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Messages - Alfador

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781
DF General Discussion / Re: Future of the Fortress 2
« on: October 16, 2007, 12:45:00 am »
quote:
Originally posted by Alfador:
<STRONG>Hmmm, clay soil... and we already have a Kiln that's currently only used for making pearlash...

Can we say, CERAMICS?!</STRONG>


I still say we should have dwarven pottery. Or bricks!


782
DF General Discussion / Re: Future of the Fortress 2
« on: October 16, 2007, 12:44:00 am »
Hey, if you lose your waterskin, you can just take a dip in a river while wearing footgear, and have your own canteen! ...If you don't mind your own adventurer foot-funk stinking up your water, that is.

783
DF General Discussion / Re: Future of the Fortress 2
« on: October 15, 2007, 06:43:00 pm »
Hmmm, clay soil... and we already have a Kiln that's currently only used for making pearlash...

Can we say, CERAMICS?!


784
DF General Discussion / Re: Future of the Fortress 2
« on: October 14, 2007, 02:08:00 am »
quote:
Originally posted by Gakidou:
<STRONG>

Why? Have the throne dropped in a barrel of tequila with some lime, and you've got yourself a margarita!</STRONG>


This is a well-crafted Dwarven tequila Barrel (saguaro).
Contents:
Dwarven tequila[4]
worm corpse


785
DF General Discussion / Re: Future of the Fortress 2
« on: October 12, 2007, 09:32:00 am »
quote:
fixed lockup with entering wilderness creatures

So in Adventurer Mode, your adventurer will get eaten by a dragon and then be able to continue adventuring in the dragon's digestive tract?

It's just like that old Atari game!!


786
DF General Discussion / Re: Future of the Fortress 2
« on: October 11, 2007, 10:21:00 pm »
quote:
Originally posted by Tamren:
<STRONG>

They are only illegal to make afaik. Also enough radium to light up the numbers on a watch is not enough to harm you. The woman workers that worked with and around it took a heavy toll though   :(

--
Speaking of body parts and such. Toady, will "facing" ever be added to the game? What i mean by that is will the game ever track which direction each entity is facing? I played a game called Realmz a while ago and the game divides facing into 8 directions, the compass points and the diagonals. The direction for each entity was indicated by highlighting the edge of each creature. Within the game the only thing this seemed to do is indicate "zones" for threat and flanking.

Would this work for DF? Idealy speaking there should be 16 directions. North, north-northeast, northeast, north east-east and such. Facing would affect everything from flanking to what body parts can be hit by what kinds of weapons and what time. It would exponentially complicate the way combat and movement in general is handled, but it seems your headed that direction anyway!

Imagine the combat dialog!   :D</STRONG>


Oh god... what if you're prone?! Then you'd have to deal with which compass direction your head is facing, as well as which direction your stomach is facing (up, down, or if you're on your side, one of the directions at right angles to your head pointing).


787
DF General Discussion / Re: Future of the Fortress 2
« on: October 09, 2007, 08:58:00 pm »
quote:
Originally posted by Toady One:
<STRONG>No, it doesn't mean you can have more than one fortress active in a given world.  That would be a different sort of announcement.  It's just easier to backup and keep track of things and move them around and avoid inflation errors now.  It's not an impossible problem, but it would take time to set something like that up.</STRONG>

I'd imagine that if you had more than one fortress active in a world, timeshares would be limited to information speed-of-light.

Let me explain that a little further since it barely makes sense even to me.

Suppose you start fortress A in the year 1050. You play it for five years, then you decide you want to start another fortress without abandoning the first. So you go halfway across the continent to select the site for fortress B, founded in the year 1055.

Now suppose for the sake of simplicity that the fortresses are a year's travel apart. Going at a normal pace wagons and caravans would travel at, it'd take about a year for immigrants, goods, and stories to travel from point A to point B or back.

What this means is that in order for history to be completely continuous, you can only play each fortress for a year at a time.

Suppose you play fortress B for a year. By then it's 1056, and any caravans bearing stories, people, or items that set out from fortress A in the year 1055 ought to be able to start trickling in.

But you haven't played all of year 1055 yet in fortress A. The world wouldn't know what sorts of things to carry in... unless that other fortress was being simultaneously simulated as a year in the past. What then?

Well, with fortresses being the way they are, you'd have normal reports flowing in for a while, then reports that everything is uneventful and monotonous... then reports coming in that everybody in fortress A had starved to death.

You desperately load up fortress A hoping to fix things back in the past of 1055, only to find that, in order to keep history flowing, the game had simulated fortress A into ruin.

The solution is to only play one year at a time. Or rather, play one year AHEAD at a time. Fortress B plays to year 1056... then you have to switch over to fortress A and play it from 1055 to 1057, the second year being full of engravings depicting notable events that happened in fortress B's first year.

At that point you can switch back and play fortress B from year 1056 to year 1058.


Either that or playing fortresses at different times could make retroactive history like in Back to the Future.


788
DF General Discussion / Re: Future of the Fortress 2
« on: October 06, 2007, 01:23:00 pm »
Oh, idea time.

There MUST be flying siegers, siege engines that build bridges, or climbing vertical walls in the new edition.

Why?

Because otherwise you could instantly win ANY siege simply by digging a several-tile-deep moat around the entire map and then NOT FILLING IT WITH ANYTHING. Just pull up the drawbridge and let them stomp in frustration.

Water can be swum through; magma can be swum through by things immune to fire. But only flying things can cross a fifty-foot wide, fifty-foot deep vertical trench. Especially if the bottom menaces with spikes of green glass.

On the other hand, goblins might simply catapult one another across. Or leap into the moat until there's a big enough pile of the dead to walk across.

[ October 06, 2007: Message edited by: Alfador ]


789
DF General Discussion / Re: Future of the Fortress 2
« on: October 06, 2007, 01:04:00 pm »
quote:
Originally posted by Spelguru:
<STRONG>

For starters, there are no gay incubi in that comic. Abel might be, but probably isn't. The guy with the blue wings (dan) is an ex-adventurer, not part dwarf, that's why he loves beer, and he also loves amazons (females last time I checked) and that tiny yellow rat guy with black tall hair is... well... confused? Also, you are focusing on all the wrong aspects. Ignore the fact that it contains incubi. Focus on the fact that it contains succubi!

Also: dragons don't like small wussy cars. They step on them as a favor to the owner.</STRONG>


I was oversimplifying for the sake of humor. And yes, succubi are verrrry interesting. :3 "Hey baby, wanna steal my soul?"


790
DF General Discussion / Re: Future of the Fortress 2
« on: October 05, 2007, 12:33:00 am »
quote:
Originally posted by TheSpaceMan:
<STRONG>I belive the incubus is the male counterpart of a sucubus. Living on female emotions instead of male emotions. Well maybe diffrent if it's a gay incubus, i can't tell.</STRONG>

This comic features gay incubi with wings who eat emotions and/or beer. I think it's what Sowelu was referring to.

And apparently they're part dwarf.


791
DF General Discussion / Re: Future of the Fortress 2
« on: October 03, 2007, 12:43:00 am »
quote:
Originally posted by JT:
<STRONG>On September 30th, he added "allowed roofing" to /dev/now, so I imagine that yes, you can build walls and then lay a roof across the top.  I'm not sure how it works for anything large enough that the roof could collapse, though.  You might have to add pillars before you can lay the roof across or somesuch.</STRONG>

Makes sense; tho I'm thinking that a structurally stable area would be slightly larger for a crafted ceiling made out of rock than a natural rough rock ceiling. It'd be much smaller for a soil ceiling (though you wouldn't craft those, just tunnel in 'em) and perhaps larger for a metal ceiling?

Oh, I just got a thought. We can detail floors and walls... perhaps detailing ceilings? Sistine Beerhall, anybody? (goes without saying you'll need scaffolding/temporary stairs)


792
DF General Discussion / Re: Future of the Fortress 2
« on: October 01, 2007, 09:27:00 pm »
quote:
Originally posted by sinoth:
<STRONG>

On a related note, I think getting tanked would make for a good first-run of the new version.  What is everyone's DF alcohol of choice?  I'll likely be downing some Guinness draught, mmmmm.</STRONG>


Irish cream, or scotch, laddie.

[EDIT: Can't believe I forgot about nigori sake. I'll have to pick some of that up sometime.]

 

quote:
Originally posted by PresidentEvil:
<STRONG>Even things that aren't technically bugs, for example the mad rush to loot fallen soldiers IN THE MIDDLE OF A BATTLE, are issues that would be downright embarassing to any professional company.</STRONG>

Yes, combat looting is the bane of many an MMORPG group, and as a sign of stupidity, it's no wonder the fortress dwarves do it. Just like their river drinking is interrupted by a creature as harmless as a fox. ...Then again, they could simply be looking for any excuse not to drink water. XD

[ October 01, 2007: Message edited by: Alfador ]

[ October 02, 2007: Message edited by: Alfador ]


793
DF General Discussion / Re: DF invading other games
« on: June 14, 2008, 04:53:00 pm »
Specifications for Giant Spore Spider:

Legs: 8, spindly.
Eyes: 8, empty as the blackness of the chasm depths.
Underside: Covered in enough armor plating to give it maxed out health and sneaking.
Topside: Menacing spikes. What else?
Mouth: Mandibles to crush anything that gets in its way.

Picture 1
Picture 2

The background is weird and the textures stopped working right, so the eyes are barely visible, but trust me, there are eight of them. Unfortunately, due to the limitations of the Spore Creature Creator, they cannot be made soulless and will in fact express emotion, contrary to the true form of the GCS.


794
DF General Discussion / Re: DF invading other games
« on: June 13, 2008, 05:55:00 pm »
On the original topic of DF invading other games... Show of hands, who's going to try to make a GCS in Spore? *raises hand*

795
DF General Discussion / Re: DF invading other games
« on: June 12, 2008, 12:19:00 pm »
I just want to say, I would get frustrated really fast with any game where you can lose several hours or even days' worth of progress due to the actions of another player in the same game. Reminds me too much of real life.

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