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Messages - RenoFox

Pages: 1 ... 13 14 [15] 16 17 ... 38
211
DF Dwarf Mode Discussion / Re: Best ways to troll somebody's raw files?
« on: October 26, 2012, 12:33:07 pm »
Add the [SOCKET] tag to some external bodyparts. "The cat scratches the hammerlord in the left leg and the severed part sails off in an arc!"

Add [UNDER_PRESSURE] for all internal organs. "The goblin stabs the axedwarf in the upper body, spilling his lungs!" (actually, this sounds so good I'll try it myself.)

Make a new, extremely rare dwarf caste that looks normal but has a mean, long-cooldown greeting interaction. There's been plenty of ideas for these, but something subtle like swelling eyes or nose would cause puzzlement without being game-breaking.

Add [NO_THOUGHT_CENTER_FOR_MOVEMENT] to goblins so tearing their brains won't be automatically lethal.

You could also add plenty of small, insignificant bodyparts to goblins so hitting them would have less chance to damage vital organs. "The axedwarf hacks the goblin in the left earlobe! The swordsdwarf stabs the goblin in the right nostril! The war dog bites the goblin in the left eyebrow!"

212
The Protractor certainly helped me get close to other planets faster, and with luck my first flight to Eve actually succeeded. However, the same lightning hasn't struck twice, and since then I haven't gotten to the planets precisely enough. If the protractor helps you get into the general vicinity of the planet, how do you make the final fine tunings for the rendezvous?

213
Other Games / Re: How did you last die?
« on: October 22, 2012, 05:02:14 am »
Spoiler (click to show/hide)

I figured that since the only hard limit to rocket size was hitting the command tower next to the launch pad, I could simply make an insanely wide flat rocket instead. While my 400-part megarocket with 30 solid boosters and 18 Mainsail engines could lift an insane payload halfway to the moon with the second stage alone, it makes the altimeter glitch out. Test landing to the moon without proper instruments was a suicide.

Spoiler (click to show/hide)

214
How do you hit the gravity of other planets? I have made a rocket that can easily reach Eves orbit, but even getting the ships orbit close enough to the orbit of the planet seems so difficult that I must be missing something vital. Is there a way to see where the two orbits would be closest to each other? Or how do you hit the planets orbits?

215
Curses / Re: Elite-Liberal Gameplay Difficulty Ideas
« on: September 26, 2012, 01:23:59 am »
The ones passing out those pamphlets would likely be the CCS.


Ah yes, that's what I meant. Oppressing freedom of speech from civilians would be just wrong, but CCS is an extremist organization that they are already antagonized. If they're still spreading lies despite good education, they are so troughoutly dedicated to evil that they are beyond saving.

However, I admit that this might be muddying the issue too much to fit the spirit of the game.

216
Curses / Re: Liberal Crime Ponies?
« on: September 25, 2012, 02:07:24 pm »
I for one would love a pony mod, even if it was just the modified anatomy. Ponies in LCS would fit perfectly in the sugar apocalypse genre!

My modding experience is limited to reading the source files, so at least I could help with names and locations.

217
Curses / Re: Elite-Liberal Gameplay Difficulty Ideas
« on: September 25, 2012, 11:24:16 am »
I don't remember who here invented it, but having use of illegal guns turn public opinion on guns towards conservative is a brilliant idea. "If guns are illegal, then only criminals will have them!"

Liberal freedom of speech would also mean the same freedom of speech for the conservatives. While your civil disobedience would go down on effectiveness, conservatives spreading pamphlets about homosexual rape and failures of female managers would not only become more efficient, but protected by law. Towards the end, YOU'd be the one suppressing ideas, because the society has become too idealistic to stop even the wrongdoers.

218
DF General Discussion / Re: multi tile creatures?
« on: September 25, 2012, 10:43:52 am »
I think multi-tile creatures would have separate parts of their body in each tile. For example, a dragon might have its whole uppoer body in one tile, and lower body with its organs and appendages in another one that follows it like a mule follows a trader. A tall creature would be a stack of upper body on top of lower body. That would be an easy solution for two-tile creatures or giant snakes, but I've come to expect more throughout solutions from Toady.

The narrow entrances stopping large creatures is completely realistic, and turtling underground works only because the fortresses can currently be unrealistically self-sufficient. When we become more dependant of food produced by hill dwarves, we'll have more reason to drive off all kinds of blockades.

219
DF Dwarf Mode Discussion / Re: Trees, man.
« on: September 24, 2012, 01:56:21 pm »
Ever since I heard multi tile trees were coming at some point in the future, I have wanted to make watchtowers by digging a staircase in the center of the trees trunk. I hope felling trees turns them into long horizontal caveins, since that seems like the most natural way to do it.

If the trees keep growing after world gen, I think they could avoid breaking buildings in them by simply turning some leaf tiles into branches and branches into thicker branches. Any constructions at the top of the pentagon treetop tiles would still be in danger though.

220
DF Suggestions / Re: A tag to make genetics less homogenous.
« on: September 23, 2012, 02:42:54 pm »
The genetics make sense in standard settings, but things like color and markings of technicolor ponies would require a way to override the basic behavior. Things like sunglasses would also be better off completely randomized for each creature that has them.

221
DF Suggestions / A tag to make genetics less homogenous.
« on: September 23, 2012, 01:36:22 pm »
The genetics tend to make all dwarves have mostly same hair and eye colors. For some mods, especially the pony ones, having a wider range of variation would be absolutely vital. An additional tag or value to make colors more random would fix this.

222
"If you launch a wooden minecart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark."

That quote inspired me to do some !!SCIENCE!! on what happens when a dwarf leaves your fortress alive. The fortress of Shiphopper was built for a simple purpose: build a cart track on the edge of the map, and launch the dwarves past the border. The site was selected to contain a river and a shore, for two extra types of borders in case more experimentation would be needed.

For testing platform, a 10z ramp was built as close to the map edge as possible.

First test with an empty cart was a disappointment. The cart gains good speed along the track, but stops immediately on the map edge.

Second test with a ramp one tile away from the edge, same result. The fact that the cart appears on the ground immediately points to a ramp construction error.

For the third test, the old ramp was demolished with one acceptable casualty, and a new one built further away to allow a wall piece behind the launch ramp. The acceleration ramp, now 16 z-levels, was enough to launch the minecart against the map edge at 4 z-level height, at which the cart stopped and dropped straight down to the ground.

Fourth test was a manned cart, launched against the map edge. At the impact, the cart fatally crushed its passenger, who flew an additional 1 z-level before losing grasp of his axe and falling down with the cart. In mid air, the dwarf continued to take hits from both the minecart and his own falling axe. When hitting the ground level, he got propelled away by the force of the blow, instantly teleporting two squares west and unexpectedly turning into a a peasant and displaying his color in white. After two more steps he teleported two squares back east, skidding along the ground and slamming into an obstacle. He teleported two squares west again, this time maintaining his description as a woodcutter and coming to rest.

The test was repeated with a peasant, who in the air was shown in bright cyan. In the air, he proceeded to get pummeled by the minecart, and oddly enough, himself. Upon reaching round, he too got pummeled by the cart, yet died without other anomalies.



The fifth test was over before I realized the expedition leader had gotten the cart to the top of the ramp. It was too late to take notes, other than typical bruising and death.

The sixth test was another one with a peasant, this time promoted to bookkeepper to further study the effects of falling on the dwarven profession colors. Upon hitting the border, he produced a spattering of blood while still airborne. Upon landing, he got mangled by the cart three times before coming to rest and dying.

With two dwarves remaining, the seventh test was supposed to be about a cart bumping into a dwarf standing on the tracks. However, during the redesigns of the launch ramp, the second to last dwarf got hit by a falling rail segment and died of suffocation. The last dwarf then went insane, marking the end of Shiphopper in the early summer of 251. Strangely, the legends show the last member of the test team being slain with a copper battle axe. As the message of settlements crumbling ended the game, there was no way to see what exactly happened to him.

edit: forgot the quote

223
DF Modding / Golden Axe, aka unique items in the world.
« on: September 11, 2012, 02:16:39 pm »
About once a year I get the idea that I want the Golden Axe in DF. This lead to one potential idea for introducing unique items into the worldgen...

Would it be possible to make a weak creature with [UNIQUE_DEMON] tag, with a gizzard bodypart that includes the desired item? So, in the worldgen the creature would get into a fight, inevitably lose, and the axe would be created in the world.

Would an item butchered in the world gen still exist in the game, and would it end up in use? From there on you could find it by searching the history for instances of "struck down x with The Golden Axe" and hunting down its owner.

224
I think the diamond megabeast rule "must still be killable" can be extended here in form of "it must be able to win and survive a battle, even if its against another one of its kind".

225
DF Dwarf Mode Discussion / Re: Strange kidnapping
« on: September 08, 2012, 03:43:44 pm »
Suppose its no weirder than a 28year old child...

Urist Magicninja, Manchild.

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