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Messages - Aquillion

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301
If possible, cause a cave in and the dust will knock him out, bonus point if you can knock him out and get him in a cage trap, then take hes legendary weapons and release him again.
Incidentally, that doesn't work anymore.  Dust now does damage to your body parts; it doesn't magically knock you out.

I found that out the hard way.

302
DF Adventure Mode Discussion / Re: Bronze
« on: April 02, 2010, 07:42:49 pm »
What is this talk of Dwarves not producing high quality iron!?
They do.  It's called steel.

The best bronze will never be as good as the best iron.
The "best iron" is steel (or something approaching steel.)

Unless things have changed I believe DF iron is stronger than bronze though, whether it should be or not(Bronze=75% effectiveness of iron).
The metal system was totally overhauled.  Look in the raws.  The differences are complicated, but overall bronze is better than iron, now; but weaker than steel.  This is realistic or, at least, more realistic than it was before.

303
Right now, the legends screen on my many things is extremely hard to read.  For instance, open up the history of any longstanding site, and it will be filled with spam about "so-and-so settled there, so-and-so changed jobs, so-and-so made a masterwork item" etc.

So I suggest dividing it by year and then organizing it into subsections by type.  For instance, when you click on a fort, it gives a list of every year the fort has existed, eg. "1051 - twenty events"

Choosing a year opens a list of summaries for different types of events, eg.
"In the year 1051:
Five new migrants settled,
Twenty new masterwork items were created,
There were twelve deaths."

Selecting an item from the list would produce a detailed listing of those events.

Additionally, it should be possible to view your fort's own legends screen from in a game, and your adventurer's own legends screen while playing in adv. mode.  In adv mode, it could perhaps require a particular 'historian / loremaster'-type noble, who could perhaps allow you to view legends screens for visitors or for known civs / important leaders of known civs (and other such things) as well.

304
DF Dwarf Mode Discussion / Re: Silver 2010: Best Thing Ever?
« on: April 02, 2010, 03:46:14 pm »
Also, dwarves wouldn't waste adamantine on a solid adamantine hammer.  They'd put something heavy in the head, but make the rest out of adamantine.  This gives you the best of both worlds:  A hammer that can be swung very hard without risk of damaging it, which still hits very hard when it connects.

305
DF Adventure Mode Discussion / Re: Bronze
« on: April 02, 2010, 01:19:31 pm »
They have more advanced metals.  At least, they usually should.

They're not using bronze because they don't have iron, they're using bronze because bronze is better than DF-era iron, and, at the moment, the game isn't paying attention to the fact that it's harder to make by virtue of requiring somewhat less common minerals.

What we consider 'strong' iron is closer to (and is represented in the game by) steel.

306
Another factor is that armor makes a much much bigger difference in this version.  Adventurers start with full bronze armor (superior to iron, and better than almost everything below steel); most other people don't start with anything nearly as good.

307
DF Adventure Mode Discussion / Re: Stopping bleeding
« on: April 01, 2010, 11:23:22 pm »
Uberstats are a very important part of heroic fantasy, though.  DF isn't just about realism; it's about heroic fantasy, too.

I mean, if you made it purely about realism, you'd have to take out the dragons...  or, without heroic attributes, you'd have to take out the people capable of slaying dragons...

308
DF Suggestions / Re: Giant snake (not a priority)
« on: March 30, 2010, 01:01:57 am »
i can only begin to imagine the tangled mess that the underlying code must be (i've read there was a crash caused by vermin getting caught by a cobweb!)
That's actually an easy crash to understand, because I've seen things like that in my code.  When you're working with a big project, it's impossible to remember every little thing you did or predict how they will all interact...

In this case, I'd assume that when vermin were written, it was assumed that they would only die in certain ways, and, in particular, wouldn't die at a certain point in their move code -- they call a move function, probably, then do other stuff (or other stuff is done referencing them) under the assumption that they still exist after that movement.

Years later, when Toady coded webs capable of killing vermin, he didn't remember that he'd coded vermin movement code under those assumptions, and, as a result, they got killed during a function call that the vermin-code assumed would never kill them.  The later code that attempted to access the vermin's data therefore caused a null pointer exception when it referenced the vermin that no longer existed.

At least that would be my assumption.  It's a fairly common sort of mistake.

309
DF Bug Reports / Re: [40d17] Dwarves will dig inaccessible stairs
« on: March 28, 2010, 04:25:51 pm »
I dunno, it seems sort of buggy to me.  Or at least bad game logic.

I mean, how are they doing it?  Picture it in your head -- the down staircase definitely doesn't reach the floor of the tile below (they can't walk to there.)  So how do they manage to produce a staircase down into that floor, without building stairs in the intervening space?

310
DF Suggestions / Re: Giant snake (not a priority)
« on: March 28, 2010, 12:38:56 am »
At one point in ancient prehistory Crawl had a multi-tile giant worm, I think.  But it was horribly crashy and got removed.

Multi-tile things are very tough to do in general, when the game wasn't designed from the ground up with them in mind.

311
Magma is supposed to be nearly bottom-most layer, so in order to make use of magma features on typical embark, you will have to pierce potential aquifier and dig all the way down throught caverns. That pretty much requires you to have competent military to deal with new undergound critters, forgotten beasts and possibly clowns.
It's not going to be nearly that hard to get past the caverns.  Dig down; when you hit a cave, the area around the breach point will be exposed -- immediately rewall it and branch off from your downward staircase a bit above where you hit the caverns to go around them (or down through a large pillar of stone, or whatever.)

Also, normally when you breach a cavern, you'll breach the ceiling, so at least non-flying cave nasties will not be able to reach you.  Of course, there's various reasons why you might want to explore the cave's floor...  in that case you do have to take risks.  But simply evading the caves to get to the magma is not so difficult as all that.

312
DF General Discussion / Re: D16, D17, D19? What does it mean?
« on: March 19, 2010, 05:31:58 pm »
When Toady releases DF 2010, he'll have integrated the code from the 40d# series into it.  Between that and checking for bugs, that's all he's got left to do.
Actually, their current thinking (I think) is that they won't integrate the 40d# series in before the DF 2010 release -- it'd take too long, and the release has been delayed enough already.  They'll release DF 2010 without the 40d# series integrated, then integrate it later.

At least, that's what they were discussing last time I checked.

313
I'd watch out, it looks like toady hates floating point numbers. We might end up counting in nanoDwarfbucks if we get your wish for sub 1db costs.
You don't need a float for decimalized currency; in fact, it's a very wasteful way to do it.  Currency is fixed-point, not floating point, so you just have to add a period when you display them (or trim off the last two digits, when you don't care about them.)

However, the entire concept of things having a fixed and concrete value is questionable.

314
I should *headdesk* now. Back to topic. I guess milking goes by the same framework as any extracting job now so i want to ask toady: Can we actually extract materials from living animals (which arent vermin) with this release?
No, only vermin (and, more specifically, only purring maggots and moghoppers, for milking and extracting from fish respectively -- well, you could mod in other milkable vermin, but you get the idea.)
Correction:  It is now possible to milk cows, donkeys, horses and camels.

315
I should *headdesk* now. Back to topic. I guess milking goes by the same framework as any extracting job now so i want to ask toady: Can we actually extract materials from living animals (which arent vermin) with this release?
No, only vermin (and, more specifically, only purring maggots and moghoppers, for milking and extracting from fish respectively -- well, you could mod in other milkable vermin, but you get the idea.)

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