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Messages - cephalo

Pages: 1 ... 8 9 [10] 11 12 ... 67
136
DF General Discussion / Re: Elf sites are beautiful! Well done.
« on: July 23, 2014, 08:50:55 am »
If you think about it, simulating a spreading fire has some potentially unwanted consequences that would be tricky to handle. For example, if the game let you start a fire and burn down a whole forest region, it would have to realize and store exponentially more territory than it would if it was just a player walking around.

I suppose you could mark a forest tile as 'burned down' and procedurally generate it that way instead of the normal way, but then you have to decide whether to kill off all the populations in there and whether their burned bodies would be lying around. It would be a very complex system just for completeness sake of correct fire simulation.


137
DF Dwarf Mode Discussion / Re: Just another married couple
« on: July 22, 2014, 02:33:44 pm »
So if two independent nobles marry each other, I wonder if the titles are divided up among the children. I suppose there's no support for one dwarf to be baron of two sites, but I wonder if the second born would take the other title. or if it would just disappear.

138
Does he have a goblin name or a dwarf name?

139
DF General Discussion / Re: Elf sites are beautiful! Well done.
« on: July 22, 2014, 01:59:07 pm »
  But maybe I should file a bug report about this just to make sure?

Suggestions are frowned upon in the bug tracker. Save it for stuff that breaks the game.

140
Quote
Nobody wants to play without good and evil in the world I think.
I despise both good and evil areas. They are gaudy, cartoonish eyesores with fairly limiting (less variable), unimaginative content.
The fact that that's not at all how good and evil actually work doesn't help, either. I'm an adult, who signed up to play a dark, sophisticated game. Not to watch a disney movie.

But yes, if you like them, that's true - you can just set it to zero for large areas only.

I think there's a lot of fun stuff in those regions. Good areas have some rare creatures that you can craft with. It's fun to decorate your weapons with unicorn horn, or watch waves of mountain gnomes try to guzzle your alcohol.

Evil regions are definitely a challenge in most cases. I'm not masochistic enough to build a fort there, but they make for interesting decisions in adventure mode when you target happens to be hiding in one, or if you want to risk crossing it quickly or go the long way around.

141
Utilities and 3rd Party Applications / Re: World Viewer for DF 40.0X!
« on: July 22, 2014, 09:34:54 am »
Looking forward to the new maps! I'm wondering if it would be possible for us to change the tileset used to draw? I have a bit of trouble understanding the graphical tilesets as I play with largely clean ones.

EDIT: It would be very interesting to see how things like volcanism influences the underworld regions.

142
DF Suggestions / Re: Microsuggestions
« on: July 22, 2014, 09:14:43 am »
Make crowns wearable.

143
If you don't want evil oceans, then you need to go to advanced world gen and set "desired number of evil tiles in large/medium/small areas" all to zero.

Put down that hammer Urist! Evil/Good main oceans can be avoided by changing the desired number of evil/good tiles in large areas to zero. Nobody wants to play without good and evil in the world I think. That's two thirds of the content stripped out.

I recommend a high number of tiles in the 'medium' category with a smattering of tiles in 'small' regions. Minor oceans can turn, but ideally you want the main ocean to be nuetral while also having a good minor ocean for mermaids and stuff and an evil minor ocean for fun things like skeletal whales.

144
If you really wanna get specific requirements in your world genning, check my sig.

What exactly do you mean by 'dried up' oceans? Do you mean evil oceans?

145
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r5
« on: July 21, 2014, 09:54:01 am »
71% for the rest of my live  :-[
Are you that ill?   :'(

We are all suffering from a vitamin H deficiency.

146
I would love to see toady fix the "claims to be married but has no spouse in the fortress" issue.

Who says two vampires cant get married? Even better if they keep each other's secrets.

Throw in some vampire toddlers, and you have the makings of some real fortress fun.

Are you sure that's not possible? I think it's just unlikely. They get married before they become vampires. In my case the vampire's spouse was a real histfig who died a hundred years ago. I only know that by cheating with legends mode though.

147
DF General Discussion / Re: The Legends Project
« on: July 19, 2014, 10:17:45 pm »
Trying to avoid stasis sounds easier said than done. If the purpose of world gen is to provide a diverse setting with all of the games possibilities, it kinda goes against that to try and free that process up too much. If you really let civs expand and make war according to nature, there would most likely be a clear winner in not very much time. Having all the races well represented is artificial to begin with, so the question is, how best to arrive at this artificial result?

148
Rather than just lock them in a small room you could lock them in an office and make them bookkeeper/manager. I've even just had the idea to give them a pickaxe and have them make their own mini fort and train up skills like mason and weaponsmith to get an immortal legendary craftsman or something.

That's an idea. Just have the fort revolve around them. Migrants are just food.

149
Identifying them is easy once you are looking at their thoughts and relationships, but once you have 50 dwarves, that's like a whole evening of searching profiles. Is there a quicker, non-cheat way identify them once you find a victim with no witnesses?

150
Spoiler (click to show/hide)

Spoiler (click to show/hide)

Like everything else, it's all about the proper infrastructure. :) Good tips! I haven't played in a while. This was my first vampire...

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