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Messages - DrKillPatient

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256
DF General Discussion / Re: Running DF without a GUI?
« on: January 14, 2012, 08:58:18 pm »
In init.txt there's a setting called PRINT_MODE. By default it's [PRINT_MODE:2D]. Change that to [PRINT_MODE:TEXT] and start the 'df' Unix executable in a terminal.

Note to Windows/Mac users: This will only work in GNU/Linux as far as I know. Although the init file says that [PRINT_MODE:TEXT] works on Mac as well, it doesn't seem to by my tests.

258
10/10

I now cannot stop pronouncing "manslaughter" as "man's laughter".

259
I wonder if the mist and rain can also have beneficial effects alongside the harmful ones. Perhaps a fish cleaner who was thrown outside into the evil regions due to his higher-ups considering him useless could develop superdwarven reflexes and senses despite being horribly burnt and/or scarred by the mist/rain's effects.
( Then he'd go berserk and begin killing off mayors, hammerers, guard captains, and barons and immersing important noble-related landmarks in magma as a sort of perverted revenge. Alliterative monologues optional. )

260
DF Modding / Re: Modding science: unkillable creatures.
« on: January 08, 2012, 09:57:23 pm »
Curses. In that case I suppose we'll have to wait for interactions... Unless there's something I forgot..?

261
DF Modding / Re: Modding science: unkillable creatures.
« on: January 08, 2012, 09:33:08 pm »
I suppose that might work... would the secretion only be emitted when it gets near a dwarf, or would it catch fire immediately?

262
DF Modding / Re: Modding science: unkillable creatures.
« on: January 08, 2012, 09:29:28 pm »
Speaking of self-immolating creatures, is it possible to make a creature's breath attack come from a specific body part*? If so, you could make a part from which fire is emitted, but have that part made of a material that evaporates and ignites instantly upon heating. The creature would get close to a dwarf to use the breath attack (just once!) and melt the special body part, thus igniting itself in an explosion of fiery vapor. It could then go wrestle with hapless fleshy creatures and set them on fire while strangling them.

*Never heard of doing so, but maybe in the next version?

263
DF Modding / Re: NPC aimed attacks?
« on: January 07, 2012, 02:47:39 pm »
I don't think there is a preference setting in the raws, but there are hardcoded preferences (ie. NPCs' attacks aren't totally random). As far as I know, monsters will always aim for the head of an unconscious creature... You could have it inject a venom (made to knock creatures out for just a few ticks) with its attack, so that if it doesn't hit the head on the first try, it should do so on the second.

264
Curses / Re: LCS on a mac?
« on: January 07, 2012, 12:09:49 am »
If compiling a Mac version proves unsuccessful, you could run the Windows exe through the WINE Windows emulator on either Mac or GNU/Linux (I don't know if it has the same problem as Mac). Just install wine (guide here), then install the Windows version LCS somewhere, and run these two commands:

Code: [Select]
cd /path/to/lcs
wineconsole crimesquad.exe
(you can put them in a bash script too, if you want a shortcut in the Applications folder or somesuch)

265
DF Dwarf Mode Discussion / Re: Discovered a way to train swimming
« on: January 06, 2012, 08:29:20 pm »
I developed something similar to this ages ago for my league of atomic superdwarfs. Essentially, you need a corridor filled with water. At both ends are ramps leading up to a 1x1 raising bridge, each with a separate lever and a wall behind them. At one of the ends is a door you keep locked. You drop a dwarf into the flooded corridor, they swim to one of the bridges. You activate the lever, the bridge raises, sending the dwarf back into the water. He goes to the other one, you raise it (and lower the other one). He keeps going back and forth, training his swimming. The longer the corridor, the faster he trains swimming. It must be flooded to 5/7 minimum, as 4/7 doesn't count as drowning so he wont try to move (swim) to safety. This also only works one per dwarf; I tried it with 10 and a couple got stuck in eachother and drowned (it was a long corridor). I ended up making 10 'swimming' lanes.

Anyway, they ended up getting minced by an attempt to breach the circus without the use of traps or cave-ins. Oh well.

Do you have a screenshot/diagram of the swimming lanes? I find the description a bit confusing... is the lever directly next to the bridge, and if so, how do you assure that the dwarves are on them when they retract?

266
59. What other game accurately differentiates between lava and magma based on its location?
60. Your big-budget high-graphics game has a health bar that corresponds to some numbers. In our game-- developed by two brothers and their cat, no less-- that cryptic 8-bit smiley face has a realistically simulated nervous and circulatory system, skeletal structure, various internal organs, material properties, and tissue regeneration. Plus, any of those parts can be permanently crippled by even the most innocuous-looking enemy!
61. Almost-realistic geology (native aluminum and adamantine being the exception as far as I know)

267
Does it mean that the haunted rain from above will eat up all the blood on the ground? Maybe it's red flesh eating bacteria rain? Or red acid rain?

It's clumps of the Red Weed dropping to Earth!

It would be nice to have a sort of "on <material X> rain contact with <material Y> <object>" reaction so we could have blood-rain reanimate corpses that it hits, or something along those lines.

268
DF Adventure Mode Discussion / Re: Weirdest weapons you have ever used?
« on: January 04, 2012, 07:07:45 pm »
My weirdest would have to be a flaming childs arm.

Firearms in DF, huh? How do you set a limb on fire anyway? When I drop someone's severed appendage in a fire it just sits there, thoroughly unburninated.

Pretty sure it was a mini-mod shook put together. Can't recall. Either way, I was beating people with an iron fish for a while. Didn't work out quite as well as I'd hoped, but still.

Yeah, that's Shook's iron sturgeon*... I wonder if alchemy will eventually allow us to transmute fish into steel so we can do that regularly.

*raws here, his drawings are here, here, and here.

269
DF General Discussion / Re: Do the Soundtrack Fandango
« on: January 03, 2012, 07:21:22 pm »
After the destruction of a once-great fortress, a dwarf wanders among the ruins, grieving for her lost family members. Miraculously, she comes across her husband and child, who had stuck together and also avoided death, although they believed her to be dead as well. The family of three dwarves-- now apparently the lone survivors of the disaster-- set out to rebuild the fortress to its former status.

This one might be a bit obvious, but I figure it's worth mentioning regardless:
http://www.youtube.com/watch?v=L5SuOgjvk5g

270
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: January 03, 2012, 05:45:39 pm »
Does anyone here have experience with graphical tile-based stuff in C++? I'd like to make a roguelike which displays tiles similarly to DF; since I suppose that using basic graphics rather than the console/terminal will make it more portable (ideally Mac OSX and GNU/Linux, but Windows would be nice too). Right now I'm looking at using OpenGL's texture mapping on an 80x25 group of squares (each square being the same size as one character in the tileset) which are drawn in a window. Is that a good way to go about it, or is there a better option?

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