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Messages - Jeoshua

Pages: 1 ... 125 126 [127] 128 129 ... 139
1891
DF Dwarf Mode Discussion / Re: wear the wooden armor... no, really
« on: March 14, 2011, 10:58:41 pm »
Accents are cool when they come out in typing...

But only when is russian accent, I think.  Only then is funny.

1892
DF Dwarf Mode Discussion / Re: Sooo...another megaproject.
« on: March 14, 2011, 10:57:13 pm »
Try something like this for a geyser:



Basically as described above.  It has a glass tube suck up the water, which travels up, hits the faucet bell, then falls back down.  Looks like it's floating.

1893
DF Dwarf Mode Discussion / Re: wear the wooden armor... no, really
« on: March 14, 2011, 10:25:31 pm »
I think dwarves must have a hidden [ETHIC:WEAR_ELVEN_CRAP:UNTHINKABLE] in there somewhere

1894
DF Modding / Re: Help me mod Murlocs!
« on: March 14, 2011, 10:10:22 pm »
You could give them a Reaction entry that creates the metal you need. Then assign it to a building that doesn't exist.  That would give them access to the metal (you can imagine they're melting it down), but not require a smelter to do it.

And no, most of the things you're trying to do are going to take poetic license and a liberal use of descriptive tags, like a glove that "throws" spears or a smelter that doesn't smelt but lets the creatures melt things.

1895
DF Suggestions / Re: What about a good smoke ?
« on: March 14, 2011, 10:07:41 pm »
I would like to see "He needs a joint to get through the working day", honestly.  But any effects past needing it to operate at peak efficiency would be adding too much to the game, as I stated above.

1896
DF Suggestions / Re: Making doctors useful.
« on: March 14, 2011, 10:06:10 pm »
Well accidents wouldn't be calculated every frame, just when the dwarf does something that can screw up and injure them.

Picking up or putting down an item, for example.  The accident code could be run only when picking up and putting down the item. In the interim, they do not calculate to see if they drop the box on their toe.  They just do it (or do not, as the case may be).  If they try to go up or down stairs while carrying the object, well that's a calculation that must be performed.

Also, don't get the wrong idea about it eating up clock cycles.  It's a dice roll.  It takes maybe 4 calculations to make this happen (get seed, random(seed), if high call accident, else continue).  This would not cause a slowdown, since it takes more calculations for a dwarf to eat than it would for this check.  Stuff like miasma and flowing water cause slowdowns because there are so many calculations being done by numerous objects (each 1/7 of water calculates on it's own, same with each miasma tile... and with miasma there are many stacked in the same area).  On the other hand, with a maximum of 200 dwarves in an area at one time, them checking periodically for an accident would cause about as much FPS drop as a pond of water 30 squares in area.

1897
DF Suggestions / Re: What about a good smoke ?
« on: March 14, 2011, 10:00:05 pm »
We don't have addiction to alcohol in the game, dwarves just need it to operate at peak efficiency.  After listening to the latest DFTalk, it seems that Toady is wanting to redo the likes/dislikes section of the code, and replace happiness with something more defined and individually oriented.  So a dwarf with a love of gold gets happy about the masterwork gold tables you've put there, but one who loves silver doesn't get quite as happy.  That and having favorite things that give them happiness, that they will seek out when depressed.

That being said, there is no need for modelling nicotine addiction.  The dwarf merely has a love of tobacco, and without access to it they do not operate at peak efficiency.

Also:  We don't have dwarves getting drunk and falling into magma, not beating their wives after getting really sloshed... so why would we expect that having drugs in the game would introduce weird effects? Opium wars wouldn't be waged, they'd just make money on the caravans from it, that's all.

1898
DF Suggestions / Re: Beard increases social status
« on: March 14, 2011, 09:54:10 pm »
I just had a dwarf get into a bit of a tangle with a giant cave spider.  He was trying to seal off the caverns before any fun happened and..... well... fun happened.  Then I realize that he's a wood-cutter.  He's carrying an axe.  Quickly I draft him, and tell him to attack.  Singlehandedly he cut down this gigantic arachnid.  But theres blood everywhere.  I haven't even set up a hospital yet, so I zone a hospital quickly right behind the traps I've set up to keep the fortress safe.  The doctor comes down, diagnoses him and what do I get?

His hair is cut open.  His beard is cut open.

buh? what is this I don't even...

How does hair bleed?  Either way the dwarf refuses to stay in the hospital after this diagnosis, and goes to get drunk, then throws a party.  He didn't even wash up, blood still covering his beard.

The moral of this story? That blood isn't filth to be cleaned up... it's a mark of honor.

1899
DF Adventure Mode Discussion / Re: The Df_31 Injury System
« on: March 14, 2011, 09:12:22 pm »
In reality it is possible to kill a man by beating him on the soles of his feet for a day straight.  The cytotoxins that occur from cellular death from the bruised soles cause general poisoning of the body, eventually leading to total liver shutdown and thereby death.

In DF... you can cut off both a person's feet, whack on the stubs for a year of in-game, and they will not die.

1900
DF Modding / Re: Runesmith - A DC like tool
« on: March 14, 2011, 09:00:34 pm »
Very strange, as I am using a heavily modded version myself, and it works just fine.

Possibly because I am using dwarves, even tho there are a lot of modifications to everything.

Does Runesmith look for the current creature race in the game? Or [ENTITY:MOUNTAIN]

1901
DF Suggestions / Re: Beard increases social status
« on: March 14, 2011, 06:12:26 pm »
Ugh no.  They should not have beards.  Dwarven women's worth is not measured by the length of their beard but by the quality of their crafts.

1902
DF Suggestions / Re: Make Volcanism seachable
« on: March 14, 2011, 06:06:55 pm »
I think the one-page search should be abandoned.  The maps have too many dimensions to possibly be searched through for there to just be one page.

I'd like to see (and the values possible thereof):

Volcanism: N/A, None, Low, Medium, High, Active Volcano
Steepness: N/A, Flat, Hilly, Cliffs
Salinity: N/A, Freshwater, Brackish, Saltwater
Constructions: N/A, Road, Bridge, Tunnel, Wall, Multiple
Biomes: N/A, One, Two, Three, etc... (for making embarks with multiple biome types)

1903
DF Suggestions / Re: Making doctors useful.
« on: March 14, 2011, 06:01:59 pm »
Surely, in the same way that a stubbed toe can get infected and kill unless treated properly.

1904
DF Modding / Re: A Little Bit More Mod
« on: March 14, 2011, 05:57:33 pm »
I use both this and Deon's cobalt/steel alloys.  One is layered steel, the other patternweld steel.  They both use the same elements to be created, but are different in properties.

I use layered steel for my giant axe blades.  Brilliant.

1905
DF Modding / Re: Help me mod Murlocs!
« on: March 14, 2011, 05:44:40 pm »
Yes, it's possible to have an entity_whatever.txt file that has Murlocs.

Yes, it's possible to have them have a [START_BIOME] that is coastal.

No, engravings are not an improvement type, therefore their items will not specifically only be engraved.  Hanging rings, strips of cloth, and menacing spikes are possible tho.

Nothing builds underwater.  (See: Mermaid).

And for the love of Pete,  http://df.magmawiki.com/index.php/Entity_tokens  <--- read the wiki.

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