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Topics - puffs

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1
DF Dwarf Mode Discussion / holy **** adamantine anvil!!!
« on: December 17, 2007, 02:42:00 am »
and it only weighs 80 units   o.o



2
General Discussion / beware the 10th of february!
« on: February 04, 2008, 06:25:00 pm »

3
DF Gameplay Questions / calciferous ooze
« on: December 10, 2007, 12:09:00 am »
what is it?

4
DF Gameplay Questions / Adamantine clothes rot? Why?
« on: December 23, 2007, 03:48:00 am »
So I made a few sets of adamantine clothes with the spare threads i had lying around, and about a year later I noticed that the garment in question had become xcrappyx (it was claimed by a dwarf right after i forged it and they subsequently put it on). Why would adamantine become worn? It's a metal, much more durable than other materials, plus it's supposed to be some legendary-almost-mythical metal that is super awesome. Shouldn't such things be resistant to wear and tear? I mean, if raw adamantine can keep demons in the deep depths for thousands of years, I really don't think a dwarf wearing it as clothing will make it degrade, much less in only a year or two.

*edit* also, it takes entirely too many strands to make anything. If the point of having the wafer/cloth cost so high on making certain items is to limit the player's ability to churn out massive amounts of adamantine goods, i'd rather have it be 1 cloth for each piece of clothing, 1-3 wafers for each weapon/furniture, and have the strands takes 2-3 pieces of raw adamant each to produce. Sort of like how galena is 50% silver, raw adamantine would be much better as 50% adamantine strand.

[ December 23, 2007: Message edited by: puffs ]


5
DF Gameplay Questions / adamantine strands
« on: December 15, 2007, 11:54:00 am »
i can't find anything that i can stockpile them under...help?

6
DF Gameplay Questions / Water pressure and creature tokens
« on: December 10, 2007, 08:47:00 pm »
Do the amphibious/flyer tokens mean that a creature doesn't get pushed around by water?

*edit* wrong forum, supposed to be in DF questions...sorry.

[ December 10, 2007: Message edited by: puffs ]


7
DF Gameplay Questions / pig iron armor...
« on: December 10, 2007, 09:08:00 am »
So, i had a dwarf go into a fey mood and make an artifact pig iron buckler. My question is, how does it compare to steel, if it even has any armor value?

8
DF Bug Reports / [33d] children remove constructions?
« on: December 19, 2007, 10:23:00 pm »
I'm not really sure why, but one of my children climbed up to the second level of my glass tower and started taking down a wall that i had designated to be removed.

9
DF Bug Reports / flying creatures giving birth in midair
« on: December 14, 2007, 08:32:00 pm »
i don't think this is supposed to happen...several times giant bats have given birth to giant bat pups and the little tykes have promptly went *splat* on the hard rock ground below.

Also it's very amusing when they give birth to their young over a chasm, as you see their little bodies disappearing into the distance. maybe you should make them try to land first before dropping off the kids in the pool?


10
DF Suggestions / Illegal immigrants
« on: December 05, 2007, 08:49:00 pm »
Thought it'd be funny if every once in a while a migrating vagrant comes along, steals food/items from your stockpiles, and generally makes a nuisance of him/herself without doing any actual work.

Actually, never mind- I just described nobles.

But it would be interesting if you could have seasonal migrant workers...or dwarves that came/left after a year or two. Or, as opposed to a beating, another dwarven justice punishment could be banishment from the fort.


11
DF Suggestions / vermin corpses don't generate miasma
« on: December 21, 2007, 12:55:00 pm »
So, i was thinking that in real life dead vermin are too small to generate a huge cloud of stink. This would make having cats a lot more useful, especially if vermin-borne illnesses are gonna be implemented (e.g. siege pressure goal).

12
DF Suggestions / Smoothing out flows
« on: December 19, 2007, 05:51:00 pm »
One big problem with CPU usage issues right now is that liquid flows never "settle" - after infinite years, a magma vent that loses a tiny bit of magma still has a sole 6-depth square running around in it.

What i'd like to propose is a smoothing algorithm that makes the ripples go away after a certain amount of time.

1) define the body of the liquid.
  Any tile that is adjacent to at least two contiguous solid objects that block flow (floodgates, cavern walls, constructions) is a liquid boundary.
Example:

code:
 These are liquid boundaries.
   xxx     Lxx     xLx
   LCL     LCL     xCL
   LLL     LLL     LLx

  These are not boundaries.
   LxL     xLx     LxL
   LCL     LCL     xCx
   LxL     LLL     LxL
C= current tile
L= liquid  
x= solid object


2)Handle depth changes/determine state of flux
Any time a depth change occurs at a liquid boundary, the surrounding liquid-containing tiles are examined for fluid depth. If there is a variation of 2 or more between the low depth and high depth in the 'block', liquid continues as per currently. If not, proceed to step 3.

3) Flow reduction.
Take the average depth of liquid in the block (floating point) and set the depth of each tile to that number the next "tick", rounding up >.5 and truncating otherwise.


I understand this may lead to undesirable results - draining a small portion of a reservoir would end up not decreasing its depth at all, but I think it would be nice to be able to have flows not chug processor cycles for ever and ever.

If you're really picky about having realistic fluid volume, just change the depth to be stored as floating-point and displayed as integer.

[ December 19, 2007: Message edited by: puffs ]


13
DF Suggestions / civilian terror threat levels.
« on: November 18, 2007, 10:53:00 pm »
So, I'm really annoyed by the pages of <x> cancels <job> : interrupted by <crappy> spam.

I think alot of other people are too.

What I'd like is to be able to have a sliding bar under orders to set the threat level, for example:

[0====] White: Civilians ignore all animals/other races.
[=0===] Green: Civilians cancel jobs/run away from aggressive animals/enemies.
[==0==] Yellow: Civilians cancel jobs/run away from all animals and enemies.
[===0=] Orange: Civilians cancel jobs/run away from any non-tame, non-dwarf.
[====0] Red: Civilians that see any non-tame, non-dwarf NPC automatically sets a station to their location for the nearest on-duty squad. Then they run away.

It's really stupid that a groundhog can scare away 5 woodcutters that are strong/agile/tough etc.


14
DF Suggestions / Blinking cursors on re-center
« on: December 13, 2007, 08:28:00 pm »
Is it possible to make the yellow 'X' cursor for look-around mode/unit-viewing (like when you zoom to a squad commander) blink? Sometimes it's extremely hard to find the cursor in a crowded room.

15
DF Suggestions / new trap components/rube goldberg enabled
« on: December 12, 2007, 12:37:00 am »
I've always wanted to build a super awesome rube goldberg contraption that spans a large portion of the map. currently this is sort of possible with water/magma and pressure plates, but i'd like more options.

Suggestions:
1) pressure plate activation by items/item weight
2) chutes and the ability to make balls to roll down the chutes
3) catapults/seesaws with modified bridge flingify
4) elevators (needs power and uses buckets...lots of buckets, a water wheel or two)


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