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Messages - Jeoshua

Pages: 1 ... 38 39 [40] 41 42 ... 139
586
DF Suggestions / Re: Entity level ethnic groups
« on: May 01, 2011, 12:47:18 pm »
Nazi fortress

Godwin's law, you lose, out out OUT!!!

Seriously tho, almost every race has [ETHIC:KILL_SAME_RACE:UNTHINKABLE] anyways.  Maybe you could play Nazi Dark Fortress as Goblins or something but none of the other races would even stand for it.  I suppose that might change with procedural ethics but... SO off topic it's not funny.

And no, someone didn't need to say it.  This is a thread about ethnic groups, not ethnic "cleansing"

587
DF Suggestions / Re: Constructioins Build Skills
« on: May 01, 2011, 12:43:05 pm »
I fail to see how constantly building and breaking down walls would fail to make one better at either building or breaking down walls in the future.

588
Paraphrased question: If I commit horrible crimes upon innocent people whose only crime was being good at making cheese, and then bury them in an unmarked mass grave... is this bad?

Actual answer: Yes.  It is very bad.

The more I think about this, the more I wish everyone had told him no, encouraged him to do it anyways, and totally ruined his own fort for being a pseudo-nazi.  Can we do that next time, guys? Please?

589
DF Modding / Re: Custom Language Files Mini-Project
« on: May 01, 2011, 01:05:32 am »
Well there were some words, that, anon, aren't to be found in the english more modern.  Words and phrases, changed, o so many years ago, and lo! Entire pronouns that we weren't to see the like of again, for many a fortnight, or score, or even aeon.

So I say unto thee, that the English of old was not merely misspelled.  Rather, it was a mix of grammar and spelling most strange.

590
LNP already has the init file toggles done in .net,

Exactly why I asked about .net in the first place.

591
DF Suggestions / Re: Constructioins Build Skills
« on: May 01, 2011, 01:00:14 am »
Mon deu! In a game wherein every usage of a skill generally trains up that skill in some way?

592
No, but if I don't miss my guess, it would solve the reason for Angel suggesting this in the first place.

Forgive me if I'm overstepping my bounds in reading your mind, tho, AoD.

Either way, both these features have been talked to death on this forum.  A couple of them were written by me, too ;)

593
Man... everyone uses .net nowadays.  Sigh.

Looks nice, anyways.

594
DF Dwarf Mode Discussion / Re: Badger: The New Carp?
« on: April 30, 2011, 11:29:11 pm »
I deal with them by modding their numbers and frequency to a more reasonable level than they are by default.  I want them to be special, not ubiquitous as they are now.

When the world has more badgers than deer, you know something is wrong.

595
DF Suggestions / Re: Alchemists
« on: April 30, 2011, 11:15:20 pm »
Actually, anyone who has done some research on this topic that has NOT been going to gaming sites and reading DnD source materials would be able to tell you that there are basically 3 types of alchemy:

1- The search for enlightenment.  Couched in the chemistry terms of the day, this branch of alchemy is about finding "the philosopher's stone".  That stone is not physical, but actually symbolizes true enlightenment.

2- The forerunner of chemistry.  This was practiced by the Arabs, and is basically chemistry.  They just didn't understand all the facts quite yet, but it was still very functional.

3- The turning of base metals into gold.  This one was practiced by charlatans who wanted to get money out of gullible Kings, and this money was usually put to the use of pursuing either types 1 or 2 above.

596
Angel, do me a favor?

Look up the development goals Toady has for the Caravan Arc and look at "Release 5"

We're currently on Release 1.

597
DF Suggestions / Re: Entity level ethnic groups
« on: April 30, 2011, 11:01:58 pm »
I think that this all just comes down to a better genetic model, which wouldn't be too hard to implement, the problem then comes with storing all the genetic information, because the human genome is like 1 Gb in size or something large like that, but in DF I guess there'd be a lot less traits for each entity.

Lol, yes.  WAY fewer traits.  No need to keep track of rare blood types or tendencies for alcoholism, retardation, etc.  Just hair color, eye color, and skin color.  Additionally for ethnicity one could keep track of ethics, clothing and hair style, and which language they speak.  Hah... 1gb...  funny guy :P

There is already a genetic model that is not switched on in vanilla DF.  Problem is, nobody seems to know how, or indeed IF it works.  It's not found in the raws but it is found in the string dump.  I repeat my request for any information that is known on it, just in case anyone reading this thread knows anything about it.

I can deal with someone who speaks a pseudo arab language, follows a pseudo arab lifestyle, etc, who is actually blond haired and blue eyed, so long as their children are the same as they are and I can keep track of this on a per-world basis.

Wont we only need to store heritage? Like skin colors,hair colors, face details, height, and eye colors? I don't see the need for saving the data of a child's ancestors.

That's basically the goal I'm looking for.  All this information doesn't need to be kept track of in a long-form family tree.  Having instantaneous data is good enough, so long as each generation takes their own information from their parents.

As to the rest of the points you brought up, the genetic model that DF seems to have somewhere buried deep inside but switched off, as I mentioned above, has 3 modes:
MIX
DOMINANT_LESS
DOMINANT_MORE

Problem is nobody seems to know what these tokens are exactly, or more to the point how they would work.  They are placed, seemingly, into two tokens:
APP_MOD_GENETIC_MODEL
TLCM_GENETIC_MODEL

Again... the only thing known about these two tokens is that one is for appearance mods (which are poorly understood to begin with) and the other is for tissue layers.  This knowledge, however, is known only from their very names.  How they work, however...

ps Jeoshua, have you posted anywhere describing this culture modding in more detail?

No I have not, except as vague information.  I would post a long thread on the subject but... honestly... I can't make heads nor tails of any of it.  All I know is that one can have multiple entities with the same creature, or different creatures, and if they move into a place together they seem to be kept separate.  If they're the same creature type (in my testing, I've used humans), they can breed, but any creature comming out of their union seems to pay attention only to their place of birth as far as entity-level things go.

It would seem that certian things are stored on a per-actor basis, and others are stored on a per-civ basis... problem is that since legends mode is often very vague about all of this, there is usually not a way to differentiate the two.

598
DF General Discussion / Re: How do you make evil oceans?
« on: April 30, 2011, 10:35:45 pm »
I find evil oceans are supremely easy to create... maybe too easy.  But so are good ones.  Trick is to make sure the ocean is the biggest feature on the map and then set the advanced worldgen parameters to make at least some large good/evil areas.

599
I think that's a doubled raw problem... because I'm not getting it.

Bonus points: Find out which object you doubled and tell us so we can play with megaventurers, too.

600
DF Modding / Re: Custom Language Files Mini-Project
« on: April 30, 2011, 09:10:34 pm »
Theye probleyme weth Olde Anglish, an Medle Anglish, is thayt pepol just dydn't knowe howe tew spel!

Seriously, look it up.  Even prolific writers of the time just spelled things however they damn well pleased, often spelling something two different ways in the same manuscript.

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