Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Valtam

Pages: 1 [2] 3 4 ... 22
16
Creative Projects / Re: Vastaghen12's daily drawing
« on: August 21, 2017, 04:01:31 pm »
Ah, there's my pal Adin again. Nice to see 'er.

Glad you like them, that paladin is one of my favourite characters to draw.

I actually named her Aine. Which if I remember correctly means radiance in irish. Clever right?

Speaking of that its her again

Spoiler (click to show/hide)

This one could have used a bit more time for me to figure out how the 3 part skirt should drape, but I had little time, and missing two days in a row wont do.

No, please, don't change subject. Practice makes perfect, and you're certainly striding to get there.

17
Creative Projects / Re: I'll Pixelate your Generated Monsters
« on: August 17, 2017, 08:13:47 pm »
Amazing! Let's begin with this one:
Spoiler (click to show/hide)

18
Creative Projects / Re: Vastaghen12's daily drawing
« on: August 17, 2017, 08:10:24 pm »
Hey, this is extremely good. Keep up those chops, and as the running commentary goes... Weeeeebcomiiiic.

PTW.

19
Creative Projects / Re: Random Things you drew/shopped/made/etc.
« on: August 17, 2017, 08:09:17 pm »
As in, a thread for yourself, or a thread for everyone?

As in I would do a thread of one of my (dubiously termed) arts a day, in order to reassure the actually artistically talented people they are in fact good and should do a webcomic.

You can pitch in too. There will be no bounds of bad unplumbed.

I have been doing this on my own since January 1st, kind of offline, and haven't bothered to publish it. Would be glad to participate, as I'm subscribed to this thread and I have been seeing the enormous progress of its active participants.

EDIT:

Well, here goes nothing: a few creatures I have drew during the last months.
Spoiler: Medusa-like critter (click to show/hide)

Spoiler: Phoenix (click to show/hide)

Spoiler: Shark (click to show/hide)

Spoiler: Tortoise (click to show/hide)

Spoiler: Squid against whale (click to show/hide)

Spoiler: Watercolor doggo (click to show/hide)

20
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2017, 01:17:17 pm »
Will World-gen artifacts be able to be of any weapon/armor type, like the fortress artifacts? Or do they only make artifacts of items from their own civ?
While I'm thinking of it, what are the types of artifacts you can get?


It has been implied that besides legendary weapons and armor we can also find holy relics (artifact body parts on display, I assume) and heirlooms, these last ones might cover stuff from crowns and mugs to socks and whatever doesn't fit in the other categories. It is not clear if furniture could be considered heirlooms, or if they'll even be present as world-gen artifacts.


And, aside from the off-site raiding, what will be added in the next version?
Speaking of sites, will there ever be an option for modding custom sites into the games?


Mostly new artifacts and related quests, bugfixes, kobold sites and civ-specific pets, impersonation and new jobs (prophets and spies) and off-site dwarven shenanigans. Those are the ones that come to my mind, there might be a few left.

It will be possible, in a far future, but it won't make sense to have the ability to customize those sites if sites themselves are lacking. Property, law, magic, economy and starting scenarios all have to be implemented first in order to have at least a full bench of generic sites, to put a name on them.

21
DF Adventure Mode Discussion / Re: Taking prisoners
« on: July 29, 2017, 02:46:58 pm »
can you do cages in adv mode? without modding, that is?

I don't believe you can (been a while since I last checked) but I'm completely sure that they currently serve no purpose on Adv. Mode, at least not without modding.

22
DF General Discussion / Re: Future of the Fortress
« on: July 29, 2017, 02:31:46 pm »
Depends on how strict the terms of ownership would be, would make a amusing & dwarf-eccentric bug report on Mantis to have a civil-war caused by a loyalty cascade over whether a kea that has stolen a heirloom is the rightful heir.

> Do/will artifacts carry a [DIFFICULTY] rating to determine how much of a priority they are in a quest compared to say killing some low level beasts or are they all on the 'same level' of quest requests

I believe they won't carry it during this pass, as (I believe from last time I checked) we currently don't have difficulty ratings for murder quests either. If you ask your current liege or commander about what to do next as a fresh recruit, they won't hesitate to ask you to kill a Bronze Colossus, and they probably don't know yet that such a quest won't be easily accomplished (unless there is an underlying King Pelias motivation that is not conveyed through text).

Going to check the wiki and raws, but haven't seen that thing.

23
Quote
I love legends viewer programs, but any interestingly large world has so much useless, hideously boring guff that it takes hours of poring through a medium+ world to find the good stuff, even with a GUI worth a damn.

Also festivals serve no purpose whatsoever in legends other than to make a site/group history utterly unreadable due to the spam of "in the year X plus 1 the books of sadness held yet another festival about cats" obscuring critical site events.
Except that it's not at all unreadable in an external viewer, you can just filter it out. You realise this is an unfinished game right? Just because festivals and vampire purges don't exist right now except to mess up your search for 'critical site events' doesn't mean it's always going to be that way. At the very least the hypertext-like interface for mythgen will surely find it's way to Legends Mode eventually making it much easier to navigate.
Personally, I think masterwork spam is more an issue. Legends Viewer will only show a certain number of events at a site, and the filter process can become slow. If the xml file becomes too large, you can't even load it anymore.

That, and site visitor spam as well. If it serves no purpose or doesn't provide enough valuable information, then it's better to not have it at all. But I already asked Toady about it in the FotF thread and he seems to have acknowledged that, hopefully something might be done during this release cycle.

24
DF General Discussion / Re: About how often does DF get an update?
« on: July 19, 2017, 09:03:02 pm »
Next release after artifacts (lets assume it'll start work by February?) will be "big". But it remains to be seen just how big.

If the current dev notes are something to go by, it has to be one of the biggest updates DF has seen yet, bar the multi-z update: myth and magic.

25
DF General Discussion / Re: Future of the Fortress
« on: July 19, 2017, 09:00:47 pm »
On the matter of threetoe's marriage:

A) congratulations!

B) will we see marriage ceremonies like the one in his post in-game, either in world gen or maybe even in fortress mode? At least those of nobles and royalty?


Short answer: they already exist, to a point. Whenever a rare in-game wedding happens, dwarves throw a regular party at a meeting zone.

Not-so-short one: the ones you're probably imagining will be implemented in both modes, they exist in the dev notes, as marriage not only works as a means for adventurers to continue their legacy and build a lasting clan, but also as a tool for politics and diplomacy if we're talking about nobility. Ceremonies themselves might have priests overseeing them, but nothing has been said specifically about this. Nonetheless, if Toady wanted to do it most of the framework is in place: dances, temples and partygoing.

26
DF General Discussion / Re: Congratulate Threetoe on his Marriage
« on: July 19, 2017, 10:06:30 am »
Congratulations! Even though I'm concerned about Threetoe's choice of words, I dearly wish for this to be the exception to regular dwarfy marriages between nobles, as they usually don't end that well.

May they live long and happy, eating plump helmet roasts and always willing to attend party! and have fun.

27
DF General Discussion / Re: Future of the Fortress
« on: July 19, 2017, 10:02:46 am »
With stuff like secret identities and family members will our adventurer log eventually show more information about the people we know like job and family relations?
Adventurers don't have family members. And, unless they become lords, they don't really have a concept of 'job'. So, I'd say, yeah, one day when adventurers have families and jobs their profiles will probably have that information. One day. Nothing to do with the upcoming secret identities though.

Personally not sure I'd ever want to see "jobs" imposed on adventurers though. You should be free to play according to your abilities (or hilariously in opposition to them) as you like.
I meant the jobs of npcs the player knows.

I agree that it would be nice to have certain features from Legends Mode during gameplay, at least the less spoilery ones, but that would imply a UI overhaul and I'm more inclined to see features first, even if that means they look as messy and hard to decipher as they've been for the last 11 years.

Anyhow, for now we'll have to make do with pen and paper (or a notepad) to write about the most relevant NPCs we meet along the way.

28
DF General Discussion / Re: Future of the Fortress
« on: July 07, 2017, 10:49:01 pm »
Toady mentioned in last week's reply that civs declare war on your civ as a whole in retaliation for being raided, as opposed to specifically sending counter-attacks to the raiders site.

I guess the small force is just a result of it being a first attack or whatever it is makes goblins only send a small number of troops at first in the current version (wealth? population? Goblin sense of fair play? something like that probably).

Oh, and another question:
What season will dwarves attack in?
Any season? Just Autumn? Any chance to see a seperation of 'friendly merchant visit' and 'gonna kill ya all' active seasons?


I believe you won't ever receive friendly merchant visits from potentially antagonistic dwarven civilizations, as they don't trade with you in the first place (at least from my limited experience in current vanilla DF). I might be mistaken, but siege seasons get increasingly disrespected as the enmity between civs grows bigger. I've had goblins attacking me during summer and the beginning of autumn all the same, so long as it's not the first wave. I imagine enemy dwarven raids probably work like goblin and kobold ambushes, sent in a yearlong basis.

29
DF General Discussion / Re: Future of the Fortress
« on: June 24, 2017, 02:29:21 am »
Is it possible to add game rules (like set of professions and skills) and site generation to moddable RAW-s? If it is, can we expect it some when in the future?

Sounds (rather) Good, No Timeline. Those raws are not priority yet, so we won't know when are they going to be available. Remember that this Future of the Fortress thread is for questions and concerns regarding the immediately next release (in this case: sending dwarven squads to other sites, artifact retrieval, crude spies and kobold caves, among other small things).

30
DF General Discussion / Re: Future of the Fortress
« on: June 06, 2017, 09:46:19 pm »
Will I be able to hire people to find artifacts for me in Adventure mode?

Nothing has been said about this but I think it's doubtful, depending on how you define "hire". If you want to pay actual coins so that somebody might bring you a trinket, it hasn't been mentioned and won't probably happen until we have a well defined economy that makes sense of that transaction.

However, if what you want is to bring along people in your search for an artifact, just like you ask people to guide you to a place or become performance buddies, then it sounds reasonable enough.

Pages: 1 [2] 3 4 ... 22