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Messages - Arkose

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31
DF General Discussion / Re: Dodging is more deadly than helpful.
« on: July 26, 2010, 12:13:58 pm »
Maybe dwarves with high Dodging skills should have a better sense of when NOT to dodge. (Or at least know to try to dodge somewhere safe instead of any open, possibly unfloored, square.)

32
DF General Discussion / Re: Still no fish?
« on: July 23, 2010, 03:31:32 pm »
You might need to mine for them in fishstone.

Has anyone modded in 'fossil' gemstones yet? I don't see any reason why you wouldn't occasionally find fish fossils in many types of sedimentary deposits.

33
DF General Discussion / Re: Bone vs Shell vs Leather Armor
« on: July 23, 2010, 03:27:23 pm »
Are there any bones or shells with interesting or useful qualities, with regard to armor? I know that imp bone armor used to set things on fire (including the dwarf wearing it), although I seem to recall that no longer happening in recent releases.

34
DF General Discussion / Re: Man, what?
« on: July 22, 2010, 08:15:53 pm »
I don't know about you guys, but I would personally love a website that would take your exported legends XML data and turns it into celebrity gossip about what your dwarves have been doing.

35
Spoiler: A granite staircase (click to show/hide)

You should consider looking into adding an anisotropic filtering option; that sampling error on oblique faces really detracts from some otherwise excellent texture choices.

http://en.wikipedia.org/wiki/Anisotropic_filtering

36
DF Modding / Re: Magic Missiles for Adventure Mode
« on: July 18, 2010, 11:38:27 am »
Furthermore, there's no "MP" in Dwarf Fortress.  You can conjure and throw the missiles all day, at least till you get tired from the motion of throwing.
Spoiler: Screenshot (click to show/hide)

The screenshot of the "spinning magic missile laced with human blood" got me wondering: Is blood a valid adventure-mode reaction component? Imagine if you will, a "blood magic" system, with spilt blood as MP: magic missiles of blood, poisonous clouds of boiling blood, wizard's robes woven entirely from veins and arteries pulsing with BLOOD!

37
DF Modding / Re: Adventure Mode Reactions
« on: July 12, 2010, 01:56:51 am »
Reactions I would like to see:

Stitching together skins/hides/fur into clothing.
Sharp rock + Bone = Rock-tipped spear
Rock + Rock = Chisel
Chisel + Bone = Bone armor/Sword
Chisel + Skull = Bone helmet
Stomach = Waterskin/Backpack
Practice Throwing = Skill increase for throwing without having to actually manually pick up and throw an object.

More if I think of them...

Add Bone Blowdarts and Bone Blowguns and you'd have a pretty complete Primitive Adventurer mod. (Bows would be nice, but there's not any way to harvest wood just yet. I guess you could carve them out of elephant tusks or other large bones...)

38
More conversation weirdness:


39
DF General Discussion / Re: Ringworld
« on: July 06, 2010, 02:51:14 am »
Setting the size to 33 by 257 generates some nifty setups, but they all get rejected.

Speaking of which: I wonder if the world gen code can tolerate world sizes with widths and heights smaller than 33 / larger than 257. If I remember correctly the midpoint displacement algorithms require that the widths / heights have values of (power of two plus one). For smaller values, that would mean 3, 5, 9, and 17 might be valid. Possibly 1 might also work depending on the exact nature of the midpoint displacement code. Larger values like 513 may or may not work depending on whether the code stores the width/height variables in single bytes or not.

(Unfortunately I'm currently stuck with just OSX, which doesn't seem to have much in the way of memory editors, or I'd test it out myself.)

40
Instead of dropping in food, seal in all your farmers with the children and the farm plots, and have them drop food out.  That way you can take advantage of child harvesting.

You only need a single adult dwarf to build farm plots and mood workshops, and once those are built you won't need any at all. Raw materials for moods can be dropped in from above, and harvests can be set to dump down to be processed by brewers / cooks / weavers.

Children that produce artifacts are allowed to become artisans according to the nature of their works. All other dwarves take whatever non-mooding job (cook, soldier, hauler, etc) is needed at the time they mature.

Stick the Hammerer in there to maintain discipline; hopefully if enough children are brutally murdered for crimes they didn't commit the survivors won't care about seeing brutality once they get drafted into the militia.

41
DF General Discussion / Re: An open letter to my second mayor
« on: June 10, 2010, 04:38:27 am »
Works fine until your Legendary Axedwarf gets elected for being awesome and killing more goblins than you can shake a cat at.

I'm okay with particularly awesome dwarves murdering whomsoever they choose with their weapon of choice. I imagine you only have to execute a few citizens for the weapon to earn a name.

42
DF General Discussion / Re: A Town Renovation Project
« on: May 19, 2010, 07:52:55 pm »
The problem with this is when you abandon the fortress to start another, all the items on the map will scatter, and everyone will either starve, or wander away.

I wonder how tricky the memory hack would have to be to convince the original town's inhabitants that the site is not, in fact, an abandoned Dwarven Fortress unsuited for their Entity site residence preferences?

43
As a more accurate solution, it probably wouldn't be too difficult to hack the SDL port to include a key command for "Take ASCII screenshot".

Or you could use NCurses render mode to play in a unicode-capable terminal and just copy it from there, but if I recall correctly that only works on Unix-type systems at the moment. (Unless someone has already implemented a PDCurses port for Windows?)

44
DF Modding / Re: makeing a Berserker caste
« on: May 04, 2010, 05:38:43 pm »
It would be nicer if they actually tranced more easily than common dwarves, but nevertheless, nice idea :)

Dwarves with high [PERSONALITY:ANGER] scores should probably go berserk more easily (in or out of combat). Toady has described martial trances as more of a desperate emotionless killing machine mode that Dwarves enter when they are outnumbered:

http://www.bay12forums.com/smf/index.php?topic=37546.msg610433

Quote
A trance also removes any unhappiness and the need for food/drink/sleep while it lasts, though this would hardly ever matter.  And my post didn't include the most important thing about trances and all combat skill rolls: effective skill = (skill+1)*5.  This is applied after the weapon modifiers to skill, so everything magnifies obscenely.  A trance also lets the dwarf see when they are blind, and not just for combat purposes.

45
DF General Discussion / Re: Newest Penny Arcade = Elkbird?
« on: May 02, 2010, 10:18:20 am »
The lack of wings makes me think that Elkbirds might be overgrown, horned kiwi birds:



(Real-world kiwi birds do in fact have vestigial wing nubs, but they're so small that they can't be seen under their feathers.)

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