Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Mckee

Pages: [1] 2 3 ... 9
1
DF Suggestions / Re: Reverse Engineering equipment
« on: June 11, 2012, 08:44:22 pm »
Whilst talking of weapons, it might be worth noting that even knowing how to make a particular type of weapon, doesnt guarantee an understanding of how best to fight with it. Whilst this should probably be primarily covered by the training of the individual user, some kind of general bonus, or perhaps an upper cap on the skill level attainable if the person conducting training or the fort at large dont really understand how to use the weapon. Perhaps the observer skill or something else could be used to gather information from combat with an enemy using said weapon.

2
DF Suggestions / Re: Dawrvern retirement
« on: June 11, 2012, 08:39:05 pm »
Whilst retirement is a fairly new concept, it does seem reasonable that even in the past, people reached an age where they were too infirm to work, but didnt immediately die. Sure, one bad harvest or bad winter, or bout of disease and they were done for, but it stands to reason that it occurred at least some of the time. It'd be interesting if the 'senility' described by the OP covered skill loss too. Although not everyone (even alcoholic midgets) go senile with age. A weakened immune system for older dwarves as well as lowered physical stats and recovery times, and you hopefully wouldnt have a massive ammount of elderly dwarves stacking up in the meeting halls.

3
DF Suggestions / Re: Skill bleeding
« on: May 31, 2012, 09:53:15 am »
TBH, I think there shouldnt be any bleedoff between mining and woodcutting, both very different proffessions. Ideally, a good miner would be fairly strong (having stats develop as he labours, dont know the current state of this in the game right now) and that strength would also equate to being able chop wood faster. However the development of stats such a strength is different from some kind of skill bleed off, that represents techniques or skills common to both jobs.

Tangental post, sorry folks.

4
DF Suggestions / Re: Make vampires feed on the weak (fortress mode)
« on: March 03, 2012, 02:56:02 pm »
Also, someone mentioned before on some none suggestion thread about them targetting socialite dwarfs, so they have more chance of getting noble positions. Whether this is the case or not currently, I dont know. However, It makes more sense to pick off dwarves in a position of power if you yourself want to take control. I'm 'happy' with them targetting skilled dwarves, it makes them a priority to deal with, if they only ever picked off useless dwarves, then deciding whether to keep them in containment (for militia purposes) and run a risk or just kill them never really occurs. As it stands, I quite enjoyed sentencing the son of an elf that killed my starting miner to pit fighting.

5
DF Dwarf Mode Discussion / Re: Few questions
« on: February 28, 2012, 08:54:51 am »
The wiki is brilliant for most bits of info (apart from the very new features that just got added, give those time).

6
DF Dwarf Mode Discussion / Re: 2 sieges in a row? Really?
« on: February 26, 2012, 08:33:51 am »
Mayors do.

Clearly not if he's wandering around a battlefield.

7
DF Dwarf Mode Discussion / Re: Suspected Vampire... not a vampire?
« on: February 23, 2012, 04:13:51 pm »
My first fort of the update has a couple that match that kind of description, lots of kills, lots of social and military skills. None of the kills are humanoids though and not had a single loss to vampires yet. I imagine they went on a really badass honeymoon or something TBH.

8
Once we get a slightly more fleshed out agricultural model, perhaps make the caverns a MUCH better place to grow underground crops? Either make underground plants produce more/mature quicker the further down they are, or if the complexity of soil types is expanded upon, make the cavern contain lots of very fertile and very rich soil. Perhaps from all the mulched up dead stuff and naturally occuring moisture. This presuposes that feeding a fortress is increased in difficulty, something we'll hopefully see in the future.

9
DF Suggestions / Re: Cavern location!
« on: July 16, 2011, 06:01:45 am »
How about, instead of like warm/damp stone warnings, make it dependant on the observer skill of the dwarf, perhaps also taking mining skill into account. The more skilled and more observant miners will notice echoes, the less attentive ones wont.

10
Surely then, the ammo would explode before being fired? Unless you can change the properties of an object mid game or have the ranged weapon transfor the ammo into a different object. I doubt that would work out.

So in that case, seems reasonable as an init option or a tag in the raws. Could then make the kind of one use javalins that some armies used.

11
DF Suggestions / Re: Storage for breath attack materials
« on: July 06, 2011, 12:21:47 pm »
There is a film, which I can't recall the name of, but in it, the dragons are explained to have two seperate glands, which combine two chemicals as the dragon exhales to cause combustion. I think the idea of breath attacks having a physical location are a good idea. It makes sense, it adds a tactical element to combat too.

12
DF Suggestions / Re: Trainable cavalry units
« on: July 02, 2011, 03:08:35 am »
I think the point made about why would dwarves have mounts, considering their culture is one that needs answering. If they live underground, mounts seem too large and unweildy, even if you make larger passage ways, you wouldnt want to be crushed up against a tunnel wall when Urist Mcnotgoodatriding screws up. Now, when armies are sent out, it makes sense that the dwarfs might use cavalry, but given the current limitations with AI tactics, cavalry wont act any different than normal foot soldiers, which is a shame.

13
DF Suggestions / Re: Silly noobs wish for a better job manager
« on: July 02, 2011, 03:02:26 am »
I think this system is more userfriendly. I use the normal manager a lot, its workable to a degree but the suggested one is very clear and very simple to use. The fact it marks out what jobs can't be done and more importantly, why, is good and the ability to select specific details (colour of dye) is something you can't currently do (I think).

14
Bohandas isn't suggesting that we lop parts of the Asci of to represent lost limbs, thats a total strawman arguement. However, one of the many arguements FOR sprites is that it is more accurate, which he is attempting to disprove with the disfigurement arguement. I agree with him, in part at least. A totally symbolic representation is clearer than a somewhat symbolic representation. The Asci isn't meant to resemble anything, I find that the complete disconection from visuals makes it easier to maintain personal imagination, whilst semi visual representations (sprites) remove a some of that.

Secondly, the sprites cannot possibly cover everything in game. Procedurally generated beasts like FBs would either have to have a stock sprite, or a sybolic representation, leading to either an unrealistic sprite, or a mixed visual scheme.

That aside, Toady really shouldnt be wasting time on what is essentially an surplus feature. The game is playable with Asci graphics, and users can swap in sprites. The suggestion/s to make Toady add in a default sprite pack seems wasteful and pointless.

15
DF Suggestions / Re: New Plant Tag
« on: June 18, 2011, 07:15:38 am »
Its a perfectly sensible suggestion. I think it would be worth having in the game. It gives much more flexibility to the plants in the game.

Pages: [1] 2 3 ... 9