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 - coobuddy

Pages: [1] 2
1
DF General Discussion / music during gameplay
« on: September 25, 2014, 12:50:59 pm »
What do you listen to while playing?

Firstly I must admit that I do like the music in game as it is. However every once in awhile I like to mute it and play something else. But I do prefer to stick with some sort of fantasyesque feel. I'll rotate between the original Conan the Barbarian soundtrack and Skyrim.

2
it seems like it should be implemented. even from a period appropriate technology pov. even the thuggee cult had a rock crusher in temple of doom...possibility for Fun!

3
DF Suggestions / Re: adventure mode relationships
« on: June 22, 2014, 07:28:22 pm »
this sounds like the Guild series. which is awesome. but hopefully it will work out much better than those games.

4
DF Suggestions / Re: Ideas for additional machinery
« on: June 11, 2014, 06:47:38 pm »
any word on a drilling platform?

5
DF Suggestions / multi z level trees?
« on: June 07, 2014, 12:37:54 am »
haven't seen this posted yet? if it has been my bad. but will certain trees be able to grow multiple levels high? possibly take up several squares of space as they grow taller and older. any conversion rate planned for board feet from the size of a tree?

6
DF Suggestions / Re: Realistic Mining Suggestion
« on: May 11, 2014, 10:56:52 pm »
but dat road doe

7
DF Suggestions / Re: Realistic Mining Suggestion
« on: May 10, 2014, 05:43:50 pm »
those waste products should be used for construction purposes. gravel and junk rock should be required for building layered roads like the Romans or for use in building foundations, of course also concrete. sawdust for paper products plywood etc. tinder kits for exploring hunting parties or part of military survival kits.

8
DF Suggestions / weather/geologic activity
« on: May 10, 2014, 04:44:51 pm »
i think i read that volcanoes are going to exist along with earthquakes. will there be flash floods and rain storms eventually? this combined with poor choices in digging areas, will this create mass wasting events (i.e. landslides, rockslides, lahars, slumps, debris flows, soil creep etc.)? you would want to build retaining walls or risk your entire village/city being wiped out in an instant. i think strength of stone walls would have to differentiate depending on the material that is used in their construction. also depth of foundation, depth of the wall and height would all contribute to strength. i think that will also go along with whatever is being calculated for the new siege activity that will be coming.

9
DF Modding / Re: pet tags on civilizations
« on: May 03, 2014, 03:26:35 pm »
ya i just saw that finally. now to play the waiting game and see what happens when they grow up

10
DF Modding / Re: pet tags on civilizations
« on: April 24, 2014, 02:52:55 pm »
i don't think it works. i've added [PET_EXOTIC] and [TRAINABLE] to the entries in creature_standard and i've got a few goblin thieves. they don't show up under animals that i can train. is there somewhere else that shows up in?

11
DF Modding / pet tags on civilizations
« on: April 22, 2014, 11:46:27 am »
will using the pet tags on humans, hippies, or gobs allow you to tame them after cage trapping? what AI would continue to function at that point for them? would they ever try to escape or attack you?

12
DF Suggestions / Re: Adventure Mode/Fortress Founding
« on: October 10, 2013, 08:02:44 pm »
If the history sim will continue will that include soil erosion? For example if your grand project includes damming a river would it experience the problems that a structure of that nature would after say 100 years? if your fortress were built in only soil layers would the traffic and weight of all that hording eventually collapse the tunnels? I guess this would also be a question towards world physics as well. You would have to worry about flooding/earthquakes and retrofit your fortress every couple decades.

13
DF Suggestions / Adventure Mode/Fortress Founding
« on: October 03, 2013, 11:17:36 pm »
So let's say you're in adventure mode and you can dig and chop down trees. You make yourself a cabin/hole. A few years go by and you have yourself an Inn. You become a crossroads hub. 20 years go by and a city has begun to start up around you and you are one of the founding dwarves of a new outpost/village/town/city. Fortress mode happens around you while you continue the story of a single dwarf in that society. When you reach the ultimate point of fun you experience karma and start again as a newborn child in that same place.

Could be fun.

14
DF Dwarf Mode Discussion / Re: dwarven catsuit/unionsuit
« on: August 18, 2013, 04:08:48 pm »
I posted I there after this just didn't bother to take this out.

15
DF Modding / dwarven catsuit/unionsuit
« on: August 18, 2013, 04:04:06 pm »
For the dwarf that has everything but a comfortable pair of pajamas with footies(that can be made in the style of chainmail/leather/cloth/metalcloth).
Can't quite figure out the logistics on trying to get this working, any help would be appreciated.

Also can you have civilians choose to wear armor without being in the militia or eliminate the tags that cause clothing to rot away?
OR
A dwarven recycling center where things that reach a certain level of decrepitude can be dismantled into usable parts again, that also wouldn't cause madness in the case of some masterwork being destroyed.


Pages: [1] 2