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Messages - Shazbot

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226
One method might be to look at a variety of steels treated to maximize any given property, then compare this to instances where these properties are called for. That is, armor might call for stat X but weapons for stat Y. Find the greatest X and Y values in given steels and put them both into the steel raw, creating a hybrid metal where the smith is presumed to use the correct treatment for any given application.

227
May I ask what specific alloys you are referencing with your bronze, iron and steel, and if your data accounts for work hardening / tempering?

228
DF Dwarf Mode Discussion / Re: Kids playing outside
« on: December 30, 2015, 11:20:13 am »
Burrow them?

229
DF Suggestions / Re: Gender Tags for Clothing
« on: December 19, 2015, 08:16:46 pm »
Lets allow it to be as powerful as possible; gender, position, caste, profession, marital status, and anything else that can be readily implemented, including a random tag. Make that step one. I'm glad we have broad agreement on the need to introduce robust and customization fashion sense.

230
DF Suggestions / Re: Gender Tags for Clothing
« on: December 18, 2015, 10:07:38 am »
"Modern sensibility offended" defines your post, GoblinCookie. Every civilization you could name differentiated clothing between genders. It may be unfashionable to say so today, and seem post-modern and thoughtful to speculate on a world without gender-normative clothing, but this isn't a post-modern fantasy world being randomly generated. You know, as of a release ago we had a world without literature, dance, drunkenness or music. Are we going to dismiss all suggestions for new features on the premise that a world without that feature is hipster-chic?

231
DF Suggestions / Re: Gender Tags for Clothing
« on: December 17, 2015, 11:53:08 pm »
If a civilization has an idea of gender-specific clothing, then there will be gender tags associated with the clothing. If a civilization has no concept of gender-specific clothing, then there will be no gender tag associated with the clothing. This is performed in the entity raw where all other civilization traits are defined. Caste definitions within a creature raw is not the place to define societal norms.

232
DF Suggestions / Gender Tags for Clothing
« on: December 16, 2015, 07:39:55 pm »
At the risk of sounding old-fashioned, I find it odd to have my grizzled old axelord oohing and awing over his newly-aquired cave spider silk dress. Could tags be introduced to specify cultural preferences for a gender's clothing choices? Two options present themselves; gender tags in the item's raw, or gender tags in the entity raw. To me it seems best to define in the entity raw, so that elven men can still wear their skirts. I wouldn't want to impose on their foreign ways...

[ARMOR:ITEM_ARMOR_DRESS:COMMON:FEMALE]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON] (gender-neutral? No tag.)
[PANTS:ITEM_PANTS_PANTS:COMMON:MALE]

Easy to mod how you like.

233
Simo used a full sized rifle cartridge, not an intermediate round. Even with an intermediate round, it's possible to go further out (especially with good shooting technique and optic), but it's not the general usage.

A survey among German snipers mid-war reported that 600m was "extreme" shooting, 700 the longest any of them bothered at and the preferred range to be 300-400. Marksmen doubted their weapon's lethality at extreme ranges and through heavy clothing. This was with the 7.92 IS and Kar98's. A .22 LR at 600 meters against personnel beggars belief. .223, possibly.

234
DF Suggestions / Re: Slave trade?
« on: December 15, 2015, 10:12:24 am »
The slavery mechanic is pretty wonky so far, I would like to see it fleshed out. Slavery in ancient times lacked the racial element thought of today, with rival cities enslaving their conquests commonly in the Greek states. Slavery wasn't necessarily as harsh as we think of it today. Rome may have had its gold mines for barbarian population control, but they also enslaved large numbers of Greeks to serve as teachers and scholars. So it might come down to an [ABUSE_CAPTIVES] entity tag. Slavery may also be a consequence of the legal system, ethics could have ENSLAVE or SERVITUDE punishments, one being permanent, the other a number of years.

And so far as it being unthinkable? I'm not so sure that should last. Remember it is very easy to mod our way to other species, and civilization ethics may become fluid as scholars exchange ideas. Expanding DF's framework outside of the current ethics set is a powerful thing for the long run.

235
DF Dwarf Mode Discussion / Re: Mysterious tavern murders
« on: December 15, 2015, 09:55:59 am »
Immoderate, likes-to-brawl dwarf soldier with a sword he'd grown attached to got into a brawl and spiraled into lethal combat?

That almost makes too much sense. Do soldiers in dwarf mode sheath their weapons, or always carry them around in hand?

236
Engineer some sort of automatic floor cleaning mechanism to flood the tavern from season to season, training swimming and doctors simultaneously.

237
DF Dwarf Mode Discussion / Re: do dwarves keep themselves warm?
« on: December 14, 2015, 10:44:44 am »
That's because it was real. The less you question dwarf behavior, the better the game is.

238
DF Dwarf Mode Discussion / Re: Mysterious tavern murders
« on: December 14, 2015, 10:37:33 am »
I had a rather tragic incident of a dwarf being flung across the floor, splitting his lower body open, slamming into an obstacle and being found dead. Simultaneously a carpenter was flung past a number of dancers and slammed into the booze stockpile. I suspect a visitor got into a shoving match and, being some oversized humanoid animal (I've been getting dingo men), won. This occured with a rather crowded and small tavern, only 7x11 or so with 50 dwarves burrow-restricted into it.

239
Make a micro-fort to fiddle with the new features, then a proper fort when 42.03 support comes out.

240
Life Advice / Re: How do I overcome my laziness?
« on: December 10, 2015, 08:20:15 pm »
Do you have a job? I recommend a job.

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