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Messages - tilly

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61
DF Suggestions / Re: A suggestion about dirt
« on: January 16, 2014, 02:56:25 am »
nah, coresampling should be done the good old fashion way.

You dig. And then you fill it in behind you. Done.

Anyway. If enemies can dig through dirt, they should also be able to dig through rock, if only because it makes no sense otherwise. Why the hell are they even going to bother digging right up to your wall, if not to break through it with something?

If we're going to do it. Do it all the way or not at all.

fair enough

62
DF Adventure Mode Discussion / Re: Killed a dragon!
« on: January 16, 2014, 01:05:34 am »
Dragons are easy to kill as long as you have a shield to stop his breath and something to bash his head in/behead him. Dragons are glass cannons.

Way to be a buzz kill. lmao

63
DF Modding / Question about Modding Adventuremode reactions
« on: January 15, 2014, 10:33:29 pm »
How would I go about modding in a reaction that would make bone arrows out of butched bones in adventure mode using the "x" create menu? I am currently playing Genesis Reborn and noticed that you can make a bone bow but not bone arrows and would very much like to have some kind of fletching ability whether it be from bones or a more complicated mod of smashing two rocks to create 30 arrow heads and 1 log(made possible with ADVFORT) to create 30 arrow shafts and combine those two to make arrows. (feathers a step further but i'd have to butcher some birds first to get that far) Can any one help me please?

64
DF Suggestions / Re: A suggestion about dirt
« on: January 15, 2014, 08:35:27 pm »
I think that until we can figure out how to prevent enemies from just digging into any old fortress period, short of making a magma filled gap around our entire fortress, that this probably won't work.

Now, if building a wall and a floor was enough to block them off, that'd be cool. Also smoothing dirt walls could prevent them from 'leaking' if they work as a viscous fluid.

Pretty much the whole point of the coming siege improvements is to make sure no fort is impregnable, (or at least make it as difficult as possible to create such a defense) so I don't really understand this argument? As long as we first get the tools to fix any damage made to make sure there are no irreparable changes to a fort due to diggers there really is no issue :>

My issue isn't so much about impregnability, so much as it is about how EASY it is to burrow through defenses. If an enemy can dig through walls of stone as fast as dwarves do, then they'll very quickly blow through defenses.

I think a better option would be things like "ability to fill in trenches or place down bridges of their own" and then the ability for building destroyers to get rid of bridges and such while they're raised.

Hell, making it so that traps slow down dwarves walking over them to make them less likely to be placed willy nilly infront (the change to make it so they block caravans is a good start).

I just don't want enemies who will default to breaking through floors, destroying walls, digging up farm plots, and generally fucking up my fortress if there are other alternatives to movement that might not be QUITE as path finding efficient.

If they make it so that the enemy will only do so when it's LEGITIMATELY a much faster option, and breaking through stuff is a slow process (giving an HP system to walls and floors for example from direct damage), then I think it might work. I just want to avoid my entire fortress being gutted by diggers moving at legendary miner speed through my carefully engraved hallways.

Should enemies be able to rampage and break down walls and such? Hell fucking yes! It adds a tone of war and strife and loss to the history of a fortress. But such abilities should be very difficult. Breaking down a stone wall should be ludicrously hard.

That said, it'd be interesting if dwarves had a racial bonus to digging, and were able to do so quickly and easily.

Alternatively. Making dirt like a liquid would enable us to have enemies who just moved through it like it was water without displacing it. While not a full solution, it has potential don't you think? That way they don't obliterate any careful fortress designs.

Also enemies who could recognize heat and water blocking walls. That'd be important. It'd kinda suck if they flooded the fortress with magma.

Also magma and water based entities would need to be blocked, as a rule, from doing this. One of the only ways to totally stop some forgotten beasts without massive casualties, plagues, or spreading melting acid everywhere, is to seal them into your fortress section using magma-lock air-locks. And can you imagine having your magma resevoirs broken open? It would just make the game next to unplayable.

Depends on how far you are willing to take goblin diggers. I was thinking the idea that a goblin could dig through dirt and not stone would be the most desirable idea cuz my suggestion said nothing about stone being diggable. Just dirt. Trench warfare for archers on the ground for above ground fortresses and conditional underground digging that could lead a siege into an unprepared or a dabbling fort builder.
Another, interesting way could be rare instances of dirt veins that go through Z levels a bit like "candy". which could lead to random occurances of something getting in if the land isnt well prospected. That being said, that could be another suggestion to add to this thread. The ability to prospect say 10 levels below you like a core sample. Yes? no?

65
DF Adventure Mode Discussion / Re: Alt + Y Confirm Dialogue
« on: January 14, 2014, 11:17:44 am »
I find it useful in crowd control combat... if you have an opponent go unconscious then atleast the game automatically goes after the most dangerous foe. Otherwise, i set a macro and strangle the last little bit of life from its sorry hide. Note: I ve seen my keyboard recorded macro played at 10x speed pass over 250 times (180 average) to strangle an opponent to death at a professional wrestler level so be careful who you strangle.

66
Does anyone know how to chop down trees in ADV mode with a simple stone axe??

67
DF Suggestions / A suggestion about dirt
« on: January 13, 2014, 10:26:04 am »
Having listened to the latest DFTalk I had noted Toady had mentioned that he didn't want to add digging to A.I without really thinking through how it would work because he was being mindful of players who don't want there forts ruined by diggers.

I felt a simple solution may be dirt being available after a dig. Something like the way stone mining works mixed with liquids. where it's a pile but when used on open space it fills in a tile below however many z levels down? Or a step further and add the [7/7] approach and a more fluidic dirt that spreads over so many tiles but remains static after a certain condition? If muddy acts like water? Any input players?

68
DF Adventure Mode Discussion / Killed a dragon!
« on: January 12, 2014, 03:19:03 am »
and made s celebratory 19 second loop. ^_^

if you want to check it out heres a link.

http://www.newgrounds.com/audio/listen/563128

69
DF Suggestions / Re: Watched Desolation of Smaug (the hobbit)
« on: January 10, 2014, 01:16:25 pm »
What I got from the film is:
The rooms and tunnels in the fortresses should be built several layers high, because fun. And megabeasts should be several tiles in width, length and height to show that megabeasts are actually BIG.

Thats more of a discussion about play style then about the idea presented. Multi-tiled creatures may be possible. Toady is planning multi-tiled trees in this release. Maybe start a new thread with your suggestion?

70
DF Suggestions / Re: Watched Desolation of Smaug (the hobbit)
« on: January 10, 2014, 07:04:17 am »
Which isn't to say that you should throw all realism out the window just because dealing with a fantasy creature. You shouldn't let realism limit fantasy, but rather use it to strengthen it where possible, and leave the rest to "magic" to keep it awesome ^^

Well said.

71
DF Suggestions / Re: Watched Desolation of Smaug (the hobbit)
« on: January 10, 2014, 05:10:34 am »
On a side note, I'm pretty sure that the amount of force such a wind attack would create won't be enough to significantly effect other beings.

Depends on how big the creature is. Trust me. I stick you infront of a fan 30x your size and have it set at high velocity, I guarantee you wont be standing in one spot for long. Beside it doesn't take much for a fan to keep someone afloat. Perhaps, you've never seen the skydiving rooms before.

Edit: and since when is DF known for being 100% realistic? I always seen it as 100% fantastical realism.
There's plenty of power behind a skydiving room, and the shape of the room is very relevant. Besides, the effects are very significant as well. Additionally, fans =/= wings.

And DF has had realism behind it's core calculations for a long time.


Necromancers and zombies exist in Dwarf fortress... Therefore, your argument is invalid. In fact, your argument resembles a strawman argument. It is illogical in the context of the argument we are having and I will argue with you no further then this... What I said is Df has never been 100% realistic. It is more of a fantastical realism and magic is very much a part of the design. Which in turn means, you have an opinion and I thank you for it. Just don't argue with me about how realistic a mechanic like this is. Lets face it. If toady felt this was a fun idea and implemented it for the purpose of having interesting things happen instead of having a game that represented things realistically in the strictest sense of what real can be then you have largely wasted your time writing out the math. You have a closed mind and are limiting imagination and the only one who I will allow my dreams to be crushed here is Toady. *shrugs* sorry.

 Not to mention your calculations are off by quite a bit. Seeing as it would take 70m/h winds to lift an average person off the ground indefinitely and people have been known to be blown off there feet by as little as 45m/h winds; of which have actually resulted in injury's to back, neck and other extremities. Come 100 m/ph winds and you're nearly achieving flight (wind tunnels dish out 120m/ph winds to counteract terminal velocity) and these people are experiencing this kind of wind relentlessly. To an unprepared person, being hit by any kind of gale force wind from still wind without anticipating it would result in a lot of people toppling over if not stunned. With that all being said, I'll be clear as I can be; I wasn't suggesting a 7-15 force of blow propulsion. I was thinking something smaller which maybe would throw you 2... 3 tiles at most. Just enough to make you consider how close to an edge your getting, or maybe a wall.

Side note: It's only as silly as you want to make it. It's a game and anything can happen. You can say that magical flight in dragons leads to no wind at all. I can say magical flight in dragons leads to more powerful wind which comes forth in such a way that is different then what makes flight possible for a bird. Also, just for fun, i unno if you heard but the first real winged dragon was discovered last month. well... news of it anyway.
 
http://topinfopost.com/2013/12/19/dragon-discovered-in-indonesia
http://www.thesun.co.uk/sol/homepage/news/2729828/UK-battered-as-worst-storm-of-2009-causes-floods.html

72
DF Suggestions / Re: Watched Desolation of Smaug (the hobbit)
« on: January 09, 2014, 05:31:19 pm »
On a side note, I'm pretty sure that the amount of force such a wind attack would create won't be enough to significantly effect other beings.

Depends on how big the creature is. Trust me. I stick you infront of a fan 30x your size and have it set at high velocity, I guarantee you wont be standing in one spot for long. Beside it doesn't take much for a fan to keep someone afloat. Perhaps, you've never seen the skydiving rooms before.

Edit: and since when is DF known for being 100% realistic? I always seen it as 100% fantastical realism.

73
DF Suggestions / Watched Desolation of Smaug (the hobbit)
« on: January 08, 2014, 07:40:30 pm »
Smaug brought up an interesting idea i don't think ive seen in DF yet. Dragons or similar large beasts with wings should inevitably be able to use a gale force wind attack to throw players and NPC's over a distance via wings. Much like being propelled by force of blow in older versions where you may fly 7-15 tiles or such. These attacks i would suspect would have little initial damage and damage would depend on what you hit or how you land when hitting the ground.

74
DF General Discussion / Re: Today's DF text update
« on: January 05, 2014, 10:48:35 am »
Interesting. I do like what you two are adding but, this is from the perspective of a turkey. Do you really think a turkey is going to comprehend the godliness of a dwarf, let alone knowledge one is looking for something or that it is a peasant and not a lord?
To give some credit for the achievement that the A.I can even do what it did I took the slang word of "rooting" in the sense of "fooling around"
the F***ing word just adds a humors oomph.

75
DF General Discussion / Today's DF text update
« on: January 05, 2014, 10:19:26 am »
mentioned something about a turkey seeing a peasant "rooting" around in the dirt.

wasnt really sure what was meant by such a phrase so I went to seek an answer to the conundrum.
Rooting it seems has many meanings all of which made no sense except for two definitions.
Post below which one makes more sense to you.

rooting
Slang For Fucking
The couple were rooting all night long.

or

rooting
Slang for supporting or cheering something on.
I was rooting for Kerry.

xD

Maybe, i'm just scared to believe the truth but, I do admire Toady's sense of humor.

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