6:0][TILE:247]
[SEDIMENTARY][SEDIMENTARY_OCEAN_DEEP]

[MATGLOSS_STONE:MARZIPAN]
[NAME:Halva][COLOR:6:6:1][TILE:034]
[SEDIMENTARY][AQUIFER][SEDIMENTARY_OCEAN_SHALLOW]

[MATGLOSS_STONE: GINGERBREAD]
[NAME:Halva][COLOR:7:6:1][TILE:034]
[SEDIMENTARY][SEDIMENTARY_OCEAN_SHALLOW]

[MATGLOSS_STONE: CAKE]
[NAME:Cake][COLOR:6:0:0][TILE:229][REACTION_CLASS:FLUX]
[SEDIMENTARY][AQUIFER]
[VALUE:2]

[MATGLOSS_STONE:CARAMEL]
[NAME:caramel][COLOR:6:4:0][TILE:239]
[IGNEOUS_INTRUSIVE]

[MATGLOSS_STONE:MARSHMELLOW]
[NAME:marshmellow][COLOR:7:7:1][TILE:236]
[IGNEOUS_INTRUSIVE]

[MATGLOSS_STONE:KALAKAND]
[NAME:marshmellow][COLOR:7:3:1][TILE:236]
[IGNEOUS_INTRUSIVE]


[MATGLOSS_STONE:TOFFEE]
[NAME:toffee][COLOR:6:6:1][TILE:249][LAVA]
[IGNEOUS_EXTRUSIVE]

[MATGLOSS_STONE:WAFFLE]
[NAME:waffle][COLOR:4:6:0][TILE:35]
[IGNEOUS_EXTRUSIVE]

[MATGLOSS_STONE:NOUGAT]
[NAME:nougat][COLOR:7:6:1][TILE:35]
[IGNEOUS_EXTRUSIVE]

[MATGLOSS_STONE:BUBBLEGUM]
[NAME:bubblegum][color:5:5:1][TILE:248]
[METAMORPHIC]

[MATGLOSS_STONE:JELLY]
[NAME:jelly][COLOR:5:3:1][TILE:236][REACTION_CLASS:FLUX]
[METAMORPHIC]
[VALUE:2]

[MATGLOSS_STONE:FUDGE]
[NAME:fudge][COLOR:5:3:1][TILE:34]
[METAMORPHIC]



18
DF Modding / Candyland
« on: February 14, 2008, 05:10:00 am »
As I was musing randomly the other day, it occoured to me that nothing would be more horrific and emotionally disfiguring to the dwarves than plopping them into a world made out of candy. Spoondwarves instead of macedwarves! Giant Squirrels instead of horses! And, of course, marauding Giant Teacups and plush-laden Teddybears.

The idea is to make the universe as girly as possible. Obsessive use of magenta and pink, along with replacing wildlife and trees with obscenely cuddly and cute critters such as doves, winged piggies, cherubs, sweet-tooth tigers, lim-lims and pookums, is a must. Most of these creatures are extremely vulnerable, and could be diced into pink fluffy bits with ridiculous ease. The exceptions, such as Boogiemen, Devourers and Candymen, are ruthlessly carnivorous. Deities pertain to such spheres as Candy, Sweetness, Fuzz and Presents, but also Spoiling, Gluttony and Bitterness.

Instead of humans, there are hobbits, and instead of kobolds, poppets. Yes, poppets. Stitched-together, ugly poppets that want nothing more than to steal all your candy. This will probably be fun in Adventure Mode, especially the part about clubbing sugar plum faeries to death with your lollipop.

I've searched around this forum, and it seems someone tried (way back) to design some candy-based tiles. I want to go further than that, though.

What I need right now is a place to get information about candy melting points and boiling points, in order to realistically portray them, and in order to figure out whether any organic, edible substance could realistically stay solid above 180 degrees celsius (or even above the temperature of magma in DF).

Hey, if I'm crazy enough to start work on a candy mod, I'm at least crazy enough to give it realistic physics, too.


19
DF Adventure Mode Discussion / Re: Adventurer succesion game
« on: August 21, 2007, 09:52:00 am »
Expendable adventurers are all the stuff of comedy, so sign me up!
But I do want to know... In which world is this going to take place? And how is succession handled - via DwarfWiki? Apologies for all these questions, I've only played Single Player before.

20
DF Dwarf Mode Discussion / Re: Above ground castle.
« on: January 05, 2008, 11:49:00 am »
Do remember not to build floor tiles where you later want wall tiles to be. Otherwise, you'll need to remove the floor tiles before being able to place the respective wall tiles.

21
DF Dwarf Mode Discussion / Re: human caravan trading an odd thing
« on: February 11, 2008, 08:07:00 am »
That item was clearly crafted using the con artist skill, which always creates a         of varying sizes. However, as this was merely a large, well-crafted     , I am in doubt as to the skill of the con artists who produced it. If you want real quality, try aiming for huge, masterwork      encircled with bands of 100% original ____ and menacing with spikes of (      ) . Guaranteed to cure melancholy, starvation, death, permafloods, uppity noble demands and much more.

Dwarves have a similar skill, it's called "stonecrafting".

[ February 11, 2008: Message edited by: Anvilsmith ]


22
DF Dwarf Mode Discussion / Re: Oasis Challenge
« on: April 23, 2008, 10:29:00 am »
For an extra challenge, build everything out of glass.

23
DF Dwarf Mode Discussion / Are seeds in demand?
« on: December 30, 2007, 08:31:00 am »
I've generated an interesting world today - there's a mountainside terrifying (evil) desert with magma pools in it, and a 5x4 location that covers desert, adamantine, a big cave river and an equally big chasm. SEED: 2433462330 ; version: v0.27.169.33g (The Cyclopean Universe); coordinates for the cool site: 9/5, where 1/1 is top-left, and 1/16 is bottom-left of the world map. The site is just one tile north of a volcano on the regional map.

image: http://www.mediafire.com/imageview.php?quickkey=599nnxxkt1z&thumb=4

Are seeds like this in demand, or are there already too many of them floating around? I was thinking of posting whatever I found on the wiki, but it might be pointless if people already have access to a good mix of maps in this version.


24
DF Dwarf Mode Discussion / Re: Dehydrated Dimple Cups
« on: December 30, 2007, 02:42:00 am »
The simple solution here would be to turn off all their jobs, aside from brewing, until you get enough booze. Another solution would be to assign a professional brewer, who does nothing apart from manning the still (and perhaps hauling stuff).

25
DF Dwarf Mode Discussion / Re: Challenging engineering tasks?
« on: December 25, 2007, 07:35:00 am »
Serious engineering challenges would all use flows, machine components, bridges and grates. Architectural challenges are a different matter.
*A dwarven variation of mt. Rushmore, with magma pouring from the Dwarf King's stony mouth
*A cliff-city with floodable hallways, used for flushing out intruders, and self-sufficient sectors between those. The idea is to be able to isolate any sector from the others indefinitely, using water-filled hallways and floodgates.
*An artificial waterfall descending into a deep pit, with bridges that control the flow of water to one level or another. The city would be built around that pit. The aim is to create a stratified society - those who inhabit the top layer may "flush" their underlings to lower layers as they see fit. The ability to rise to higher layers is directed by complex mechanisms, incl. floodgates. Migrants, of course, must go all the way down to bottom before being granted access higher.
*A giant ziggurat erected on top of a volcano, with either glass windows/skylights or magma lighting every room. The aim is to ensure that each room receives ample light.
*A gigantic underground cavern with semi-natural pillars reaching down to the floor, and bridges connecting structures erected along those pillars. Props for growing a jungle of tower-caps and quarry bushes below. Aim: to create a dwarf-style rendition of an elven tree-city.

I have yet to experiment with the more dynamic features of DF, but you might be able to create those:
*real stone-fall traps, built using grates on the z-levels above; reloaded using flows. Not sure if these would have any effect.
*drawbridges that can ping-pong objects (i.e enemies) from one to the other
*A flood-trap system that binds the victim between a pair of wall-hatches, above a pit of spikes that may be raised/lowered at will. Drown and skewer at your leisure.

An interesting, but unrealistic challenge involves building a system of hydraulic transport systems. Basically, dwarves go in, pull the lever, and get washed off to some other part of the level. Fun, if potentially lethal.


26
DF Dwarf Mode Discussion / Re: Different types of community games?
« on: December 28, 2007, 02:07:00 am »
How about this, then:
P1: "Done with my turn."
P2: "Taking over, I'll finish next turn in the next 24 hours"
24 hours pass
P3: "Taking over, 24 hours."
13 hours pass
P3: "Okay, done with my turn."

Having broken his promise to finish in 24 hours, player 2 gets no share of Glorious Dwarven History. Not finishing in time entitles anyone to play and override him.


27
DF Dwarf Mode Discussion / Re: Are the mountainhomes starving?
« on: February 02, 2008, 03:14:00 am »
In case you didn't know, the mountainhomes' main export is dwarves.

28
DF Dwarf Mode Discussion / Re: Zas Kunlorbam (Weaver) has claimed a Sill.
« on: February 01, 2008, 01:03:00 am »
Create some giant cave spider silk via Dwarf Companion, just to see what happens. Then revert to a previous backup.

29
DF Gameplay Questions / Re: Doors & Floodgates
« on: February 06, 2008, 02:08:00 am »
Nate, doors can be set to "locked" and "tightly sealed", the former meaning no one gets through, and the latter meaning pets don't get through. You don't have that much control over floodgates. Also, creatures can't cross locked doors, so if rhesus macaques start running towards your fortress, intent on stealing something, you can just lock your doors to keep them away for a while.

Locking a door is instantaneous, closing a door is automatic; closing/opening a floodgate takes time and can only be done manually.


30
DF Gameplay Questions / Re: Towers and stuff.
« on: February 06, 2008, 01:46:00 am »
Just thought I'd mention that you can't build walls and floors on the same tile. You can, however, build walls in mid-air, as long as there's a section of floor nearby.

Pages: 1 [2] 3 4 ... 7