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Messages - franti

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601
DF Dwarf Mode Discussion / Re: Cloaks, mandatory for military?
« on: July 27, 2011, 07:46:09 pm »
Leather/Bone are cheap and easy ways to protect against "bullshit" : The Kobold scratches the Dwarf in the finger! The body part flies off in an arc!

602
DF Dwarf Mode Discussion / Re: Caravans for steel?
« on: July 27, 2011, 06:06:12 pm »
Also, I modded my game to make Slade a useable ore, and allowed Goblins to use it. That was a mistake. I know it's unlikely you'll ever consider it, but don't do it. Slade Whips are like Lightsabers.
hell, silver whips are like lightsabers
They're good, but they're not good as hell (pun VERY intended).

603
The only problem I can see with this is currently items don't have descriptions like that. It will say 'This is an iron shortsword' or 'this is a granite boulder' personally I would like to see said descriptions that you could mod in (much like creatures) but currently that doesn't seem possible.

Overall I like the idea, but I would like it to be more available for modders. Maybe having certain trees with a [LOST_FOREST] tag would make them show up as said lost forests. Other tags could be added like [RANDOM_COLOR] or [RANDOM_TILE:x:y:z:...] (x y z being the tiles available for trees, imagine if your tree tile had the same tile as a block, or a blank tile, could be confusing)

Furthermore, I feel it should be more common, what if you're on a world with only one cavern? Personally, I think they should be just as common as having a deep pit or a magma pipe. Regardless of level.
The numbers I suggested are just numbers I came up with on the fly. I think making them as common as magma would make them too common. I'd want them to be something that you're going to have a hard time looking for if you "require" it for a perfect embark or something, but common enough that they'll still pleasantly supprise you often. And making them more common on the 3rd level makes sense to me because the 3rd is the deepest, darkest, most ancient and dangerous cavern, and would be the perfect enviornment for an ancient and forgotten forest of remarkable trees.

If you "mouse" over a lost tree with 'k' and hit enter, it should give you a discription, as if you had moused over a +Marble Figurine+ or something.

And, of course, there would be a set list of images for the trees. It would contain all the cavern tree images, plus some of the surface tree images. Also, the colors/images would be random, but would never match up to like a pre-existing tree. You'd never get a Teal Clubs (Spore Tree), for example.

604
DF Dwarf Mode Discussion / Re: Caravans for steel?
« on: July 27, 2011, 05:58:32 pm »
Also, I modded my game to make Slade a useable ore, and allowed Goblins to use it. That was a mistake. I know it's unlikely you'll ever consider it, but don't do it. Slade Whips are like Lightsabers.

605
DF Dwarf Mode Discussion / Re: Caravans for steel?
« on: July 27, 2011, 05:56:53 pm »
If you mod the raws to make Lead a useable material (very simple to do), it makes fairly decent, abeit heavy, armor. Good maces, too.

I had something like that happen to me: nothing but marble and slate (Copper & Sphalerite), so I made Brass a useable material. It isn't weapons-quality (Adamantine, Steel, Iron, Bismuth Bronze, Bronze), but it's better than copper/nothing.
Making due is part of the fun.

606
DF Dwarf Mode Discussion / Re: Hunting over the long haul
« on: July 27, 2011, 05:52:57 pm »
Yes.  Your embark site has a limited population created when you embark.  Creatures with the [PET] tag can breed, even in the wild, but this is slow, and if you kill them all off the population will never recover.

The problem with hunters in an older fort is not so much ambushes as the inevitable extinction of all wildlife.  Unless you very deliberately limit hunting to match the limited reproduction rate of wild animals, you'll run out of stuff you can hunt within a decade.

See this? This is bullshit, especially on large worlds. It is completely unfeasible for a single fort, let alone a single dwarf, to completely hunt all wildlife in a single biome to extinction when the hunters aren't even leaving the confines of their embark spot. Maybe in caverns would a cap like this be appropriate, even if it did decrease the fun in playing that fortress, but on the surface world!? Absurd isn't even an appropriate word for it. This "feature" hugely de-values the fun of playing an older fortress, and also playing with hunters in general.

Somebody really needs to address this problem to Toady...
It IS possible, especially with fish or rare creatures.
Sorry, misread the post.

607
DF Dwarf Mode Discussion / Re: Cloaks, mandatory for military?
« on: July 27, 2011, 05:49:03 pm »
A Leather Cloak is a good addition to any military, and isn't dificult to buy/produce. If you edit the RAWS to make dwarves ok with butchering sentients, you'll have lots of Trog, Goblin, and Troll leather cloaks for your soldiers.
Also, not sure how good candy clothing is, but I'm pretty sure they can be woven into capes/cloaks.
Cloaks are worth the effort, but so is all leather armour: giving your dwarves a Leather Cap under their Helms and a Leather Hood over them help protect the head from blunt attacks, and a Leather Vest underneath Chain mail is always a good idea. Leather doesn't protect much, but it's so easy to produce it's worth the effort. Do it.

608
I don't think DF players are as stupid as you give them credit for. I can look at a colorless 'g' moving around for 5 seconds and tell you whether or not it's a goat, a goblin, a gorlak, or anything else based on where it is and how it moves.
Tilesets take the imagination out if it. DF is like a book you write yourself, if books could drop acid.
Not me :(
Regardless, pressing 'v' doesn't take a whole lot of time.
Judging by the number of posts on the forum, I think it's safe to say people CAN play the game as-is.

609
DF Dwarf Mode Discussion / Re: Do graphics packs slow FPS?
« on: July 27, 2011, 05:35:26 pm »
If they do, it's not noticeable. But try not to use them: if you upload an image to this site, only somebody who uses that tileset will know immediately what they're looking at. Everybody knows that & means the shit is about to hit the fan.

610
I don't think DF players are as stupid as you give them credit for. I can look at a colorless 'g' moving around for 5 seconds and tell you whether or not it's a goat, a goblin, a gorlak, or anything else based on where it is and how it moves.
Tilesets take the imagination out if it. DF is like a book you write yourself, if books could drop acid.

611
You can't AFAIK. Trash their shields, and give them some bolts in one hand.
Thanks.
Update - Slade Bolts rule. They ARE the closest thing dwarves will have to a .50cal rifle. I put a Legendary Marksdwarf/Archer on a bridge with a Slade Crossbow, 100 Slade Bolts, and a group of Goblins. He won.

612
Spoiler the title...
Obligatory SPOILER YOUR TITLE Comment.
I didn't know that slade is located at hell but I do know. Adding a spoiler has just spoiled it :D
At least bother reading the thread.
Also, let me help you with this:
"...I think I spawned somewhere odd (spoiler) + Slade testing"

613
Lost Forests of randomly generated underground trees would be compiled much like Forgotten Beasts, but instead of showing up in a cavern, they'd already be there and you would be the one to show up. They would exist alongside other trees as normal, but tree sapplings wouldn't be able to grow on them and kill them.

The trees would have a random color, any color, and a random icon, as well as a random name drawn from a list of underground/flora-related words. When you saw one for the first time, a message would appear "You have discovered a lost forest of X!" Where 'X' is the name. These trees would naturally have a value multiplier higher than normal wood. Their traits are meant to be extrordinary: they'd be one of the coolest parts about breaking into a cavern.

The trees would also have certain random traits.
Here are some example traits, and their discriptions:
"This is an X tree, part of a lost forest. Its wood in incredibly dense." - Increases weight
"This is an X tree, part of a lost forest. Its trunk is covered in thorns." - Causes haulers/crafters whom come into contact with it to have an unhappy thought: was pricked by thorns lately.
"This is an X tree, part of a lost forest. It has beautiful wood." - Increases value multiplier even further.
"This is an X tree, part of a lost forest. It is truly massive." - May drop more than one log.
Perhaps some traits would edit how quickly a tree grows, whether or not young trees can grow, and if it can spread outside the caverns onto underground dirt. It would be possible for a tree to have more than one trait: they're supposed to be cool. If a tree had too many "positive" traits, it would balance out with a "negative" one, like the thorns.
Also, if possible, the traits wouldn't read " It is truly massive. It has beautiful wood". They would read "It is truly massive, with beautiful wood."

The deeper the cavern, the more likely they'd be to exist. Perhaps the chance of finding one is 1/25 for the 1st cavern, 1/20 for the 2nd cavern, and 1/15 for the 3rd cavern. You don't want them to be so unlikey they're rarely found, but not so likely as to make finding one a cheap experience. Finding one should be an experience that makes you fist pump and then decide not to turn that Adept Woodcrafter into goblin fodder.

Unlike my other suggestion, Realistic Creature Behavior (check it out, offer an opinion), this one wouldn't be very complex to add or take up any processing space. DF already has the ability to randomly generate creatures, why not add this and potentially make caverns even more special?

614
DF Suggestions / Re: Realistic Creature Behavior
« on: July 27, 2011, 04:48:48 pm »
Dwarves could also have this. They would path to food stockpiles and such, but if none were avaliable, they'd path to vermin or shrubs. Eating these would generate an unhappy though: "Urist McBugEater is unhappy. He has eaten an improper meal lately."

615
Unfortunately, I don't think the game supports more than a certain number of colors, and blood-thorn red is the darkest red there is (it's also the color of kaolinite, bauxite, and hematite). There are no currently existing metals of that color, though, if I remember correctly.
Alright. Blood Thorn Red it is, then.
Also, how do I mod the arena to allow quivers? I want to see Slade Bolts in action.

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