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Messages - Putnam

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646
DF General Discussion / Re: *We need your help to save the noobs!*
« on: November 05, 2019, 01:53:47 am »
Mmh, save+quit as a single feature is in keeping with the Roguelike legacy that Dwarf Fortress... actually doesn't resemble in any regard that matters, so yeah, I'm not sure it needs to stay at all.

647
DF Suggestions / Re: Milkable ogresses for goblins
« on: November 04, 2019, 11:00:05 pm »
dude...

648
DF Modding / Re: The power of NONE
« on: November 04, 2019, 10:51:41 pm »
Could also define a color whose name is the empty string for this.

649
I am planning on making a custom material (at least two different variants invisible to the player) to be the best metal in game. I want it to be incredibly powerful and basically unbreakable. It should be incredibly light weight for armor (to lower encumbrance) and incredibly heavy for crushing weapons (for damage output). What are the most important material tags for armor, slashing weapons, piercing weapons, crushing weapons and ranged weapons? What tags should I set to incredibly high/low numbers?

All FRACTURE and YIELD values are higher = better, all STRAIN_AT_YIELD values are lower = better. That's basically all there is to it. Density is complicated.

Current game have adamantine and slade as two grotesque powerful materials. Why you try make better?

Who cares?

650
DF Suggestions / Re: Speed
« on: November 04, 2019, 08:20:38 pm »
0.40.01 was the version that separated combat and movement speed, for posterity.

651
DF General Discussion / Re: *We need your help to save the noobs!*
« on: November 04, 2019, 08:00:16 pm »
how would "continuous staircase" be different from up/down staircases?

652
There's LIQUID_GLOB and SOLID_GLOB items separately

653
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 04, 2019, 05:44:28 pm »
I understand this imbalance alone doesn't create a problem, but it does show a preference for negative emotions in the system and a lack of positive emotions to make up for the bad experiences.

It doesn't show much anything of the sort, since that would suggest that there's a uniform distribution of all emotions, which... I don't know, have you ever seen grim satisfaction? I have, once.

654
DF General Discussion / Re: *We need your help to save the noobs!*
« on: November 01, 2019, 09:25:36 pm »
Hello as a newb here is what frustrated me, still frustrate me in no particular order:
- sound / music as well, you cannot expect noob to use soundsense.

(this is planned, at least)

A tutorial is badly needed. You're dropped into the game with a cluttered menu, no direction, and no idea how to even dig.

this is already planned--this thread is really about saying what a tutorial needs, I gather, not that it's needed.

Anyway, a tutorial for something like this is... probably difficult. What I, in my ignorant experienced-player opinion think a tutorial should have, is a checklist of everything a successful, long-term fort needs, perhaps in order of priority, but not locked off. Entering any individual part of the checklist takes you to a tutorial on how to do that.

655
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 01, 2019, 05:43:09 am »
Multiple lovers fundamentally mean nothing whilst the ability of dwarfs to even make friends is basically broken.  (Maybe a curiosity or two from arriving immigrants.)  Sorry but new features are pointless when the base that they need to work is itself pragmatically non-functional (barring exploits).  To me it just shows a lack of awareness regarding the state of the game on Toady's part.

You think that it's completely impossible to fix things during a rework? It tends to be easier, since such things tend to involve tearing out the existing system anyway.

656
DF General Discussion / Re: *We need your help to save the noobs!*
« on: October 31, 2019, 07:33:34 am »
Closing the drawbridge stops everyone in their tracks *even if they can't see the drawbridge*.  What this tells me is that every entity on the map is path finding *on every tick*.

It could also mean that every unit recalculates its pathing as soon as something that might cause it to need to do so (such as a drawbridge raising) happens.

657
Masterwork DF / Re: Masterwork Dwarf Fortress Wiki?
« on: October 16, 2019, 02:14:08 am »
And wikia (now fandom) has become far more annoying and terrible in the meantime, so it all evens out!

658
Yeah, I've got just a ton of races/entities lying around for nice piecemeal release as soon as the workshop's out. Obv. they'll get released otherwise, but releasing mini-mods was a total PITA before.

659
Other Games / Re: Tome 4: Tales of Maj'Eyal
« on: October 05, 2019, 02:35:25 pm »
it is a common tactic and many a complaint has been levied about it

660
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: August 19, 2019, 08:16:20 pm »
That 40d quote's very wrong--it's literally a flat indicator of cave adaptation, nothing to do with resistance.

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