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Messages - Reelyanoob

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946
A door makes a good emergency floodgate, just in case the wall doesn't get built in time.

947
Quote
Rock doesn't use fuel and glass is waste of time. If I had to make things from sand, I wouldn't make it to magma in another five years, because I'd need to plant trees for fuel, and all that fuel industry, which takes much more time than some hauling.
Oh, right. I forget not everyone sets up magma industries within a fortnight from embark.
Gotta agree with Psieye, when you go for magma metal industry, you get glassmaking for free, plus it's magma-safe and infinite, so you save having to use steel tubes.

Also, clay is an unlimited building supply and no magma or processing needed. Think of the time savings on mining/hauling rock from deep underground when building above-ground structures, and it's all one colour.

948
DF General Discussion / Re: dftubefill?
« on: May 18, 2011, 08:52:51 am »
It's not the unspoilt players wanting the spoilers, it's experienced players not wanting to spoil the HFS for new players. New players have no conception of what "HFS" is or why the spoilers exist (they'd be already spoiled if they did).

Like not blabbing the ending of a movie as you're walking out of a cinema to the guys waiting in line.

949
DF Modding / Re: Community Mods and utilities list.
« on: May 18, 2011, 08:19:01 am »
(Nvm)

950
DF Gameplay Questions / Re: Deepest Embark
« on: May 18, 2011, 07:59:59 am »
Watching this. plz upload to DFFD! And see if we can get the seed etc.

951
DF Suggestions / Re: Put skills/labors to raws.
« on: May 18, 2011, 06:21:39 am »
This is something I brainstormed with the team on another rpg game project once.

e.g. able to create a "stone-working" skill common to all stone tasks, and separate specialities, e.g. "Stone detailing"

Stone jobs such as Detailing could use 20% base stone-working and 80% specialist skill. That way, cross training is handled automatically and simply, but never becomes an "I win" button.

it's more the inter-related skills i want to be able to control (so that a mason has at least a little head start on related tasks like stone detailing and stonecrafting). A "matrix" of skills and labours/actions gives much more flexibility than trying to shoehorn everything into a tree structure, for example. With skill trees, you always end up pulling you hair out because of things that don't fit. (e.g a crafting skill which requires both wood working and stone working)

You'd need weighting values in the labour to give it more control:

[LABOR:JEWECFRATING]
[NAME:Jewelcrafting:Jewelcrafter]
[SKILL:METALCRAFTING:2] (more modifiers here for training rate etc)
[SKILL:GEMSETTING:8] (        "        )

Though, I'd totally rearrange the existing skill system if such was possible, so the above example would be different.

952
DF Suggestions / Re: Put skills/labors to raws.
« on: May 18, 2011, 06:10:19 am »
something I think you guys could add to the suggestion is:-

- possible to use two skills in the same labour (maybe giving a weighting to each, and train up each skill proportionally, perhaps have separate controllable training rates too)

- possible to use one skill for multiple labours. The currently suggested data structures don't seem to allow for that, it needs to at least be possible.

My suggestion may require a separate "Labour" data type, but will allow more complex skill systems to be created (e.g. general "axe skill" and "battleaxe" "giantaxe" etc related skills, without needing a skill hierarchy)

953
I like this poll idea, but think the linear spectrum is way to limiting in options - it's a multi-polar world and one theory being wrong doesn't make the "opposite" theory true. (taking data from CIA world fact book, unless noted).

e.g take the socialism = big spending government idea

total govt spending: USA =~ 40% of GDP, Colombia =~ 30% GDP, Venezuela =~ 20% of GDP
military spending: USA - 4.06% of GDP, Colombia =~ 3.4% of GDP, Venezuela =~ 1.2% of GDP

France and Britain's governments spend 50% GDP and I don't think labelling them as communist countries is a worthwhile dialogue.

The big money payouts under the capitalist framework is to subsidize basic life in the face of rampant price rises deregulated big business. The health system is the primary culprit in the USA.

http://www.usdebtclock.org/

Total US federal liabilities for Prescription Medicines and Medicare currently are about $100 trillion which is $20 trillion greater than the combined assets of every US citizen and corporation combined. Be aware this is not the total costs, only the "unfunded" liabilities, e.g. not taking into account what's been paid out or budgeted for, so the real payouts/costs are higher.

This is a cost to all taxpayers, yet most people can't get into a hospital without purchasing additional health cover. I mean WTF! I'm Australian, we pay less tax than you guys, and get to go the hospital.. Hell, Venezuelans pay even less overall tax (both as % and total) than we do and get to go to hospital. (our government spends about 35% of GDP, way higher than Venezuela's 20%)

954
DF Modding / Re: Smelter reaction Item Quality.
« on: May 18, 2011, 02:06:33 am »
Maybe quality derives from the reagent you specify + the skill tag. Try using reagents and see how that effects the quality ratings

955
DF Modding / Re: [0.31.18] ☢ Wasteland ☢ : 1.2b
« on: May 18, 2011, 01:26:06 am »
Deon's asked to use my plastics / kevlar mod in Wasteland and shadowrun

it's working, but i need some help tweaking/balancing the materials properties, and creating a few custom workshop graphics. In the interest of saving time any Wasteland players want to help me tweak this?

Download

My notes on kevlar material are here in the spoiler, I have no idea how to convert these data into DF format.

956
DF Dwarf Mode Discussion / Re: epic forgotten beasts
« on: May 17, 2011, 05:01:29 pm »
My favorite was a Towering Cricket, with no eyes, 4 horns, cardinal (blood red) leathery exoskeleton, which breathed fire.

957
DF Modding / Re: Quick question - Quick answer thread
« on: May 17, 2011, 05:05:36 am »
You can put that under the CASTE:MALE to have it only apply for that caste

There's already a quick questions thread or two, e.g Modder Workshop which is currently 189 pages

958
Mod Releases / Re: Pony Mod: My Little Fortress
« on: May 15, 2011, 10:58:39 pm »
One of your Ents just laid an apple !

Pony ent body file for reference:
Spoiler (click to show/hide)
Ent with red or green apples in both male & female:
Spoiler (click to show/hide)

Red and Green Apple plant file:
Spoiler (click to show/hide)

Reaction, process butchered apple ent corpse to log at tannery (no skill specified/quick):
Spoiler (click to show/hide)

You left STRUCTURAL off the plant token, so it didn't know which material to use

I couldn't get yours working, so modded a dog with your tags until it worked. In the version i posted here they breed by spores, have children called saplings, and lay apples in nest boxes.

The Ent only laid 1 apple (other threads say 1 per season is the limit for unusual eggs), maybe the apple basket toy idea is worth looking at

btw see this thread for relevant info. They're discussing shearable tissue, trying to turn it into plant material.

If you did that, you could have the Ents lay logs rather than apples, and shear apple baskets off them :)

EDIT: Done, see the spoilers.

959
DF Modding / Re: Warhammer 40,000 Mod (With Tyranids)
« on: May 15, 2011, 10:04:04 pm »
You should (eventually) try to have the different marine chapters be different races, but use the same creature def, then they can ally together or fight each other, and with the right tags they can take cities back and forth over the world history. Generally, they'll be friends if their ethics are similar or the same.

This will be cool even if you just work on one race, then replicate it for the other imperium factions.

It'd be much cooler to be at war with the Ultramarines or the Blood Ravens, rather than just imperials

960
DF Modding / Re: --GUIDE-- Shaostoul's Modding Guide --Poll added--
« on: May 15, 2011, 07:50:47 pm »
I kind of don't like being limited to having to include certain items/materials.
Then rename, recolour etc the item you can't remove EDIT: d'oh I read that post date as may 14th this year *face palm*

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