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Messages - Nukeitall

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16
I maintain that moderation will become..needed..at some point.

17
DF Suggestions / Re: Clothing Scraps
« on: July 30, 2008, 03:17:40 am »
I'd just settle for corpse pyres. Frankly most of this stuff shouldn't even be usable anymore - giant gouges, caked in blood and gore.

18
DF Suggestions / Re: Add in Graphs
« on: July 30, 2008, 03:16:13 am »
I like it. Gives a simcity ...vibe..thing.

Pie charts, too. I LOVE ME SOME PIE CHARTS!

19
I think they train with them.

As for the noble thing...well, that will be fatal. Eventually.

20
DF Suggestions / Re: More special attacks like "Dragon Breath"
« on: July 30, 2008, 02:53:41 am »
Attacks on the Dwarven Psyche? A creature charms all you dwarves into deposing their king and obeying it's commands instead. Genestealers or Deep Ones? What kinds of requests would it make? Would you care about the change? What will the other kingdoms do?

All Hail the Hypnotoad!!!!
I could see Fey being introduced with such charming abilities. Could be..scary as hell..

21
DF Suggestions / Re: Farming became harder in 39e?
« on: July 30, 2008, 02:48:59 am »
I've noticed little change in farming - the earlier versions DID make harder, because of that damn cancellation bug. I've noticed no changes since it was fixed.

As for FPS, I've noticed slight improvements. Very slight. Toady mentioned he did some limited optimizations on rivers and they appear to have yield secondary dividends across the board.

22
I'd suggest more intermediaries the current "relatively normal stuff" and "hidden fun stuff".

I think the modmakers NAILED the idea with dragonscale armor that provided - what was it, 200% effectiveness? Limited supply keeps it valuable, limited supply keeps it..limited.

For instance, I could tolerate some sort of ultra-metal that isn't current fun stuff related. I appreciate the concept of keeping the vast majority of the forts mundane, but come on guys. Steel gets boring.

23
DF Suggestions / World generation handicap modifier for..stuff
« on: July 30, 2008, 02:44:41 am »
Generating worlds is fun, but sometimes you just need to tip the scales in favor of one side or another to get that "perfect" little world you want. My suggestion is a simple one - a "handicap" modifier for a civilization/creature/whatever to make it a little more resilient to the rigors of time during world generation. My inspiration for this? Mario Kart.

You see, two players start but one isn't very good, so has has his opponent play with a handicap so the race is more even - the better player moves slower. In the end the race is evened - or in my proposed suggestion, "bent" or "skewed" in favor of something.

In the context of Dwarf Fortress, I've already kinda...explained. Basically it will give specific creatures a leg up. Like Dragons? DRAGONS ARE ULTRA SURVIVABLE! Like marmots? MARMOTS ARE ULTRA RESILIENT THROUGH HISTORY! and so on and so forth. Naturally this wouldn't...really, effect adventure mode's combat, merely the history leading to that combat. The end population.

And so my suggestion ends. Mainly I considered this because I wanted to see more dragons....then I thought about it...and maybe I wanted to see more Yeti too. And here we are.

24
Bah, nevermind.

25
Well, whatever happens, Toady has his acolytes no matter what. I'm on board for the long haul.

I can understand a man with a vision. A man with a goal. He keeps it to himself because he wants to keep it "his" vision. The minute, the very second, someone forces or leverages him into changing his vision is the moment the point of the entire project is lost. Because it is not his anymore.

There are developers who constantly sacrifice their creativity, talent, and vision for mere money. We call them console developers.  We all know how that goes, we all know what happens. They make money at the cost of their very souls.

What I'm trying to say is this - Dwarf Fortress is a single man's mad goal and purpose. It is his fey mood. We are all just pedestrians and witnesses lucky enough to be present as it is being created.

27
DF Modding / Re: A better debugger
« on: July 27, 2008, 11:44:21 am »
Yeah...kinda...er..did...all that. It's to the point where you know precisely where the issue is, but can't find it anyway. You know, tunnel vision.

I guess I'll just wait around for our friends in the mod community to complete that creature editor. It seems to be my best hope for less frustration.

28
DF Modding / Re: A better debugger
« on: July 27, 2008, 03:12:35 am »
Ah, well, the issue is that world gen is crashing. It appears, though apparently not, that my creatures are correct and should work. Should. Should. The game seems to disagree and then crashes rather promptly. Additionally I think the forum residents would become somewhat irked if I came here every time I had a problem.

For example: I spent the last two hours trying to debug a single creature. Not a peep from errorlog, so I stumbled blindly around, poking and prodding said potentional creature until I gave up. In the end I figured that there was some sort of syntax error or some sort of wrongly placed space, or a TAB in the wrong area.

And while errorlog does help, it doesn't seem to help so much as I need it. Such is the price of modding?

29
DF Modding / Re: Allowing created walls to be engraved
« on: July 26, 2008, 08:34:28 pm »
Most likely we'll see it in future version...s. But like others said, we will have to settle for building on engraved walls.

30
DF Modding / A better debugger
« on: July 26, 2008, 08:32:05 pm »
Hey folks. Trying my hand at modding, but aside from the "error" log that gets dumped in the event of my lack of intelligence, is there another way to diagnose where screwed something up? some sort of...debug mode?

Keep in mind I'm trying to do relatively basic modding here, nothing too fancy.

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