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Messages - Putnam

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24961
Other Games / Re: Allegiance: Needs so much more love.
« on: October 04, 2011, 12:35:54 am »
My only game so far was pretty enjoyable. The vets were only mildly hostile (they made a joke or two--"Maybe we should make the newbie commander"), and things got done.

24962
Other Games / Allegiance: Needs so much more love.
« on: October 04, 2011, 12:12:41 am »
Yes, there's already a topic, but it's over a year old and has only one page, so I'm making a new one.

http://www.freeallegiance.org/

Allegiance is, in essence, an RTS, with one major difference: most of the units are players. As a commander, you play the RTS role, which has very intuitive graphics.

As a pilot, however, it's a whole different story. Allegiance is an RTS as the commander, but there is only one commander per team--to put this into perspective, the max player count is usually 100. The other 98 are filled by players, who can be commanded as units through a simple and very well-done command system. Here's a good tutorial:

http://www.freeallegiance.org/FAW/index.php/Quick_Crash_Course

Other info can be found on the wiki, much like Dwarf Fortress.

24963
DF Modding / Re: Adventure mode: commissioning items?
« on: October 03, 2011, 05:26:10 pm »
Maybe, but will it make it easier for there to be mods for things like shops in non-human cities?

Shops are in non-human cities already, if the civ has cities.

24964
DF Modding / Re: Adventure mode: commissioning items?
« on: October 03, 2011, 05:04:22 pm »
Next update will not include any non-human cities. (in vanilla)

24965
Ah, there's the rub. I should have posted my equations on getting these to work.

For tensile yield: 155000(metal young's modulus/211)

Impact yield is 3.5 times tensile and impact fracture is twice impact yield. Compressive values are same as impact. All fracture values are twice that of their yield counterpart. All values other than impact and compressive are exactly that of tensile.

Impact and compressive strain at yield: 319(metal bulk modulus/170)

Shear and torsion strain at yield: 189(metal shear modulus/82)

Tensile and bending strain at yield: 73(metal young's modulus/211)

I avoided radioactive materials, but I feel that I may have avoided them a bit too actively, since many elements are radioactive without being dangerous.

EDIT: aaand I realize that I skipped all the lanthanides :X

24966
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: October 02, 2011, 10:14:25 pm »
Corrupts, a race of burning men with metal bones and muscles.  As well as their opposites, pures, which have skin made of ice and body temperatures of negative five quadrillion degrees.

I'm not so sure if DF handles negative temperatures ;>_>

Also, -5,000,000,000,000,000 degrees urist is, like, 5,000,000,000,009,400 degrees below absolute zero <_<

24967
It seems wrong, somehow, that all of those metals are permitted for making everything, including anvils. Especially metals such as sodium and potassium which, in real life, tend to explode upon contact with water.

yeah, that's due to the program I made it with. You can't really get the metals, they're mostly just around for the properties.

Also, I stopped doing alkali metals about halfway through because of the very "exploding" thing you mentioned, along with the fact that they make for pretty sucky everything no matter what :P

24968
DF Suggestions / Re: Material Discovery
« on: October 02, 2011, 07:45:42 pm »
RESEARCH DWARFS?!
Nobody wants a goddamn techtree here in this game man! >:(

Then why is LFR so popular? :P

24969
DF Suggestions / Re: WindPipe
« on: October 02, 2011, 07:43:34 pm »
Yes, this is needed desperately for my modding.

24970
By that, I mean that, rather than 5 or 6 titaniums floating around, we could have just 1 that all could use freely. For example, someone says "I need titanium in my mod"; they could just grab the titanium made by the community and use that.

And this brings me to my main point: I have already modded in a bunch of real-life metals.

http://dl.dropbox.com/u/13790475/inorganic_metal_two.txt

In that file is, well, a lot. What I want is a kind of wiki system: people look through that list and add things to improve realism. I've already thought about plenty; for example, the fact that titanium is weaker than iron slightly bothers me (not as much as it may others, though, since titanium is usually alloyed). I just want people to look through here and say what's good and bad. Note that the metals are, for the most part, near-perfectly realistic with their stats, at least the ones used for armor and weaponry.

24971
DF Modding / Re: Really simple question.
« on: October 02, 2011, 02:48:59 pm »
Bins and what they contain are hardcoded.

24972
DF Suggestions / Re: Pipes, conveyor of Fun.
« on: October 02, 2011, 02:23:55 pm »
Planned.

24973
DF Modding / Re: Adventure mode: commissioning items?
« on: October 02, 2011, 01:27:54 pm »
Hm.  Are kobolds a size smaller than elves and dwarves then?  That might be the reason why.

Yes.

24974
DF Modding / Re: Adventure mode: commissioning items?
« on: October 02, 2011, 02:58:35 am »
Hmmm. Well, that's unfortunate. Must be something hard-coded into cities to assume Humans.

Can't be--my mod has creatures that are slightly bigger than humans as adults--big enough for human-sized armor to be small. They don't sell small armor to themselves, though.

24975
DF Dwarf Mode Discussion / Re: Cave Fish, Cave Lobster, and Turtle
« on: September 30, 2011, 09:52:17 pm »
There are a few different types of them.

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