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Author Topic: Beards  (Read 4274 times)

Footkerchief

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Re: Beards
« Reply #45 on: March 12, 2009, 02:47:10 am »

Would it be overly much to hope that dorf beards are randomly determined to be hair / metallic on world gen?

At the moment, yes.  Randomized creatures aren't coming until later (they're on dev_next but it could be a while).
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Urist McDetective

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Re: Beards
« Reply #46 on: March 12, 2009, 03:17:54 am »

Heh. I rarely hope for what's already available - just for the future. ;)
Do solid stone beards break suspension of disbelief? Light stones like pumice? Now that I'm thinking about it ...
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WELCOME TO FUCKING BAY12!
 - not only do they have the weapons, they also have the Fortresses -
I have noticed a rather mixed reaction with microcline, but what do people think of olivine?
Oh I love olivine.  I think dark green furniture makes the fortress tasteful.
Wait, what?

Footkerchief

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Re: Beards
« Reply #47 on: March 12, 2009, 03:23:42 am »

Well, beards made of varying materials are kind of inherently problematic.  In the new raws, there's a single hair material template that all creatures can "inherit" and modify to whatever degree, but it's still a material with a single color that gets used for the hair "tissue."  The color swap occurs later via a Tissue Layer Color Modifier (TLCM) tag that appears to override the color of the material that composes the tissue.  And it's JUST a color swap, not a material swap, so you can't do anything like reference a list of external materials.  You have to fake it and add copper/iron/lead or pumice/obsidian/etc. to the color raws. 
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SirHoneyBadger

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Re: Beards
« Reply #48 on: March 12, 2009, 03:46:30 am »

Well then, there's two straightforward suggestions for something I want:

More variety of hair types (IRL, I've got a beard almost as wirey as steel wool--seriously, it can and has drawn blood--while my head hair is soft, and my bodyhair is noticeably finer than either, and that's aside from the different lengths/growth-rates. My full beard-(normally I wear a goatee)-aside from the texture, also has hairs of blonde, brown, red, and black in it.),

and exotic/inorganic (semiorganic?) materials available for use in bodyparts/as tissue-types.
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Footkerchief

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Re: Beards
« Reply #49 on: March 12, 2009, 04:02:15 am »

and exotic/inorganic (semiorganic?) materials available for use in bodyparts/as tissue-types.

Well, they ARE available for use that way -- you can have creatures with iron skin or obsidian scales or chitin hair or whatever.  But you can't do the variation/inheritance stuff that you can do with the color modifier.
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SirHoneyBadger

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Re: Beards
« Reply #50 on: March 12, 2009, 04:41:11 am »

Well, the metal beard thing is based on the dwarf's nutrition, and that's only incidental.

The dwarf's just a host for what's essentially a  parasite with symbiotic traits, but a completely different genetic structure--although a parent can easily pass it on to a child. 

By the way, somebody asked about forging beards after a dwarf's death. That's exactly what ore veins are, by the way: the really looooong beards of primordial dwarfs.  :P

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praguepride

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Re: Beards
« Reply #51 on: March 12, 2009, 08:45:37 am »

While it might be neat to have (i.e. mod) dwarf beards to drop ore, I doubt you'll be able to customize it to the extent of having dwarves essnetially drop random ore when they die.

Actually, you could mod that in now that  abyproduct of dwarvy death is to drop iron ore.

So here's a question. Should dwarves get bad thoughts from looting the "beards" of dead comrades?

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Man, dwarves are such a**holes!

Even automatic genocide would be a better approach
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