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Messages - smasher89

Pages: [1] 2 3
1
DF Suggestions / Re: Goblin Prisoner Medical Center.
« on: June 28, 2013, 04:05:04 pm »
POW do seem to have right not to be shot while in cage.

In general, surrender needs to be implemented first.

which toady has already done, hope next release after this one gets on building on adventurer and this!

Basic needs available but optional.  Prisoners don't have rights.  Neither does anyone else, for that matter.

maybe? remember saladin? he treated some of his prisoners like you would deal to a guest in your house, maybe the way your dwarves deal with prisoners should be based on the religions and history of the generated world? i know ethics are already fixed but...

2
as far as the penicilin idea is concerned: crops already only give one harvest per season.

but otherwise the suggestions are good.

Sorry didnt know, last time i player was 2 months ago, also i never made crops in the short times i played it, fishing, hunting and dairy/poultry, merchantry, butchery with intensive reproduction programs labors to feed people... few times i got crops from merchnats like potatoes, corn, turnips and so on i cooked them or made others foods...

3
Well I was inactive for a time (fucking internet facture) so i came back with some susgestions:

*Make some short or type of bin, but actually this would be made out of hard paper or cardboard which would be made from processing raw wood logs with some short of chemical in a bucket at the laboratory, this would give you a stack of 20 or 10 cardboards, you could use them to make letters (I hope that when the next update of DF gets soon you could write things in fort mode with some short of material) and could send them or make notes, or either make bullet containers or mini boxes, so people in fort mode or adv mode could carry them, or be abled to be built and could store a lot of bullets, then these mini boxes could be stored in bigger bins, a cool way to store your ammunition (like in some games where you get a big metal box with little boxes of ammos) this could work like when you put seeds in bags and then put those bags in barrels in the seeds stockpiles...

*some short of plant that when cultivated could be processed at laboratory, then you make peniciline, that its actucally better than the soap and less tedious to make, the disadvantage its that the plant grows very slowy (you get your crops only once in the season, making it more hard to get) dunno if the game can handle any other item as an alternative to soap, in that case we could put a reaction where you make some short of peniciline soap from peniciline alone...

*This is really, but REALLY hard to do, in fact, quite mpossible, but could be implemented some day in some short of way if we make a lua plugin that does it... whatever, the idea its making a new workshop; the medical research center, you could get tissue from a pattient throught operation, then make a cultive of cells from that tissue and track it as the same "type" from the patient, then each tissue cultive stack could get some "value" like the value of thread or cloth at hospital based on the time the cultive has been "active", then if the patient has lost a limb or other un-important organ you could put the option in the workshop: operation: regenerate body part or organ from a tissue cultive, the larger the part you want to regenerate the more the value of some tissue cultive it needs to be, after part regeneration has been done, a surgeon could come a opearte the patient having the limb/organ hauled, then the operation has a 50% chance of failing or a 50% chance of success and recover the limb/organ functionality...
NOTE: dont tell me that this is pure fantasy shit guys... these methods are being used worldwide and most cases success, I know that medics havent regenerated limbs yet, but DF universe and corrosion universe isnt realistic at all, if scientits in corrosion made a drug that grants ethernal life as a infected zombie, regenerating limbs shoulda be a kidīs game...

*Through lua plugin bullets should behave and move more like real life ones, leaving a left over metal covers, some smoke (not much) until its air compressed, and ricochetingwith others metals, including walls, but should behave different with kevlar, glass and wood... (kevlar deflects some bullets based on the bullet "value" on the lua script) while wood and glass could explode and chips or left overs could fly and hurt people...

I hope these are good suggestions, give opinions, and by the way im restarting the fort, last time i deleted it by accident, anythign new in mining in a safe way without killing miners or cheating? i will start learning raw editing so i hope i can make some short of robot or slave that can mine, until then mountains have safe stone...

4
recently mine also includes:

mindfuck
rapeface
facepalm
diharrea
SPARTA!!!!!!!!
harakiri
booze

5
Madness... (much of it, and we are not in sparta by the way)

6
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.
Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.

But we have to wait for that.

 I hope so, more important if its possible to retain "genetics" into your new trasnformation then it would be like putting a normal gasmask...

What you can mod into Dwarf Fortress depends on what's in the RAWs. Things like siege engines, water wheels and what-have-you are hard-coded, and cannot be altered. However, a reaction that takes a bucket of water and has a chance of giving out some ore *might* be able to work. But I don't think there is a way to get the water into the bucket. As far as I know, dwarves only fill buckets to clean wounds, fill ponds and water patients.  :-\   

 Well as I said before, I dont even read them, as I dont understand how to mod at all, so I was hoping it to be that way, but well I think this leaves it with the last option...

However, a reaction that takes a bucket of water and has a chance of giving out some ore *might* be able to work. But I don't think there is a way to get the water into the bucket. As far as I know, dwarves only fill buckets to clean wounds, fill ponds and water patients.  :-\
There's a trick involving cancelling the order while they're carrying it you can do.

Maybe another trick could be like "fishermen" things, I will explain at the end of the post...

Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.

 Man there must be a "vanilla" way to make mining work normally in your mod! there must be one! I cant stand longer without metal! im starting to... ahhgg.. (brain starts to turn into a troglodyte one that doesnt know what is a metal)...

 Now seriously... I think there are some robots or things like that in our era which serves to do those ways of mining? or... maybe acids? that i know in some quarrys people uses rfrequently an acid to melt stone? maybe its possible to do that? like a tool that combines the crossbow and the pick nature? so that new machine would consume per strike to the stone a unit of acid? but more importnat there is a way to detect or assign a tool that when mines makes the tile do not produce gas? if so, then you could make a "special" pickaxe? or maybe a short of "water wheel" building? like this:

 The new building its based on the water wheel one, this one must be the put near water or in a brook, as you are in the water there you could extract from there sediments from the river? like the miners of africa with the blood diamond thing? once you get the sediment someone gets it and its processed at another site like the lab? these sediments always have a 5% of probabilityes of giving a iron nugget or another metal? thats a viable method of minery, not modern as others, but its the unique that I know that could be made in DF as it its today? unless mechanisms and water wheel are hardcoded into the EXE? then the building would be a normal one and only placeable into clay or a normal soil/buildable tile and the reaction would consume a water bucket?
you have SERIOUSLY overdone what can be modded into DF. BUT. as far as i can understand it, the dust from digging is inhaled through breathing. so a caste of humans, that (as i mentioned in one of my previous posts) that DOES NOT BREATHE, named either gas-mask humans or respirator humans (description: has a respiratory device/gasmask with him all the time and uses it when needed) it does not need new body parts as it weares the gasmask on his belt etc. i personally believe taht respiratory device would be better cause the fact that they don't breathe means that they won't drown. but anyway, this would be the best way.

and another question, if you are so bothered by the more realistic approach to digging (in mining, if you mine by yourself, you NEED a gasmask or at least a face mask of some sort, believe me, i know this) you could just disable the toxic rock. and disable the use of it. really. and there is the second option: make some clay statues, that are nice, put them up everywhere, make A LOT OF CASKETS and sacrifice a whole immigrant wave to mining.they will dig out enough ground, and you'll strike metal. then the caskets come in handy. the statues are there so that everyone remains happy. trust me, i have been using this technique on every fort that is not by a cliff or a major river.

and TECHNICALLY solar pannels ARE possible. you make a building that produces energy as long as it is OUTSIDE, but that is a copy of the windmill, so why bother?

 As I said before, I dont know much of modding, so I was throwing a bunch of ideas to see what was possible and what not, so I think the gasmask idea its the most reliable until 31.26 comes out, I know that miner need in real life gasmask, even if down there arent toxic gasses cuz the low level of oxigen and pressure, but seriously, who would in real life go and sacrifice a bunch of people to do that? thats why i was thinking on alternate methods which dont include those things... my point of making a "vanilla" method of mining its dont disable one of the major features of corrosion which its toxic gas on mining in that way, then I started on thinking alternate ways which can be done without altering the gameīs feature!

<snip>

Ranged digging isn't possible, water wheel is hard coded. If you want vanilla like mining there's a safe stone mod in the optional files. Just open up your raws, replace inorganic_stone_layer_di with inorganic_stone_safe_stone. Or you could just open up your init option and turn temperature off.

Once .26 comes out, you can make some kinda potion ("Disposable Gas Mask") that turns the human into the immune class.

But we have to wait for that.

Fascinating idea that I would be happy to look into. Assuming that the gas mask 'wears off' it's a very plausible idea. Making it is probably going to take tires, plastic, maybe some metal. Cloth for a makeshift filter.

 When I said a crossing with crossbow and picks, I mean a weapon that which every strike consumes a "acid" unit which its then depleted, but I didnt mean ranged mining, I knew about the RAW things to make mining like in the original DF 31.25, but when i meaned "vanilla" I refered to the mod, in the way that you dont have to quit the wonderful poison gas feature, it just feels a bit unrealistic, in the way taht you need a gasmask in real life to mine at certain depth, whatever sorry if I bothered everyone with the bucn of ideas, I didnt knew much about the RAWs and those...

I got a mutated gaint desert scorpion that if you want i can you give the raws for it.
It is HUGE, biulding destroyer2, has chitin the strenth of copper, huge ass claws, and 11 tails each with a different vemon with a few of them lasting for a mouth(anyone want to be narcoleptic:D) If you want i can give you the raws that you need to add to make it work.
I do belive you helped me do some troble shooting on it.

 You could also add to it the "glows in dark" tag in it? if it exist or isnt hardcoded into the EXE or other files? In adv mode it could be a good way of detecting in the darkness, it would fit more like the real scorpions which glows during night?

Edit. I forggot somethings:

Honestly when I saw that beast my first thought was 'What would happen if that thing faced a Gloomapeck?'. I'd be happy to take a look at the finished product. I'll probably put it in the caverns because it fits, and it does seem deadly enough. Send it over!   :D

By the way here's the checklist for 1.0.9

(v) Batteries
(v) Domestic Graphics
(partial) Exposed
      (partial)Graphics for exposed creatures.
Pneumatic Rifle/Pistol (kerlc)
Make Bullets more difficult to make in adv mode. (smasher89)
(partial)More maces and Hammers (Ulit1mera)
Gloomapeck silk -> something useful

The three biggies are almost complete. Exposed are mostly on paper, but will be implemented soon.

 Hurray! I hope it comes soon, by the way you could give me a more detailed description of how you "see" some mutants? I was about to drawn more concept art for the comic but some creatures just are a bit "ambigue" in the sense that much of the infecteds seems to be very similar in some body parts or even completely...

 About my new idea of mining: it would work this way:

You need:
*some fishermen
*a river
*some luck
*A especial workshop

Fishermen will start to fishing soon as you arrive the new site, here goes the fun thing; a new creature called "sediment" it would be like a fish, but with the cant breathe and cant feel pain tags, it would be made of mud, like FB and other demons, it only has the body part and its very slow, has no gender and doesnt attack, in fact its more like a vermin, once fished, it drops a "sedimentary soil" item (if its possible to assign what drop a fish in its RAW) if so, them the new sedimentary soil its taken by a furnace operator to the cleaning workshop and it gives you a new ore or nugget and you can process it into a metal in the forge!

The possible inconvenients:
*RAWs can define what a vermin or creature drops after being "fished"
*fishermen doesnt catch a existant creature or vermin? they instead generate a random item based on the biome they are? or based in both the biome and their skill?
*If traped from a existant vermin, its possible to define what a vermin can do or not? like hateable or classified as fish?
 
 I think that if those are possible, then we could mine metals from the river like some peopel do in south america and in africa? here in venezuela some artisanal and native methods do that! search in google it would be possible to do that!



7
Corrosion is more of a modern era, I try to avoid Fallout-esque stuff as that's mostly Wasteland territory. So no robots more advanced then what we readily have today. Nor am I willing to crack open DF to tangle with it's inner workings. I doubt Toady would smile on that  :-\ . The power idea is a good one, but not possible through modding.

Again, as soon as gas masks are possible they'll probably go in. But it doesn't seem likely in the near future.

 Man there must be a "vanilla" way to make mining work normally in your mod! there must be one! I cant stand longer without metal! im starting to... ahhgg.. (brain starts to turn into a troglodyte one that doesnt know what is a metal)...

 Now seriously... I think there are some robots or things like that in our era which serves to do those ways of mining? or... maybe acids? that i know in some quarrys people uses rfrequently an acid to melt stone? maybe its possible to do that? like a tool that combines the crossbow and the pick nature? so that new machine would consume per strike to the stone a unit of acid? but more importnat there is a way to detect or assign a tool that when mines makes the tile do not produce gas? if so, then you could make a "special" pickaxe? or maybe a short of "water wheel" building? like this:

 The new building its based on the water wheel one, this one must be the put near water or in a brook, as you are in the water there you could extract from there sediments from the river? like the miners of africa with the blood diamond thing? once you get the sediment someone gets it and its processed at another site like the lab? these sediments always have a 5% of probabilityes of giving a iron nugget or another metal? thats a viable method of minery, not modern as others, but its the unique that I know that could be made in DF as it its today? unless mechanisms and water wheel are hardcoded into the EXE? then the building would be a normal one and only placeable into clay or a normal soil/buildable tile and the reaction would consume a water bucket?

8
The stuff you are suggesting is a *tad* beyond what can currently be modded into Dwarf Fortress.

 Not if you know how to programm avanced things, but its not the case to me, i dont even know how to modify the creatures, but i know a bit of pixel art and those...

 About the mining ideas; its ok, i just want a way of creating more metals to my outpost, since requesting from caravans its really tedious and i dont have a good amount of things to exchange for, also waiting so much time for teh caravans its really boring, so:

 What if people cant mine? but why not instead of people able to mine for now, why not creating robots for that?

 New creature: Automaton-R340-B? (any other good name?)

Parts: Head, Body, Left Wheel set, Right wheel set, Tool arm
Material which its made from: steel (some parts are of this) while some are from rubber
Do: "Sleep" doesnt have "emotions or relationships" with others, doesnt eat, doesnt drink, doesnt bleed, doesnt feel pain, fear dizziness, Drownsy, doesnt learn, doesnt breathe... any other i forgott?
Description: A machine created by the mankind to help in dangerous labors which the humans cannot do by themselves.
These robots can mine and choop wood if equiped correctly, as they cannot learn, they however have maximun stats in minery, wood cutters, and in farming plants, however, they have to "sleep" to recharge their battery to work continously, they will also engange in combat actively if draft to military labour and can be assigned to recover wounded people, as I dont know if you can generate a  creature in a workshop, they would however, come with migrants, and could be treathed as a "caste" or sentient species, as they can be assigned labours? because they dont breathe they are perfect for mining!

9
I also just got done with batteries, here's a schematic of how they work.

Spoiler (click to show/hide)

Enjoy!

 Another idea: since petroleum and others fuel sources arenīt accesible due to primitive tech of the post-apocalypse world, we should build some sort of termal generator, water or windmills and solar panels that transforms the mechanical, solar and termal energy into energy to batterys?

 Maybe the thing of gasmask humans could be done making a normal human equiping his/her gasmask and then the creature gest replaced by a "caste" counterpart? this new creature retain all his/her old data like  emotions, relationships, muscles, apperance, etc.. but gets the new body part of mask and the old cloth of the gasmask, when it its removed then he reverts into his/her old caste creature type? or maybe you could add a hydraulic pick or machine that lets the miner mine stone without producing gasses or maybe lowering into a X% of possibilityes of producing gasses based on minerīs skill?

10
ok this mod is awesome one of my new migrants was walking towards the fortress/hole in the ground and a skulking infected showed up. as soon as he saw it he had a tantrum and beat the infected to death...

epic win
Was he a berserker? They tend to do that sometimes.
Also, graphics look good. There's just something I like about the ascii though. It is a mystery.


Actually i think he was an office worker :P

 Wow! officeīs man got balls! tought Im trying to train some soldiers to patrol in the walls of my village, its hard, since i cant find metal in vanilla methods that arent making mining less realistic or not trading, i really want gasmask to be integrated soon...

11
Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.

 I drawned some concepts/characters yesterday i will upload in a while...

Edit: there they are, i will drawn more in the day... and next week i will start the comic based on a new city that I will build today.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

really good! just make the guns a bit smaller, cause they look ridiculously oversized. and that's not the "funny, let it be, it makes it dorfy"-kind of oversized, this is more like "holy crap this looks unrealsitic kind.

and sorry for the late quote, but the waiting lines here at the internet cafe are incredible.

 I will make the guns less big, they are a bit or better said, are all fucked up in size cuz my weapon manufacturer in the fortress is a complete noob... thanks for the suggestion!

*Off topic: If you guys wann know what she was seeing in the second concept sheet see this:http://www.bay12forums.com/smf/index.php?topic=90532.0

(note: yeah its a spin-off of what she was seeing in her mind, but actually its a fiction story that I make, but I decided to link it to her toughts...)

12
I think I made a new record on making the story of a fort in 2 single comic strips...

Warning: the fortress had a really good military, but the most funniest thing of all its that it fell from a internal threat...

strip/page 1
Spoiler (click to show/hide)
strip/page 2
Spoiler (click to show/hide)

 After this i will continue on working on corrosion comic/concepts and promotional art for it... And sorry for not cleaning it too much, it was a rought draft, i dont know how to clean in a perfect way my scans...


13
DF Suggestions / Re: DF & Magic
« on: August 05, 2011, 05:25:17 pm »
Indeed. Personally, I think that magic MUST be done in DF this way:

Randomly generated.

+1
+2

And here comes the quote pyramid spam...
+3

+4 + INFINTE!

 So it should end here, right... NOW?


 Thats we are doing, its a suggestions topic! so if the developer of the game likes one of those ideas he may implement it, in the way he would like! and we are thinkg about OUR ideas, meaning original things, not just generic things like you are thinking...


What I'm saying is it sounds like people are trying to each push their own hardcoded magic systems. That's very non-DF and quite unfun. Especially when none of us seem to see eye-to-eye on the kind of magic we want to see. Now if Toady wants to take these ideas and use bits and pieces as parts of a gen'd system, I'm all for these different kinds of ideas. I just hate how a few posts seemed to take it to; THIS is how magic MUST be done in DF.

Indeed. Personally, I think that magic MUST be done in DF this way:

Randomly generated.

 Totally agree, but that should be very complicated, I mean, a randomly generated system its very complicated or nearly impossible... one thing its that creatures get randomly or proceduraly generated or they got their own traits or apperance things from their own, but proceduraly generated systems seems to be completely impossible without making presets!

14
DF Suggestions / Re: DF & Magic
« on: August 04, 2011, 01:22:32 pm »
I love how everyone is giving what THEY want the magic system to be. Why not just have it gen'd, as already planned? I don't want the same magic system every game the same way I don't want the exact same forgotten beast busting down my doors every game.

 Thats we are doing, its a suggestions topic! so if the developer of the game likes one of those ideas he may implement it, in the way he would like! and we are thinkg about OUR ideas, meaning original things, not just generic things like you are thinking...

The way I see it:
- mages are the nobles. There are different types of them - necromancers, conjurers, mind-dominating ones, etc. - but the Fortress might contain only one or two of them.
- some of the other dwarves, who have right personality trait, may become mage apprentices, forming some sort of a cult, being able to cast minor spells and assisting the mage in casting complex spells or doing dirty work, like drawing pentagrams. If the mage somehow dies, one of his apprentices will become noble mage instead, if his magic skill has become quite high.
- dwarves may become enchanters - they make magic runes and encrust them in weapons and armor or set them as traps (make enemies fall asleep, for example). The more skilled dwarf is - the more powerful runes he produces.

 Yeah tought the heir master position --- disciple, thing seem a bit "martial arts" way, its magic, not takwondo or karate... but applying magic to things or objects in teh world mnore than runes seems a good idea, like some short of applying forces to a door to seal it? or sealing HFS or demons into scrolls or items and them summoning them? some short of thing like that, but involving a great effort and a lot of parameters more than just attributes of the mage?

15
I've found a way to avoid getting your seeds vaporized at the end of the season. Just deconstruct the farm plots that they're in and hopefully your humans will get to it in time to remove the seeds.

Unfortunately there is no way to make helmets protect the user from gas or water, but as soon as it's possible I'll put it in. Probably won't outright remove the risk but will reduce it by about 25-50%

Thanks for the review! You'll have to tell us if you start making a comic! I might doodle up some fan art myself.

 I drawned some concepts/characters yesterday i will upload in a while...

Edit: there they are, i will drawn more in the day... and next week i will start the comic based on a new city that I will build today.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Wow... that's great.  :o Can't wait to see the comic when it starts!

 Thanks, its good to see that you like this, altought if you and other people that will coment about the comic have suggestions tof how i could improve my drawning it will be even more wonderful, tomorrow I will post more.

*On topic: adventurer mode couldīnt be more fun, I like the idea of looting bandit campīs metals to make bullets then going to the camp and leaving all those freaks like sponge bob: squared, yellow and with a bunch of holes... lol.

 I certainly think that this needs some short of bullet maker kit, I even think that you need some short of "cooking instrument that some soldier have" its like a furnace but really small, you could carry it to cook meat, and to make the metal bars, then to make bullets from those you need:

*the bullet crafter kit includes:
*metal clamp: to take and manipulate your bullets without fucking them up
*bullet mold: to put the melted metal into
*"dusts" compresor: puts a certain amount of a dust or powder sustance inside your bullets

 Now you should proceed in this way:

*you get the melted metal from the mini furnace and place it into the bullet caster
*once you do that you will get a item called: "fire safe material" bullet mold filled with melted "insert your metal here"
*enter in a water spring and then it should be useable
*in reactions "extract bullets" and use the metal clamps with you filled bullet mold
*now you got a stack of 150 empty bullets
*get some gundpowder, avaliuable at stores, mined, or made at a laboratory
*get your compresor and apply it with your empty bullet stacka nd your gundpowder
*now you have a stack of 150 useable bullets!

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