Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 17 18 [19] 20 21 ... 306

Author Topic: Future of the Fortress  (Read 1880742 times)

SteveTheRed

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #270 on: August 03, 2014, 11:36:55 am »

Quote from: Talvieno
Are refuse stockpiles supposed to terrify certain dwarves?

Are they being terrified by dead dwarf bodies?  That's supposed to be scary, but there was that thing I mentioned back when I was talking about quests, where things like teeth would scare them under certain circumstances.  I think there's probably a little too much flipping out as opposed to just negative thoughts, and that'll change when I do that thought rewrite I need to finish before job priorities.


I found that some of my dwarves (those with low tolerances for danger) were becoming horrified on seeing dead goblin bodies in the refuse stockpile when dumping other things there.  Mantis item 0007435 has more detail.
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #271 on: August 03, 2014, 11:22:54 pm »

I too noticed that one of my dwarves became frozen in terror and canceled his job upon seeing a dead kobold. Not too strange, I guess, if their personality details actually account for their actions.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Spish

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #272 on: August 04, 2014, 10:05:05 pm »

I do hope that easily-frightened dwarves and pacifist NPCs will become more of a personality thing in the relatively near future.
« Last Edit: August 04, 2014, 10:13:16 pm by Spish »
Logged
Ah, yes, I thought something was amiss. Now I see. There's not enough terrible things in the lakes.

Hotawotwot

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #273 on: August 05, 2014, 01:27:43 am »

Will removing teeth/tongues ever impair/inhibit speech?
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #274 on: August 05, 2014, 03:35:24 am »

Will removing teeth/tongues ever impair/inhibit speech?
Ever is a long time. So, probably yes.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress
« Reply #275 on: August 05, 2014, 12:09:24 pm »

Will removing teeth/tongues ever impair/inhibit speech?
Ever is a long time. So, probably yes.

Also, it's on the bug tracker, so you can monitor any progress there.
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Future of the Fortress
« Reply #276 on: August 05, 2014, 01:38:23 pm »

Looking into interaction details revealed two new breath attack types: TRAILING_ITEM_FLOW and UNDIRECTED_ITEM_CLOUD. How exactly are they used? Do they work with both CDI and IT_MATERIAL?

(I'm guessing "no" for IT_MATERIAL, since it's only used with weather effects, and there's no WEATHER_CREEPING_ITEM or WEATHER_FALLING_ITEM, as amusing as it would be to have it rain fish or have a cloud of locusts drift by)
« Last Edit: August 05, 2014, 01:44:29 pm by Quietust »
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #277 on: August 05, 2014, 01:57:34 pm »

Looking into interaction details revealed two new breath attack types: TRAILING_ITEM_FLOW and UNDIRECTED_ITEM_CLOUD. How exactly are they used? Do they work with both CDI and IT_MATERIAL?

(I'm guessing "no" for IT_MATERIAL, since it's only used with weather effects, and there's no WEATHER_CREEPING_ITEM or WEATHER_FALLING_ITEM, as amusing as it would be to have it rain fish or have a cloud of locusts drift by)

For what's it's worth, this is an item breath that I believe works as well as any item breath currently will work (that is, no damage, item spatter coloring the floor, etc)
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Shoot disks]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_TOKEN:LH2]
[CDI:MATERIAL:INORGANIC:IRON:TRAILING_ITEM_FLOW:TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
[CDI:VERB:shoot large disks:shoots large disks:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:2400]
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

samanato

  • Bay Watcher
  • @ Gardevoirite
    • View Profile
Re: Future of the Fortress
« Reply #278 on: August 05, 2014, 02:19:46 pm »

Item breaths don't actually create the real items, just make a "cloud" that covers the floor. (so no touhou flying daggers unfortunately :'( )  At the moment the base mechanics thereof are pretty much only for tree growths, though I suppose, you could mod something like spore-spraying creatures.  Haven't tested to see, if syndromes activate with this interaction.
Logged

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress
« Reply #279 on: August 05, 2014, 02:30:30 pm »

At least they can be picked up by adventurers. I didn't expect much more than what we did get.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Alev

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #280 on: August 05, 2014, 06:21:57 pm »

Happy birthday, ThreeToe!
Logged

Witty

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #281 on: August 05, 2014, 08:17:34 pm »

With the current model of morale, do diffrent creatures exude diffrent levels of horror? IE is a dragon more horrifying to a militia dwarf than say an alligator or a gazelle?

Spoiler (click to show/hide)
Logged
Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: Future of the Fortress
« Reply #282 on: August 05, 2014, 08:39:59 pm »

Quote
Stopped dwarves from breeding like animals, technically speaking

So... what exactly does this mean?

Alkhemia

  • Bay Watcher
  • aka Deep Sea Diver Man
    • View Profile
Re: Future of the Fortress
« Reply #283 on: August 05, 2014, 08:43:32 pm »

Quote
Stopped dwarves from breeding like animals, technically speaking

So... what exactly does this mean?

It was that dwarves were calling their own code but also the animal breeding code, which just picks out a dwarf male somewhere to be the father.
Logged
"Hiken: Tsubame-Gaeshi" -Sasaki Kojirou (Grand Order}

"Please touch me. Without lying, wherever you want to touch. That is my wish." - Kiyohime (Grand Order)

"Tyranny, violation, genocide. Those are the things that I detest above all else." - Amakusa Shirou Tokisada (Grand Order)

monk12

  • Bay Watcher
  • Sorry, I AM a coyote
    • View Profile
Re: Future of the Fortress
« Reply #284 on: August 05, 2014, 09:15:09 pm »

Thank you!
Pages: 1 ... 17 18 [19] 20 21 ... 306