Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Tiler Kiwi
Feb 26, 2011
the video game industry is not very creative in any regard

Adbot
ADBOT LOVES YOU

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

Tuxedo Catfish posted:

War for the Overworld is pretty much a 1:1 update of Dungeon Keeper 2, if that's your bag.

I don't know if anyone's made that close a recreation of the first game, unfortunately.

I will give that one a look, thank you.

Wolfechu
May 2, 2009

All the world's a stage I'm going through


Waiting for that epic, 12-dwarf magma forge with legendary statues and specialist tools for forging adamantine to be blocked by a single strange mood dwarf who wants to make a lead ring artifact.

Tiler Kiwi
Feb 26, 2011
i want to go beyond even the factorio model into making it much more difficult to take a dwarf and turn them into a master in a year just by having them craft iron swords ad infinitum. make it so you actually have to recruit high skill dudes via your guilds and take on apprentices before throwing tantrums when their labor is devalued by your attempts at industrialization

LazyMaybe
Aug 18, 2013

oouagh

Eric the Mauve posted:

Right but even within the confines of what we have, workshops are not in like the top 50 interface/userfriendliness/how--does-this-work things that have annoyed me over the years. The top five are 1. Military, 2. Military, 3. Military, 4. Military, and 5. Military. Using some workshops properly can be a pain in the rear end, but building the things is just about the most straightforward thing you can do in DF.
my #1 is interacting with the gemcutter workshop in general

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
defining an inn with attached rooms is remarkably lovely, defining temples and guildhalls is pretty bad also (how do you examine a zone once set up to see wtf you set it up as?)

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.

Tuxedo Catfish posted:

War for the Overworld is pretty much a 1:1 update of Dungeon Keeper 2, if that's your bag.

I don't know if anyone's made that close a recreation of the first game, unfortunately.
It plays very differently, sadly. You wouldn't think so, but I spent a lot of time on that game and it has some severe issues, mostly revolving around the fact that nearly combat scenario is basically a tower defense mission and since all your traps are destructible, you can't actually rely on them to kill everything before something hacks a new entrance into your dungeon. Your walls are weak as poo poo even by Dungeon Keeper 2 standards.

Otherwise it's a very well-made attempt to recapture the spirit of the game, though.

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


IronicDongz posted:

my #1 is interacting with the gemcutter workshop in general

I have great news, then!

feb 11th Steam news posted:

... I've also redone the old jeweller's workshop screen (the old gem cutting interface was very baroque, to say the least.) It now works like a regular workshop. The same is true of seven other workshops previously inaccessible to our modding infrastructure. They all work like regular workshops now (the loom, the mechanic's workshop, the dyer, etc.)

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
What is up with weapon traps deconstructing after hitting one guy? I don't see anything about that anywhere on the wiki or anywhere else, I made a line of 10-weapon traps with masterwork mechanisms and they all deconstructed after hitting a single enemy :confused:
e: no mods, just the current lazy newb pack

scamtank
Feb 24, 2011

my desire to just be a FUCKING IDIOT all day long is rapidly overtaking my ability to FUNCTION

i suspect that means i'm MENTALLY ILL


were they all glass blades that broke? somebody on the df discord had this to say:

quote:

I had iron menacing spikes in a weapon trap along with glass serrated disks. After one use on a critter the trap deconstructed, all the disks were XXserrated glass discXX but the spikes were undamaged.

Tiler Kiwi
Feb 26, 2011
i think some enemies are rude to traps but its been a while

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

Flesh Forge posted:

What is up with weapon traps deconstructing after hitting one guy? I don't see anything about that anywhere on the wiki or anywhere else, I made a line of 10-weapon traps with masterwork mechanisms and they all deconstructed after hitting a single enemy :confused:
e: no mods, just the current lazy newb pack

Deconstructed or jammed up with gore?

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Deconstructed, left a mechanism on the floor and a lot of the weapons disappeared too (glass trap weapons).
e: maybe that is what happened, the glass weapons broke. that really sucks rear end, it's already a massive pain to construct all the weapons and then all the transport labor to get them placed.

TheDiceMustRoll
Jul 23, 2018

Telsa Cola posted:

I really don't understand why people just don't make a 1:1 update of dungeon keeper and not add a bunch of dumb poo poo to it.

theres KeeperRL which is DF + Dungeon Keeper.

MuffinsAndPie
May 20, 2015

If I wanted to generate a world that gave me a good chance at an embark spot that has a volcano, any kind of metal, flux, and a river, what kinda parameters do I fiddle with? Is raising volcanism & volcano minimum + lowering mineral scarcity good enough? I'm looking at the wiki and it's a bit much to go through.

verbal enema
May 23, 2009

onlymarfans.com

Angry Diplomat posted:

Time to place a 10x10 grid of one-tile Designated Rest Zones in a communal great hall directly adjacent to the tavern. Every dwarf gets a masterful engraving to sleep on, and may doze off to the soothing sounds of some guy beatboxing an elven violin solo while a goblin visitor alternates between puking and asking completely innocent questions about artifact locations.

100% what i imagine goes on in taverns

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
if you don't care thaaaaaaat much about having a lot of tiles with specific terrain, just turn up # of volcanoes, tinkering with volcanism numbers is prone to excessive rejected maps in worldgen but # of volcanoes is very safe to turn up to max. you don't need to turn down mineral scarcity at all, if you use DFHack you can just hit 'a' during embark and use the expanded site finder to get very specific about the map qualities you want. there's a lot of ways to dick around with world gen but if you just want a few cool embark locations and would rather just brute force it then imo do it this way.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.

TheDiceMustRoll posted:

theres KeeperRL which is DF + Dungeon Keeper.

Gonna add my recommendation to it too. It's kind of a neat thing, though not as well known. Mods too.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
It has some issues that make it almost as frustrating to play as Dwarf Fortress sometimes. Last I checked, you have to manually assign every single piece of equipment that every single one of your monsters uses, so if you upgrade from wooden clubs to iron clubs, you better believe that you'll be going through every single inventory and assigning each rando goblin a new club.

Drakenel
Dec 2, 2008

The glow is a guide, my friend. Though it falls to you to avert catastrophe, you will never fight alone.

Cardiovorax posted:

It has some issues that make it almost as frustrating to play as Dwarf Fortress sometimes. Last I checked, you have to manually assign every single piece of equipment that every single one of your monsters uses, so if you upgrade from wooden clubs to iron clubs, you better believe that you'll be going through every single inventory and assigning each rando goblin a new club.

Having booted it up recently, the opposite is true. They will automatically pick up the best available equipment unless you lock it.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.

Drakenel posted:

Having booted it up recently, the opposite is true. They will automatically pick up the best available equipment unless you lock it.
That is really great to hear, because that made me stop playing the last time around. Looks like I'll be getting back into that game soon, then.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

Drakenel posted:

Gonna add my recommendation to it too. It's kind of a neat thing, though not as well known. Mods too.

It's good, I have had it for awhile now and it somewhat scratches the itch but not quite. It is still getting mods and updates so Im pretty hopeful.

Also thank you for the recommendations, folks.

MuffinsAndPie
May 20, 2015

Flesh Forge posted:

if you don't care thaaaaaaat much about having a lot of tiles with specific terrain, just turn up # of volcanoes, tinkering with volcanism numbers is prone to excessive rejected maps in worldgen but # of volcanoes is very safe to turn up to max. you don't need to turn down mineral scarcity at all, if you use DFHack you can just hit 'a' during embark and use the expanded site finder to get very specific about the map qualities you want. there's a lot of ways to dick around with world gen but if you just want a few cool embark locations and would rather just brute force it then imo do it this way.

Yeah, I'll go with that then, and thanks for the dfhack tip. I imagine that'll make things easier on the eyes

TheDiceMustRoll
Jul 23, 2018

Cardiovorax posted:

That is really great to hear, because that made me stop playing the last time around. Looks like I'll be getting back into that game soon, then.

An annoyance I have is spellcasters picking up melee weapons if theres no magical wands or staves around so be careful with that.

It's still way way way too easy to cheese the adamantine golems on z level 10 (ogre, amulet of regen, ring of magic damage, iron gear) but overall its good fun. he's adding in necromancers soon

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
for a game that takes so much credit for simulating everything it's hilarious that falling (more precisely, dropping invaders) 20 z-levels is not particularly dangerous to them,

Leal
Oct 2, 2009

Flesh Forge posted:

for a game that takes so much credit for simulating everything it's hilarious that falling (more precisely, dropping invaders) 20 z-levels is not particularly dangerous to them,

In some cases it makes them suddenly become legendary armor wearers!

Punkinhead
Apr 2, 2015

Flesh Forge posted:

for a game that takes so much credit for simulating everything it's hilarious that falling (more precisely, dropping invaders) 20 z-levels is not particularly dangerous to them,

According to the wiki a fall of around 25 z-levels is what you need for 100% mortality. That sounds about right to me, I usually do about 10 z-levels and it tends to do decent damage but never outright kills invaders.

ninjewtsu
Oct 9, 2012

The ground they land on is really important for that too right? Like fall damage is simulated as a chunk of the ground with equal mass to the victim striking them with force equal to their falling speed or something.

Cardiovorax
Jun 5, 2011

I mean, if you're a successful actress and you go out of the house in a skirt and without underwear, knowing that paparazzi are just waiting for opportunities like this and that it has happened many times before, then there's really nobody you can blame for it but yourself.
Figures that Toady would use actual conservation of momentum to calculate the fall damage in his game.

Dieting Hippo
Jan 5, 2006

THIS IS NOT A PROPER DIET FOR A HIPPO

ninjewtsu posted:

The ground they land on is really important for that too right? Like fall damage is simulated as a chunk of the ground with equal mass to the victim striking them with force equal to their falling speed or something.

brb making a pit trap with a floor made of silver.

Maugrim
Feb 16, 2011

I eat your face

Dieting Hippo posted:

brb making a pit trap with a floor made of silver.

Equal mass would imply you want something as hard as possible rather than as dense as possible. Adamantine flooring imo

my dad
Oct 17, 2012

this shall be humorous
It's volume, rather than mass, iirc.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Reading the log it's poo poo like silk cloaks deflecting... THE GROUND

Pharnakes
Aug 14, 2009
I thought it was equal velocity? So you want the densest possible floor, lead or the denser stones if you're cheap, platinum or gold if you want a blinged death pit.


Adamantine I think would be about the worst choice apart from maybe featherwood or something.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
How does water work? Is it's non-compressibility modelled when falling at high speed?

Punkinhead
Apr 2, 2015

Another funny thing from wiki page on fall damage is that it states that any object dropped from a sufficient height, I think it said 30 z-levels, should kill or maim most things.

Now I'm imagining a trap where the bridge gives out and invaders fall in a pit, and then I activate the other bridge holding my stockpile of tattered clothes and a horde of goblins are crushed to death by an avalanche of old gloves and torn socks.

reignofevil
Nov 7, 2008
Toy Anvils and also a couple of real ones mixed in, for laughs.

a starchy tuber
Sep 9, 2002

hi yes I'm very normal
If you don't want to make a giant, deep pit, just cover the floor in upright spikes.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
No I'm sorry, we're going straight to the magma stage at this point I'm not doing to take any more chances because magma is always the safest way to do anything

Adbot
ADBOT LOVES YOU

Zereth
Jul 9, 2003



Flesh Forge posted:

No I'm sorry, we're going straight to the magma stage at this point I'm not doing to take any more chances because magma is always the safest way to do anything
But how are you going to get all that delicious goblinite ore out of the magma?

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply