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Messages - assasin

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211
Quote
Seems a bit too... widespread. I like to think that magic's frequency across the land should be similar to that of necromancy.

partially disagree. every fortress after a certain state of development should have a spellcaster, but it should be so expensive that the magic isn't used everyday. if there an average of twenty gemstones of a certain type across an entire map and one spell required that sort of gemstone to work, you could only cast twenty of that spell. Trading for spellcasting materials may be an option, but they should be ten [or possibly a hundred, not really an expert on game balance] times more expensive than they normally would be becuase of their spellcasting use.

So in other words it shouldn't be common to see magic but it should still be widespread.

212
while its not a bad idea I remember an interview with toady saying that he doesn't think fireballs are very dwarfy and that he doesn't want to have religion be an imput prayer, output spell business deal. Though he did say he'd consider an earth/rune based system.

I guess this system could have some alterations to make it work. instead of study you could have the dwarves make runestones or whatever to cast the spells. not sure about divine magic though.

So instead of points you'd have premade spells. it does add a certain planning side to the system. it would also make control easier. instead of controling dwarves like milatary you'd place each rune like you would a table or throne. have a spell menu with all of your runes, select one and place it. a dwarf would then pick it up out of a stockpile and cast the spell.

I will say that I would like to see a material component be more than an unlock. And should be something valuable and rare. I'd rather not see magic be used everyday after you designate one fifth of you fort to study it. If a spell/rune required diamond, dragons blood and adamantine it wouldn't be used chase away an ambush. maybe you might use it to cause a panic in an army, but it wouldn't be your sole line of defense, only ujsed in emergencies.


213
DF Suggestions / Re: Hyper-realistic military action
« on: August 16, 2012, 06:32:13 pm »

Quote
Also, stone digging should be allowed, as it wouldn't make sense not to from a standpoint of having a game-universe that makes sense.  And with an effective siege mining operation, your soldiers and combatants wouldn't be tired: your miners would.  And depending on how you do things, perhaps the goal wouldn't be to have a tunnel for funneling in troops into the opponents fort; perhaps you would just want to collapse their walls and stuff by making hollow areas underground with remotely-destructable (burnable) supports (like IRL)!


I think different civilisations should have different tech levels in different areas [and could be another factor in embark, want easy mode choose naibours with bad siege technology]. so a civilisation with a high mining/engineering level should be able to dig while ones with good woodcraft/engineering would build siege engines to knock down your walls or whatever.

214
DF Suggestions / Re: Hyper-realistic military action
« on: August 14, 2012, 08:14:04 pm »
Quote
Frankly, most people don't care about logistics. Watching the orcs cart wheat across Mordor isn't exciting; watching orcs get killed by Legolas, Gimli, etc, is. So the latter gets added, the former doesn't. A movie that inflates its length by showing the 99% of the time nothing interesting is happening is going to do poorly, so they only show the interesting 1% and let the website, interviews, or whatever explain the relevant bits of the 99%.


isn't the basic idea behind a fortress simulator similar to logistics. making sure you have enough boose, food and other supplies. making sure your dwarves have a place to sleep. whats the diference between ordering your dwarves to set up a farm and ordering a bunch of wagons to follow your army?.

and even if logistics isn't fun having logistics go wrong is. raiding supply lines and cutting off your enemies supply of food [or your enemy doing the same thing to you].  burning fields to starve the enemy [or have the enemy do it you], conquering the regions with metals first to limit enemy weapons.

logistics on its own may be boring. but in a war its not on its own. its combined with strategy and tactics. isn't it?

215
DF Suggestions / Re: Hyper-realistic military action
« on: August 14, 2012, 05:23:42 pm »
Quote
Also, nobody shows supply routes in movies unless they are critical to the plot (eg. if the elves routed the orcs' supply caravans)

not putting decent logisstics into a book or movie seems like laziness to me. Not all authors/directors leave it out.

216
DF Gameplay Questions / Re: Is it possible to learn DF all by myself?
« on: August 12, 2012, 08:21:16 pm »
Quote
That comparison makes me think about an intellectual game I am playing in my mind:
One person without any needs beside to succeed with an infinite of time.
How long does it takes to accomplish the goal?

Just like those apes typing Hamlet.

~~~

doesn't the theory go that the apes would have an infinite amount of time. of course if they did they'd type out an infinite number of hamlets, and infinite number of hamlets in alternating lowercase and capital letters, an infinite number of hamlets written in klingon, etc. etc. etcl but thats kinda off topic.

I haven't really gotten far into the game [no self sustainable food production yet], and I've figured out quite a bit without guides, but I think thats becuase I spent a lot of time reading about general issues on the forum and got a basic feeling for the game before touching it. And even after that I've had to spend some time on the wiki to figure a few things out. A lot of it doesn't really make much sense, while a lot of it does. Its fairly easy to generate specific types of worlds in advanced world gen with a few trial attempts and some logic but I still haven't figured out the details of how ramps and stairs work. I sorta have the basics, but I still screw up a lot.

217
DF Gameplay Questions / Re: modify world gen parameters?
« on: August 12, 2012, 05:13:56 pm »
well there is a min/max savegery option. But it think if you put the min too high some civilisations won't spawn.

218
DF Adventure Mode Discussion / Re: Realism vs fun (ordinary fun)
« on: August 12, 2012, 08:44:04 am »
Quote
Hmm, I see, you've got different expectations of the game. If you like to be the glorious leader in shining armor, invincible and infallible; Dwarf Fortress might be the wrong game for you indeed.
As you may know, Adventurer Mode is some sort of roguelike, so your adventurers are expected to have a few roguish qualities. Trying to avoid death at any cost is the most important of them. Of course, this might conflict with your image of a hero. In my mind, a hero is vulnerable, but overcomes his weaknesses against the odds.

I'd take jorg ancrath every time. or in more understandable terms [if you don't read much], vampire blood and straight to a necrotower for me.

219
DF Suggestions / Re: Interspecies breeding
« on: August 11, 2012, 11:22:26 pm »
Quote

I'm not sure what all of those are. There are probably exceptions, but given the definition of a species they're very, very rare.

I've always considered dwarves and orcs or elves and humands to be separate races, not species. more like  the difference between a terrier and a rottweiler than the difference between a lion and a tiger.

I'd prefer it if half of the raws of each parent were randomly chosen for each child than a new one is created for each half race. it would take a lot more work to figure out but it would be a lot more flexible. not everything should randomly chosen, it should be based on logic, and there should be some raws controlling what could mate with what and how often it happens. maybe each tag could have a separate percentage on how often its chosen. so immortality would be rare but pointed ears would be common if you're dealing with half elves. maybe be considered similar to dominant and reccessive genes. though a bit simplified.
 
to have this work effectively you'd probably need a lot more tags for each race to up the diversity. but most could just be cosmetic.
 
So, yes, after a while the world would be made up entirely of hybrids, but whats the difference between a human and a human who likes fighting. the fighting tag/gene could come from an orc or whatever, but after ten generations they'd look like humans and have the stats of humans, it'd just be a random genetic trait.

of course you'd still need to make relationships between different races very rare to stop it from becoming a complete muddle. but that seems simple. a full blooded creature would only have a 1% chance of mating with enough race. a half blood would have a fifty % chance with its two parent races, a 0.5% chance with another race. maybe a five % chance with another halfblood to make it interesting. a three quarters would have a bigger chance of mating with what gave it the three quarters. if its less than half for everything than it'd have a bigger chance of mating with another mongrel.


220
DF Suggestions / Re: Hyper-realistic military action
« on: August 11, 2012, 09:41:16 pm »

Quote
Circumvallation is walls built by the siegers around the besieged.


so like ceaser did at that one siege in gual?

221
DF Suggestions / Re: How would other races successfully fight dwarves?
« on: August 10, 2012, 06:26:36 pm »
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Lol, the conversation was already there so may as well .

i've never understood whether its better to do some forum necromancy or just create a new thread. so i just ussually go with the second option.

222
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: August 09, 2012, 10:26:43 pm »

Quote from: assasin on Today at 01:32:24 am

just to confirm, this is to get different numbers of dwarves on embark in dfusion. and theres no bugs in th coding if it is.



Spoiler (click to show/hide)



















Did you try this?:


Quote from: Warmist on July 19, 2012, 01:11:48 am

The fix is still not included in this version. To fix it manualy:


Quote from: ag on June 25, 2012, 02:13:47 am

Find this line in dfusion/common.lua, and replace ".text" with "Dwarf Fortress.exe":


Code: [Select]
local pos=string.find(v.name,".text") or string.find(v.name,"libs/Dwarf_Fortress")




Also small change:


Spoiler (click to show/hide)
















thanks

223
DF Gameplay Questions / Re: is this cheat viable?
« on: August 09, 2012, 03:43:02 am »
I was messing around with the world gen data file and I found something kinda interesting.

Not sure how to post a picture. but on the embark screen I see at the bottom:
Pts:  21447116313

and next to the steel battle axe entry I have. [2712]

so that problems fixed. now I need to figure out how to get more dwarves at embark.

224
Utilities and 3rd Party Applications / Re: DFHack 0.34.11 r1
« on: August 09, 2012, 01:32:24 am »
just to confirm, this is to get different numbers of dwarves on embark in dfusion. and theres no bugs in th coding if it is.

Spoiler (click to show/hide)

225
DF Modding / Re: Running multiple DF installs?
« on: August 09, 2012, 12:18:35 am »
while o have no technocal knowledge i've had no problems doing this,

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