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Messages - Jeoshua

Pages: 1 ... 39 40 [41] 42 43 ... 139
601
Are you making that with or without .Net? Because if it's without I'll try my best to become a female so I can have your babies.

Or not, you know... whichever...

602
DF Adventure Mode Discussion / Re: Ghost Capital
« on: April 30, 2011, 09:05:39 pm »
It happens from time to time... actually it happens all the time but usually more people move back in.  Since some guy was talking about it happening to his daughter, it probably happened recently in history and the capitol hasn't been resettled, or relocated.

603
What about the next release, wherein there will be cities, dungeons, catacombs, and sewers, fresh out of the box?

604
Illithids are Psionic.  So I would imagine that is an example of their Pyrokinesis.

There is a reason I don't play with Illithids, either in Genesis or in DnD.  They ruled half the multiverse for a reason, and for some reason they don't anymore? But still have all the powers they once did? I cry shenanigans!

605
DF Modding / Re: Arabic-Based Language
« on: April 30, 2011, 04:13:52 pm »
Most Semetic and Arabic languages have that problem with the glottal stop.  I think it's best rendered as an apostrophe, if it is pronounced, and simply ignored if it comes at the beginning of a word, like "apple".  It would be impossible to pronounce a starting vowel without that stop, and in western languages we merely take it for granted until it appears in the middle of a word.

As to the Uurthugon, I see now why you mentioned Sand Devils.  They are Devils... made of sand.  Good show, ol chap.

606
DF Modding / Re: Problem Creating Creature
« on: April 30, 2011, 02:36:13 pm »
You forgot to make it size 1  :P

Maybe not size 1... but that virus is bigger than an Elephant as it is! Is this intentional?

607
DF Suggestions / Re: Constructioins Build Skills
« on: April 30, 2011, 01:15:23 pm »
Correct me if I'm wrong, but don't constructions require, therefore train, Masonry or Capentry?

608
DF Suggestions / Re: Entity level ethnic groups
« on: April 30, 2011, 01:03:51 pm »
I know, right?

Simple method: Copy [ENTITY:PLAINS], change the name.  Multiple entities can use the same creature type, and will move between towns freely... if their ethics differ they will go to war.  If there is a position that has the tag [CONQUERED_SITE] which can appoint somehow the rest of the government, conquering armies will take the town over instead of raiding it.

609
DF Suggestions / Entity level ethnic groups
« on: April 30, 2011, 11:11:15 am »
I've been doing a bit of modding recently, and I have found myself wanting a few things to be implemented into the game.  One of the biggest is ethnic groups.

I made several different "cultures" which all have differing languages, governments, and reactions.  They all have the same creature type - human.  For the most part this works very well.  Adding the correct tags to their governments makes it so each culture can take another over easily and naturally.  It makes the world much more dynamic.

But I am experiencing some problems.  Namely, the tissue layer markers.  Since all the human cultures are based on the human creature, when generating a random culture, the game chooses a random skin and hair color from the basic creature file.  This often does not jibe with the real-world culture I am trying to emulate.  I have seen Black-skinned "Asians", pearly-white "Arabs", and Sepia "Nords".

If one were able to set an Entity-level token that would allow an entity to have a specific kind of skin or hair color, as we are now able to set their hair-styles, this process would be made much easier.

Also, when a creature moves from town to town, and settles in a different culture, they keep their name and coloration.  However, when they marry and have children, those children are invariably a member of their adopted culture in all ways: name, color, and tissue.  It doesn't even seem to matter what cultural group their mate is from, either.

I would imagine that Toady's wish is to make ethnic groups possible, but have them be more procedural than pre-set.  This is good, but these kinds of entity-level tags would make it easier to set up "hints" in the files, allowing the produced procedural cultures to have several sets of pre-generated data from which to choose and adapt FROM.

In summary:
Entity level skin and hair color tags
Tracking of a family's actual ethnic heritage
Better genetic model

Also, not so much a suggestion but a question: Has anyone done any research on the genetics tags that are already in-game? There appears to be two tags, Appearance and Tissue Layer.  There are also three types of genetic model found in the string dump.  I have yet to find any information on how to use these, and/or what the different types mean.

610
DF Suggestions / Re: Harvestable Bamboo
« on: April 30, 2011, 10:36:48 am »
I think the problem is the categories and how they break down.  Bamboo is a grass, in game and in real life. But in-game all that can be done to grass is it can be eaten by grazers.

So if anything, bamboo should be changed to be a "tree" type object, I fully agree here.

611
DF General Discussion / Re: Evil plants in real life.
« on: April 30, 2011, 10:32:40 am »
I always was surprised there were people who are surprised that there are mushrooms that look like wangs.

Uhhh... you do know what a mushroom actually is*... right? Because if you do, the resemblance should be almost a no-brainer ;)

Spoiler (click to show/hide)

612
You've been doing work on frequency tags, Tomi.  I've been working on Population numbers.  So the Frequency tags are actually the same as the one you just released, while the population is different.

I thought of the civ angle.  I thought that possibly, some civilization had been training and keeping all of the outdoor roaming raptors, and that's why there were so few of them in comparison to the Dragon Raptors.  But that isn't the case in that the Site populations show 0 Raptors, and 0 Deaths of Raptors in battle.  There are a few Raptor historical figs, but remarkably it seems that very few people have ever died in these worlds from a raptor attack.  Maybe 15 overall in 1050 years.

Is it possible that due to their natural rage, they're getting themselves into trouble and getting killed off?

613
DF Modding / Re: Custom Language Files Mini-Project
« on: April 30, 2011, 02:47:29 am »
ONly thing to be aware of with DFLang is you have to make sure the roots are very short, otherwise the resulting words will be absurdly long and unwieldy.

614
DF General Discussion / Re: Evil plants in real life.
« on: April 30, 2011, 01:43:49 am »
I thought the mushroom that oozed blood was quite the creepiest.

It did look kinda tasty tho... like raspberry jelly.

I would lick it... but I get the feeling the universe would tell me "No.  That's disgusting"

615
DF Dwarf Mode Discussion / Re: Anyone ever made an Orrery?
« on: April 30, 2011, 01:42:11 am »
Once moving fortress parts are in, I fully plan on using a procedural planet system generator to create a system which I will then do my damnedest to simulate with moving fortress parts.  The central star? Magma.

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