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Messages - vjmdhzgr

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226
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2016, 05:12:57 pm »
I think there is another potential solution to the issue of taking injuries in different forms, which might not be quite as punishing as most people are thinking of, but would probably be easier and still be better than what we currently have. Basically, just keep injuries consistant in each form that don't get changed with transformation. If you transform into a weremammoth and get two legs cut off, then transform back to human then you'd still be a full human, but if you transform into a weremammoth again then you'll still be missing two legs. It's not the best solution, but i think it's the simplest one.

227
Since it's a week per player, wanna start soon?
I think the intent is to wait until adventurer site creation is released. Though it's looking like Toady might be going for a bigger update that adds more than just that, so it might take a while. It seems it shouldn't be too long though as long as no new features suddenly get started.

228
DF Adventure Mode Discussion / Re: A Brawl Gone Horribly Wrong
« on: May 02, 2016, 12:35:57 am »
It's like 1/100 chances though. Probably lower really. It's hard to tell through experiments because it's so infrequent it would be mind-numbing to actually count the many repeated strikes to the lower body until one happens.

229
DF Adventure Mode Discussion / Re: Healing the companion
« on: May 01, 2016, 02:25:50 pm »
You can just bring them to the fort with you. If you retire there while with a travelling companion, they'll retire as well. They might leave in the two weeks it takes to unretire the fortress though, but that's not too much of a risk.

230
Also for the ones choosing spidermen with many weapons, the way I understand it choosing many more shields is superior since it increases the chance to block stuff by a lot while still allowing you to attack with them.
Well you can also block with weapons, so I imagine at the point of having six weapons, the difference between shield and weapon doesn't matter much because you're pretty much invincible anyway. Except when taking ranged weapons and fire into account. Arrows are a lot harder to block with weapons, and fire cones can't be blocked with them at all. I'd go with, 2 shields then 4 different weapons as pretty much ideal.

231
Why this mod doesnt have like old Genesis genitals , breasts , testicles ?
Because Deon didn't want to put them in. I remember something being said about distracting from the focus of the mod, but I can't find it.

Also why there is no option for me during adventure mode combat to do quick / heavy attack but only options if i slice , stab etc. ?
Because this hasn't been updated to the most recent version. It's still for 0.34.11 where those didn't exist. Also if you post something, then have something else you wanted to say but already posted the message, you can edit it, there's a modify button in the top right.

232
DF Suggestions / Re: Serial killers instead of vampires
« on: May 01, 2016, 09:51:36 am »
Also, murderers are already in the game, but dwarven personality and ethics makes them rare.  If you mod dwarves to be more like goblins (higher cruelty, less empathy, less of a punishment for murder), you'll see a lot more murders.
Wait really? Like, in fortress mode? Just randomly? What do you mean?

Every race has a range of personality traits which they fall in commonly. It's a 0-100 distribution scale as I recall in the RAWs, with 0 being not at all and 100 being always, with a scaling deviation range, which I think defaults to 20 for most traits. Might be misremembering how it works though.

Dwarven society is naturally inclined to be loyal, hard working, value law and order and generally not be in favour of casual murder. Goblin society on the other hand is designed to encourage random acts of violence with empathy being rare, laws nonexistant, sadism common.

If you check the Legends you'll find a lot of goblins murder each other during worldgen. If you slanted the dwarves default mentality closer to the goblins on average there'd be a lot more random violence in the fort and it would probably be more severe, leading to strings of murders by fort members.
That's not how personality traits work at all. They're all 0 to 100 with 50 as the average by default. It can be changed to be between 50 and 100 with an average of 75, or even between 25 and 50 with an average of 25. There's no, not at all or always thing though. You say it as if there's a chance of having a trait entirely or not at all, when it's just sliding how much of a trait they have. Like altruism, which goblins don't have much of.
Anyway, it makes more sense that it's just related to world generation, I've seen demons just murder goblins with no explanation.

233
DF Suggestions / Re: Serial killers instead of vampires
« on: May 01, 2016, 12:52:25 am »
Also, murderers are already in the game, but dwarven personality and ethics makes them rare.  If you mod dwarves to be more like goblins (higher cruelty, less empathy, less of a punishment for murder), you'll see a lot more murders.
Wait really? Like, in fortress mode? Just randomly? What do you mean?

234
DF Suggestions / Re: Serial killers instead of vampires
« on: April 29, 2016, 07:01:54 pm »
So I respectfully call your post an asdostel bushos.

Eshononrel.
Is that dwarven? Badmost spawn? This post is the only result on Google for asdostel bushos. Also, goodexit? Really? I'd recommend just not speaking any dwarven. At least not until it's actually possible to do so in a way other than just replacing most English words with dwarven, but then leaving ones like with, and having no form of plural or tense to your words, and even then outside of slight novelty, it just makes it seem like you're intentionally being difficult to communicate with.

235
I've heard from one person that they've had incredible amounts of trouble handling stress in the new system, but that was some singular random person that is going against literally everybody else that has tried specifically to cause dwarves to go insane and been completely unable to. I think it's just the new system.

236
DF Suggestions / Re: No vampires
« on: April 28, 2016, 06:21:03 pm »
Is your suggestion to remove a feature? A lot of your suggestions seem to have been well thought out, but this one seems to amount to, "I don't like it!"

Anyway, there's an advanced world generation option to change the amount I believe.

237
I'd be interested in this. I'm guessing the guild is going to be created by adventurers using the new adventurer mode building mechanics being added?

238
DF General Discussion / Re: Future of the Fortress
« on: April 27, 2016, 05:08:51 pm »
Will human residents drink water instead of booze?
If you go halfway across the world to a legendary dwarven tavern, would you drink water instead of booze?

239
DF Modding / Re: Strangest, Wierdest thing you ever modded into DF
« on: April 27, 2016, 12:10:06 am »
I just made a creature with two bodies. no not two upperbodies or two lower bodies, but two body structures that don't attach to each other. for some reason they automatically fall over, so i made it a really fast crawler
My guess as to why they fell is because in some way or another, some of their legs weren't connected to their body.

240
Mod Releases / Re: Fortbent: Homestuck mod (v2.4.0) (0.42.06)
« on: April 24, 2016, 10:42:04 pm »
What exactly was that update though? I assume those additional races are in there, as is all that fraymotif stuff, but is that early stage feature you might be implementing in there? What do the fraymotifs do? I feel like there's barely any information on this update.

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