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Messages - gurra_geban

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1
DF General Discussion / Re: What does dwarf fortress mean to you?
« on: December 22, 2012, 09:02:45 am »
What's not to love about it?
Glitches.
I'm serious, that is like the only thing taking my enjoyment from DF. Sometimes bugs are not hilarious at all and are just plain annoying.

Hi everybody, long time no see.

This man has a point... I wish for one time in history there be a stable version of DF, where masons build walls, haulers haul properly, marksdwarves shoot and items dont get claimed all over the place and their owners ignore them.

This is my fifth year of df, and its only getting better every patch. And as a game designer i must say that toady is the number one inspiration! Its hard playing an alpha for 5 years though x) I really hope he makes a quick run for the bugs soon

2
DF Suggestions / Re: Tools for every profession
« on: April 05, 2012, 08:00:11 am »
Alright, thanks =)

Ive not been active in the forums for like, 3 years so im a bit behind on the debate

3
DF Suggestions / Re: Mining reorganization suggestion
« on: April 05, 2012, 07:31:41 am »
I can just reply with that i like this suggestion in general.

Mining needs more depth

4
DF Suggestions / Tools for every profession
« on: April 05, 2012, 07:29:51 am »
Most workshops right now in Dwarf Fortress are made magically by a dwarf formaing a piece of wood or stone into shape, creating the workplace for a specific task and all the tools for it.

The workspace creation is fine for me, but i would like to see an addition that would make the dwarven industry more "alive".

What if all workshops required an item called a "toolkit". A toolkit could be used for making any workshop, a toolkit would have a specific amount of times it could be used depending on what it's made out of and it would be created by a carpenter, mason or metalsmith. When a toolkit in a workshop breaks the workshop would need another toolkit to be functional.

Except from the aspect of realism in this feature i think it would be a nice touch to raise the bar on having a self sufficient fortress. Right now about 50%-90% of all the things a fortress produces are raw export goods, which doesn't do wonders for the satisfaction of having a fortress which holds it's own.

Of course the durability of toolkits would have to be high and the worth low in the raws, to make it simple for beginners, and intermediate to expert players could just raise the bar by modifying the raws for a more challenging game. The game is already a hell for new players to start anyways ^^

Any feedback, is this worth anything for anyone but me?
Thanks for your time :)

5
DF Suggestions / Durability on items and tools
« on: April 05, 2012, 07:15:01 am »
Think i pointed this out 2 years ago, but i think the durability for items, tools, weapons and clothing needs to be tweaked.

As it is now the industry of a single fortress creates such an inflation it could sustain the entire region if performed correctly. A miner dwarf could wear the same piece of clothing for 4 of more years before needing a new one, which makes the clothing industry completely obsolete. The food grown in a plot as large as my livingroom (i know, relative sizes) can sustain a fort of 200 dwarves.

I suggest that the duration on items should be revamped. An easy way would be so that everything wears out quicker. A more indepth solution would be to check what material the item is made out of, and also to check what the dwarf is doing to affect how much the item is worn when the dwarf performs his task.

Maybe ive just played the game to much, and i can see to the food problem through changing the raws.

Thank you for your time :)

6
DF Suggestions / Re: Multiplayer
« on: April 05, 2012, 07:04:40 am »
Before speaking about a thing such as multiplayer, one should ask himself "what are the benefits of such a feature".
DWARF FORTRESS IS MULTIPLAYER, SINCE THE DWARVES ARE SO COMPLEX THEY ARE ACTUALLY ALIVE!

7
DF Gameplay Questions / Re: Taming animals in 0.34.05
« on: March 11, 2012, 07:56:00 am »
Oh, thanks Urist for the quick reply :D

8
DF Gameplay Questions / Taming animals in 0.34.05
« on: March 11, 2012, 07:37:43 am »
I really didnt know if i was to post this as a bug or a question, but here goes!

Ive got 3 hoary marmots and a rattlesnake as captured animals from cage traps, ive got plants, meat, a kennel and 4 dorfs with animal training.
When i select "Tame Large Animal" at the kennel none of these captured animals show up?!?
Am i doing something wrong or is this a "feature" since the update ^^ I remember taming animals as easy before :P

9
DF Dwarf Mode Discussion / Best area - Bug destroyed it T_T
« on: February 18, 2012, 07:55:16 am »
I embarked to an area in the new build which seemed perfect... It had an aquifier above the elevations standard level and was perfect for my plans. It also had all the features i wanted, tower, shallow metal, deep metal, clay and sand

Started digging out my tower from the mountain and all of a sudden "a section of the cavern has collapsed"! Obviously something goes on deep deep down in the magma sea, and the area lags up like nothing else.... T_T

Dont you hate when this happens :/

10
DF Suggestions / Thoughts on dev note for the 11/12
« on: December 13, 2008, 09:13:10 am »
YAY, cage escape! This stuff is some nice developement :D

One thing i thought about when reading this is that any creature can break out of a cage built inside a workshop if given enough time and if its strength allows it. But if you transfer the creature into a "prison" chamber it will have a really hard time breaking out. Designating a prison could be done by designating by using the door or by a zone.

Additional to this could be improving your prison by crafting some large steel caging, allowing dwarves to imterrogate prisoners from safe distance or just observe the vile beasts. There could be a "prisonmanager" (another name perhaps?) dwarf, who ensures that the prisoners are fed and interrogates them.

Also. Renaming the siege worshop to something else and have it craft parts for everything larger then one tile would also be a nice improvement. I think for example windmills and water wheels would require some parts instead of just 4 logs, and this remade siege workshop could also produce these large metal cage poles.

11
DF Suggestions / Ideas for the Raws
« on: November 13, 2008, 04:06:45 pm »
What stuff would you guys like to see in the raws, except for what is under dev and already there?!? Post suggestions here!

For myself, i would like to have a txt file for clothing stats. How long it takes for a piece of clothing to wear out based on material and also the effects on dwarf happyness. While wearing only pig tail or rope reed will produce a slight unhappy thougt, cave spider silk may bring a happy thought.

12
DF Suggestions / Re: Revamped Armor System
« on: November 13, 2008, 04:02:55 pm »
great system, really great system!
i know i would like this type of a revamp...

13
DF Gameplay Questions / Re: On Pit Traps, Long Falls, and Ponds
« on: October 18, 2008, 09:49:10 am »
i had a donkey survive a fall of 13 actually. a very rare case as everything except him got utterly spashed. badly maimed yet he survived down there probably feeding on splattered gobbo entrails ^^

14
DF Suggestions / Re: Warehouses
« on: October 16, 2008, 03:06:18 pm »
Marked with gurra_geban seal of approval!

really awesome idea really, and easy to implement!

just add "trade goods" to the stockpile menu, and all items tagged changes into "trade goods". All items recieved at the depot are automatically tagged as well

additionally, the items in the warehouse wouldn't need to be moved to the trade depot before the trade was completed, and still show up when trading at the depot. Dwarves should then move them there when the trade was complete

15
DF Suggestions / Re: Meeting With Liasons and Diplomats
« on: October 16, 2008, 02:24:22 pm »
for the points score.

a horribly low point score maintained for a couple of years, along with some slight cultural differences should be able to initiate a state of war
a really high point score, along with excellent trading could grow the seeds of an alliance, and when goblins knock on your doorstep the trade dependant well willed allies are quick to send armed aid

EDIT: also! Depending on what wares your fortress does best and what tales reaches the other civ, your fort could get "tourists", travellers devoted to the same tasks as your legendary dwarves

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