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Messages - Jeoshua

Pages: 1 [2] 3 4 ... 139
16
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 23, 2012, 10:54:27 pm »
And I'm a bit doubtful as to the ability to locate aluminum at all (aside from bauxite, of course).

It's only the third most abundant element in the Earth's Crust, after Oxygen and Silicon.  Should be real difficult to find.  Pure Aluminum is rare, but Aluminum Oxides are so abundant as to be the basis of most of the mineral's known to man.

Seriously look it up.


17
The comic really does just lend itself towards DF very handilly.

Question tho.  How much of Acts I-IV are you going to put in?  I know the humans are really just normal humans of the modern day, but the worlds created for them are quite interesting and impressively atmospheric, especially the Land of Wind and Shade

18
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 23, 2012, 09:45:49 pm »
Despite Bauxite being unsmeltable with Dwarven High Tech, I still feel rather odd about the very idea of eliminating an element that makes up 70-80% of every known terrestrial planet's crust.  It's THAT common.

19
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 23, 2012, 09:00:02 pm »
I've wanted to know for some time, why do we have seperate materials for what is supposed to be pure native metals anyways?

Native metals are there so they can be found in their pure forms, like Gold, Silver, Iron, and yes even Aluminum and Platinum, are in nature.  Having them as a separate object allows their frequency and environment to be tweaked, in case someone has an issue with where they occur.

Plus, I don't think most metals work when they're in boulder form, they must be in bar form to do anything.  So anything workable must have an [ORE:x] tag.  That's kind of an oversight.  Sure they need some working but I'd hardly call Native Gold deposits an "Ore"

20
DF Suggestions / Re: A Realism Fix for Platinum and Aluminum
« on: May 23, 2012, 08:14:47 pm »
Is it just me, or has this stopped being a conversation and turned into a pissing match?

Honestly, so far as I'm understanding the argument here, it could all be solved by making the minerals less common, and making sure Native Platinum only ever occured in SMALL_CLUSTER formations.  Because these minerals do occur in their raw forms in nature, and DF only has the ability so simulate either ores or the real-deal.

But sure, make a federal case about it and get mad at each other.  Please.  Really brings us together as people and makes Toady want to accede to our requests when we get angry.

21
DF Suggestions / Re: Cave-in system
« on: May 23, 2012, 07:58:00 pm »
Why is that a limitation in any way?  With the current system everything... EVERYTHING is the size of a tile or smaller.  From Dragons to Fleas.  Pebbles to Boulders to Walls.

I guess I'm just not understanding you.  Why would this help a cave-in system?  To have more tiles to calculate, that is.  It's "easy enough to imagine" that they're any shape you want, but as far as the game is currently concerned... they're not.

22
DF Suggestions / Re: Stop the Werebeast menace!
« on: May 23, 2012, 08:59:38 am »
Nah, just edit it to say "wrong post" if it bothers you.  You're fine Baal.

I like the counterbalance idea the more I think about it.  I wonder if the predator-prey relationship is modeled for anything else in the game during worldgen, even in a roundabout way.  It would be nic eif those 3000-some-odd wolves that exist in a Forest that the game knows about had to find food amongst the 10,000-some-odd prey animals that are all kept track of already.  I don't think they are, or at least it's not enforced.  Not when you look at the Legends mode output and see that there are way more animals of a predatory nature than anything else... presumably because they're harder to kill.

It would be a really nice feature for all those beasts, were and otherwise, to need some kind of food source or suffer famine and death.  Hunters killing them off is one thing, but that already happens to a degree and doesn't really help the situation when there are so many weres that they're eating village after village.  It doesn't happen too often like that, but sometimes it can (and should happen more often, so long as the weres then have depleted their food source and then must either move away or die)

23
DF Suggestions / Re: Cave-in system
« on: May 23, 2012, 12:35:19 am »
Quote
(Side View):

#
####
#
#####

The underlined tile is under the most strain.
Realistically, the tile under the most strain should actually be the wall, unless it's reinforced on the other side, or has a different thickness than floors:

Code: [Select]
.
 ####
 %
######
Though, that would change if you add a counter weight were added to the structure.

I believe the top-down view of the first example would be:
Code: [Select]
#######
#.....#
####..#
#.....#
#######

In which case the underlined tile would be the one bearing the most mechanical stress, and with the least neighbors to bear it up.  As in the vanilla game as-is, support would not extend diagonally.

Interestingly enough, the current supports that are in-game already offer support for the square above them and the ones north, south, east, and west of that tile.  The only thing that's missing from Kohaku's suggested support addition is the ability for it's support to extend laterally in the same way.  You could have the supports go straight down as is:

Code: [Select]
Side View:
  ###
 #| |#
# | | #
#######

In this example, all wall tiles are about equally supported, as are all ceilings.  In a 7x7 2 z-level high room.  The Supports in-game already do not block movement.  As a bonus they can be hooked up to switches and destroyed, which depending on the material you made a room that shape out of, might not even collapse the room.

24
Urist McPlantgatherer cancels Gather Pumpkin: What Pumpkin?

25
DF Dwarf Mode Discussion / Re: Goblin Ninjas
« on: May 22, 2012, 10:26:48 am »
when they will get fixed? :|

When someone decides to mod them fixed.

26
DF Dwarf Mode Discussion / Re: 16x16
« on: May 22, 2012, 10:07:15 am »
On Windows:

Get CFFExplorer.
Open Dwarf Fortress.exe
Select NT Headers -> File Header from the list on the left
Click "Click Here" next to Characteristics
Check "App Can Handle >2GB Address Space"
Save and quit

Dwarf Fortress is now able to address >2GB of Ram.

16x16 will still be slow, but if you have over 2 Gigs of RAM, it won't crash because of memory problems.

27
Lots of Roguelike games have these kind of challenges built in.  Go get nethack and die immediately without doing anything.  You'll notice you've been given recognition for never eating anything, never killing anything, never sleeping, etc.  That means something when you've beaten the game after having partaken in those Conducts.

And yeah, Adventure mode is really not suited to pacifism.  That's why it's a Conduct Challenge.

Theres a lot of talk in this thread about what "Pacifism" is and what it means, the moral ramifications of not killing a killer, etc etc.  But that's not the point of the Conduct Challenge here, now is it?  Sure, it makes sense that all vampires should be killed on sight for the greater good.  But that wouldn't be a Pacifism Challenge.

28
DF Suggestions / Re: Light crystals.
« on: May 22, 2012, 12:58:06 am »
Except none of that exists in the game.  No natural gas or coal dust pockets.  Torches would work deep underground, so long as they still had oxygen to burn the pressure can't be "too high"... but there are no air pressure levels or winds or anoxic environments in Dwarf Fortress.

This is all really good stuff guys, but it's putting the cart before the horse.  Without any concept of light levels in the game, or light sources, or particulate matter that might either explode or block light... what does that leave us with?

An open flame, a new species of mushroom, and beautiful crystals.  All of which don't actually do anything.

29
DF Suggestions / Re: Dwarven Interrogation, prisoners
« on: May 22, 2012, 12:46:24 am »
We may one day have civilizations beyond the current 5; Kobolds were only added as a Civ a few months ago IIRC.  Each world could have a few random manbeast civilizations; one world could have Badgermen forming cities, while another world has Mooseman cities.  And not just new species civilizations, but rival civs in the same species.  You know how there are 4 dwarf civs to choose from at the start?  Nothing says that all dwarves are permanently allied.  But until then, no torturing dwarves.

Kobolds have been around since 23a at least, and have been an actual cave-dwelling civ since 40d.  More than a few months.  They just tended to die out in 31.25.

Manbeast civilizations already exist underground, although they are not currently all that random.  You could make them more random by making an aboveground civilization you many [CREATURE:x_MAN] entries in it instead of just the one.

Nothing says that there WILL be 4 Dwarf civilizations.  Some worlds are generated with fewer, some with more.

And finally, their ethics do in fact say that they are permanently allied.  They share the same ethics, same creature type, same site types, same religion spheres, and same language symbols.  They are allies in that respect, although they do not currently mutually defend each other.  "At Peace" is a better way to put it.

30
DF Suggestions / Re: Light crystals.
« on: May 22, 2012, 12:38:50 am »
In order for this to be a good suggestion, there would need to be some concept of light areas vs dark areas.

Don't get me wrong, that is I believe planned, but this suggestion is really part of a larger need for light levels.

I will give some points for Dwarfiness, but Open Flame Torches and Sconces might work just as well.

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