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Messages - Teldin

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211
DF Suggestions / Re: Rock Furnace
« on: September 14, 2008, 02:10:27 pm »
I'd rather have a rock grinder that can convert them into sand.

212
DF Gameplay Questions / Re: Help me distribute gear, please?
« on: September 13, 2008, 06:28:39 pm »
Why bother, unless you like micromanaging to an autistic level? Just tell your dwarves to wear leather and crank out a bunch of leather armor/gloves/boots/helms/backpacks. It's not like it's hard to get leather.

213
DF Modding / Re: What Makes a creature Sapient?
« on: September 13, 2008, 04:00:03 pm »
Any creature that has a civ is sentient.

215
DF General Discussion / Re: Toady and Programming randomness...
« on: September 13, 2008, 01:31:25 pm »
I should point out that adding new variables to an item/creature/room does not for the most part generate any lag or slowdown, because it's not actually calculating anything. It just increases your RAM and savegame size requirements (by a fairly small amount comparatively). Filling that variable with the bloody person's name when the item is generated is barely any processor work and only happens once.

216
DF Dwarf Mode Discussion / Re: Bookkeeper Precision
« on: September 13, 2008, 01:24:17 pm »
My bookkeeper is usually also my mayor and fortress liason and trader, so I just set it to medium and it's precise enough for me. I don't need to know exactly how many of my 1000-odd plump helmets I have. Ballpark figure is fine.

217
DF Suggestions / Re: Yearly status report
« on: September 13, 2008, 01:34:00 am »
Agreed! Good suggestion. Also it'd be nice to be able to save it somewhere in text file format, for succession games.

218
DF Suggestions / An enormous horde of goblins has arrived! To arms, to arms!
« on: September 12, 2008, 11:56:32 pm »
I suggest a different version of attacking. There's ambush, siege.. and then invasion. An invasion should be multiple waves of sieges, and each wave should be more inclined to stay and fight than quickly retreat like they do in a siege. They should also assault from multiple directions, and if they're a subterranean/mountain race they should also invade from chasms or pits. They'd be led by some legendary king, of course, maybe the ruler of their entire civilization (or the demon they worship?).

Would be a good idea to do it after the army overhaul, though, and after extra bits like sieges making bridges over moats. It should be difficult, if not impossible to survive unscathed.

219
DF General Discussion / Re: Dwarf Fortress Player Demographics?
« on: September 12, 2008, 11:49:13 pm »
God, I feel so old now.

Go fetch grandpa's bourbon.

220
It's kind of silly how only civilizations can use items or wear clothes of any kind. I propose changing this to the creatures rather than the entities. This way you could make things like crude weapons for monsters, or wandering adventurers, or whatever without needing to make an entity group for it.

The item would be spawned when the creature is spawned, and would be worn if the creature has an undamaged body slot that can wear it. Perhaps the token could also have an extra bit at the end to get average quality, and another token for what types of materials? Something like:

[<item>:<item token>:% chance of it spawning:average value:material]

So that might be:

[HELM:ITEM_HELM_HELM:50:AVERAGE:AVERAGE_METAL]
medium-quality helm, mainly iron, 50% chance of spawning with it

or

[PANTS:ITEM_PANTS_LOINCLOTH:100:LOW:CHEAP_LEATHER]
low-quality loincloth, made of crap-value leather ie. dog, 100% chance of spawning

221
DF Suggestions / Re: Advanced creature transformation
« on: September 12, 2008, 11:26:45 pm »
It'd be pretty easy of course to just add tag(s) on the end for extra data for the transformation, like if the wounds carry over (assuming matching body tokens):

[BECOMES:ELDER_DRAGON:AGE:500:YES]

It'd be neat to have it check for the transformation triggers on history generation, too; this way you could have very interesting species that change into different forms as they grow older.

"In 847, Xondar Scorchfrenzies the Dragon became an Elder Dragon."

222
DF Modding / Re: Teldin's creaturepack
« on: September 12, 2008, 05:13:28 pm »
Teldin, there's already a standard 'Winter wolf' type creature, right next to the blizzard man in creature_standard.txt.

Ah, actually I forgot about that. Well, now there's another one.  :P

223
DF Suggestions / Advanced creature transformation
« on: September 12, 2008, 12:42:29 am »
A very basic, simple addition to creature raws:

Rather than the simplified baby template->child template->adult creatures, why not have a much more malleable method of upgrading a creature? I imagine it could work like this:

[BECOMES:<creature token>:<trigger>:<trigger variable>]

For example, using this method you could change a purring maggot into a 'purring hornet' once it reaches 3 years old: [BECOMES:PURRING_HORNET:AGE:3]. You could use some specific, restricted creature tokens for basic transformations, such as [BECOMES:CHILD:AGE:1][BECOMES:BABY:BORN:0][BECOMES:ADULT:AGE:12]. The game should still support the more basic [BABY:1] for backwards compatibility on raws, though.

The 'trigger' tokens could have a wide variety of triggers: age, amount of food eaten, distance travelled, highest skill, amount of kills, amount of sentient creatures eaten, etc. etc.

When a creature becomes a different one, it would carry over all its kills, lost limbs (if both forms share the same body token), skills, personality traits, etc. In essence it would be the same creature, but with a different body.

Thoughts?

224
DF Modding / Re: Modding Immigrants ?
« on: September 11, 2008, 04:11:41 pm »
Indeed you can. Open up init.txt in \data\init\ and find the line: [POPULATION_CAP:200]

Change it to, say, [POPULATION_CAP:20] and then up it every few years (by saving, closing DF, editing the text file and loading your save again) to make it higher.

225
DF Modding / Teldin's creaturepack
« on: September 11, 2008, 04:08:57 pm »
I recently wrote a very simple addon to Dwarf Fortress: a pair of text files that add a significant amount of creatures to the game. Simply download the .zip file, and extract it (or copy & paste the files into your raw\objects\ folder). The two files are creature_pack.txt  and body_pack.txt.

Feel free to use them for any mods or additions you feel like doing.



http://teldin.wikispaces.com/space/showimage/creature_pack.zip


Here's a full list of every creature included:

Spoiler (click to show/hide)


Also, yes, most of them are from D&D. You can actually find a list of them at this lovely resource: http://www.d20srd.org/indexes/monsters.htm

Also note that if you already have mods installed, some of the creatures may overwrite them and you'll get all kinds of silly bugs, like wizard dwarves and mermaid megabeasts.

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