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Messages - Alfador

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256
(I also wonder why goblin forts will have roads going up to them?)
Goblins travel too...
Would it become possible to deconstruct a road like that?

You see a tower-cap sign in crude goblinish. It reads "DETOUR" and has an image of an arrow pointing east in tower-cap.
The road ahead to the south appears damaged, and there is a path of smoothed, engraved microcline leading east.
The giant spiked ball hits you!
The giant spiked ball hits you!
The giant spiked ball hits you!
The cage trap slams into place around you!
Dexxcalab Spikeycrotch, goblin adventurer, has been captured.

257
That sounds more like a settlement logic than a distant outpost logic. If people only settled on roadsides, and roads are only built between settlements, where did the roads come from?

Answer: Rivers and coastlines are natural roads. Settlements have been built around water travel since the dawn of civilization.

258
Somewhere in Word of Warcraft there's a region called Arathi Highlands with several towns in it. The alliance one is called Refuge Point and the horde one is called Hammerfall, most likely an older refference to a swedish metal band. Both towns feature an entrace to one of the so called "battlegrounds" which are seperate maps where you mainly fight the opposing faction instead of ai controlled monsters. The one in the highlands, aptly named Arathi Basin is a territory control map where certain features like farms and stables spawn "resources" for whoever controls them at that time. First to 200(actualy it should be 2000 but since everything goes to the scale of 10...) wins. The part about the ?? is mainly related to bored high levels hanging out near the opposite faction towns and massacring lowbies afk waiting for their battleground match to start.

Oh, I thought it was a reference to newbies (like my past self) running right up to a town they didn't recognize as being opposite-faction, and getting splattered by the high-level guards. "I'm running away!! I didn't mean to look in your general direction! Please don't kill me!" *SPLAT* "Aw man, now I gotta walk back to my corpse. Armor damage sucks."

259
DF General Discussion / Re: Future of the Fortress 4
« on: June 20, 2008, 12:28:12 pm »
If a tunnel ends prematurely then it should have a sign mounted outside that talks about a collapse or worker ambush or simply that the work isn't done.

If the work just isn't done, then unless it's winter there should be a temporary encampment for the miners... along with the miners themselves. "Where do you live?" "Back along the tunnel at Meltedtowers!" "[ASK ABOUT QUEST]" "Sure, grab a pick and start swingin'!"

260
Hmmm, so this "Hammerfall" is near a "basin" with a lot of "resources," eh?

Watch out for human sieges. The place might just turn into a "battleground." ;)

And stay away from Refuge Point, the name is a bit misleading when some ??s start killing your 'refuge' ass...

Yes, when I was first exploring and had only the manual's maps to guide me, I had more than one incident PER FACTION where I mistook an opposite-faction town for a friendly one, and got killed.

261
DF General Discussion / Re: Future of the Fortress 4
« on: June 20, 2008, 02:54:21 am »
Tunnels are a cool idea.  But it's gonna be funny when you are walking around in a tunnel and you come across exposed diamonds or platinum nuggets something.  I guess there needs to be something in place to prevent this? :)

That shouldn't be to hard to implement. The pseudo-AI that designs the NPC fortresses needs to learn how to dig out ore veins anyway. (The current generic design is just boring.)The game only needs to check if ore or gems were exposed during the creation of the tunnel, 'dig' them out, check again if ore or gems were exposed, etc. Also the obvious way to implement: Bloat218, VEIN MINING OPTION, (Future): Ability to designate a metal vein for digging. They'd keep mining out the same kind of metal in adjacent squares as they uncover them. 

That's a better idea than dwarves "hiding" exposed veins during tunnel construction.

Another interesting thing to do would be: If the vein or feature is valuable enough, the recovery of it could induce the formation of a mining colony, a budding fortress akin to what the player can be expected to make! And if it's a vein of low-value material available in bulk from the road-building civilization, they could ignore it. Supply and demand.

262
DF General Discussion / Re: Your idea of a good starting place?
« on: June 19, 2008, 10:34:48 am »
All of you are making lots of mandates. As a token of our appreciation, we've installed this beautiful bauxite floodgate in your room...

263
Hmmm, so this "Hammerfall" is near a "basin" with a lot of "resources," eh?

Watch out for human sieges. The place might just turn into a "battleground." ;)

264
DF General Discussion / Re: DF invading other games
« on: June 18, 2008, 10:34:00 am »
Can you also add more parts in the pirated version? It seems you are only allowed one of each category before your creature is "too complicated"

Might be the number of limbs--the connectivity really balloons out the complexity rating. Besides, think of it this way: Which takes more data to record: "1 spike, 1 claw, 1 clump of grass, 1 rock, 1 deedlybopper, 1 fin..." or just "6 menacing spikes"? Probably it is more able to compress multiples of one type of part.

Also I've noticed that adding more than one mouth can make it "too deep" really fast.

265
DF General Discussion / Re: DF invading other games
« on: June 17, 2008, 01:40:22 pm »
made with the demo so it's not quite the way i wanted it to be.

The same is true of most everything I make till the full version's box arrives. Yours still looks awesome. As does http://www.spore.com/sporepedia#qry=srch-dwarf%3Asast-500000255694

267
DF Announcements / Re: Poll on Signatures
« on: June 17, 2008, 01:25:58 am »
Just as an aside, this poll would have worked better if you'd split out the two parameters. E.g.:

For text signatures, I would prefer:
* Nothing
* 1-2 lines
* 3-6 lines
* etc.

For image signatures, I would prefer:
* Nothing
* Only images shorter than 60 pixels
* Only images shorter than 100 pixels
* etc.

It's nothing you can't figure out after the fact, but I don't want this to be a situation where e.g. the no-images-at-all people "lost" because they split their votes on how big of a text signature they allow, when the image signature people all chose the same thing.

I don't think that's going to be a problem; this is Toady we're talking about, he'll probably perform a full statistical analysis on the results to determine what's most likely to irritate the fewest people. ;D

268
DF General Discussion / Re: Future of the Fortress 4
« on: June 16, 2008, 11:21:23 am »
Quote
I rescued some sites that had fallen into the ocean after the cliff smoothing.

Erosion! ;D

269
DF General Discussion / Re: DF invading other games
« on: June 16, 2008, 09:40:22 am »
Did I mention I figured out how to get the image files that can import creatures into other people's installs? No? Oh well.

http://pics.livejournal.com/alfador_fox/pic/00065751/g18

270
DF General Discussion / Re: DF invading other games
« on: June 15, 2008, 06:30:43 pm »
You should have used the spider feet.

I updated it later with the more arthropod-esque feet and a more metallic sheen with a cyan redolent of adamantine. http://pics.livejournal.com/alfador_fox/pic/00060gcd/g17 Like so.

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