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 - Twilight

Pages: [1] 2 3
1
DF Adventure Mode Discussion / Re: Tricks, tips, or updates...
« on: March 05, 2007, 08:34:00 pm »
Hello,
  whoa - looks like Toady found me out?!  Yep, a Proudfoot exile happily settled in the Land of Armok.  Thank goodness my dwarves don't have to deal with any orcs from Natuk.

  No, really - the game is great and it is an ALPHA, so no complaints.  I just had some questions, mostly because, I think, that the DF component (with reason) gets the lion's share of the players' attention.  Given Toady's track record, its a given that improvements across the board will come, at a reasonable, realistic pace.  Since it is an alpha, as with other similar games, sometimes a player is led to believe that they missed something that simply hasn't yet been implemented.


Ranged (polearm) weapons would be challenging - I suppose that you'd have to use the attack command and then repeatedly target a foe, but, balanced game play considerations would remain.

The arcs in place (development goals) are a very nice way to secure a sane and orderly advancement!  Plus, we all don't have to whine as much since we know what's planned.  

Truth be told, a hitpoints or even a health bar system would be nice, but, only of rather limited use, since you maintain a true (and realistic) critical hits system (i.e., one arrow through an eye will be one too many).  

I like being able to try to avenge fallen former heroes in the game...I wonder if adding a foes killed and quests completed counter stats page would help with the game's internal hero ranking?

Watching for those updates, but, enjoying the game meanwhile.    :D   :D

- Twilight


2
DF Adventure Mode Discussion / Tricks, tips, or updates...
« on: March 04, 2007, 06:33:00 pm »
Hello,
  AM is a great game, even by itself, but, is development with DF is fantastic.  A few questions that I didn't notice on prior posts, and if they haven't, in fact, been addressed then perhaps they might be considered on future updates.

-  the sleep command...very nice, fits the game, adds to the play value, BUT, anyway to speed things up (say, about 30 times as fast as the current ten minute screen crawl)??

-  food and water...make the game much better than otherwise, I know when hunger and thirst hit, but, any chance of some sort of changing number or bar or symbol to indicate the character's current level of both?

-  money...O.K., different incompatible currencies can be a good thing; having money as a part of the inventory is a nice touch.  However, while the whole trading menu is good in that you can shop with goods, cash, or both, but, is bad in that we really could use a VISIBLE money counter in terms of what the merchants want to offer or receive and what the player has, wants, or offers.

-  health...love the body parts component, but, is there any general indicator of health?  Current/max hitpoints, health bar, wellness piechart, general condition status, etc.?  It is just too important to know the status of the adventurer,  In real life, if you did have light damage to your limbs but were actually on the edge of death, then you sure wouldn't decide to try to storm a bandit fort on a hill.

- illnesses and diseases...do they exist in AM?

- polearms...is there a range for them (halberds, glaives, poleaxes, long spears, etc.)?  I haven't had any luck hitting except when I was adjacent to a foe.

Oh,well, just some ramblings.  The DF Wiki is great, but, there's an empty space when it comes to AM.

- Twilight


3
Hello,
  I agree, islands are supposed to be unaccessible (until we get ships, or, even, magical teleporters and/or flight spells or items), so, maybe its not really a bug.  Maybe, every so often, a small area or two in a world is supposed to be inaccessible.  Maybe this is not deliberately planned by Toady, rather, deliberately allowed by Toady.  Maybe, not being able to get to some hidden mountain valley is simply supposed to be realistic (and very frustrating!).  Maybe, this can be a good thing (in very small portions) as it may add to the uniqueness of the game (probably be a way around even this in v.1.0).

4
DF Adventure Mode Discussion / Re: Signposts for AM
« on: March 31, 2007, 07:21:00 pm »
"I forget....I forget again"
"ah, me no know what to do now..."

[never mind, wrong game here]  I think that you're right.

- Twilight


5
DF Adventure Mode Discussion / Signposts for AM
« on: March 30, 2007, 06:48:00 pm »
Hello,
  how about signposts in a future update?  I imagine that they would be small icons placed next to the entrance of buildings.  Anytime your character bumped into one, or you went over one with your cursor, a window would pop-up with information (e.g., Weapons Store, "Rejji Onegrovelaxe", Propietor. Perhaps with a picture of a weapon).  It would be realistic and add a little fun.


- Twilight


6
DF Dwarf Mode Discussion / Re: Tantruming Engraver
« on: July 13, 2007, 04:42:00 pm »
Well, actually, I put-in the channels, engraved the floor, and then unleashed the water through the channels.  Well, something to learn...

7
DF Dwarf Mode Discussion / Re: Tantruming Engraver
« on: July 13, 2007, 10:01:00 am »
Hello,
  well, regarding the particular incident for this post, I know that nothing engraved by the miner had been demolished (i.e., a wall removed, etc.).  Now, the engravings were covered in mud via a channel, so, if the mud theory is correct (??), then we will all know not to double engrave floors that have any chance of becoming flooded.  Also, some of her masterwork had bridges that were placed over the tiles and retracted on occasion - do covering bridges cause the ground underneath to count as no longer currently existing?  If true, then there could be a second cause.  Sadly, my experience is not to the level where I've dealt with a lot of this sort of thing.  Believe me, this is something avoidable that should be avoided (she destroyed two (2!) bridges, I think she killed a pet, and sulked for months - a real treat!

8
DF Dwarf Mode Discussion / Tantruming Engraver
« on: July 10, 2007, 07:12:00 pm »
Hello,
  of course, the legendary engraver (almost as miner)won't stop throwing tantrums (thanks for single-handedly collapsing the main cave river bridge!), and, Armok forbid that she say why she is so mad (hope that later versions give us more and more about the dwarves; perfect example: I have a metalsmith gone fey who wants gems, rock, and metal bars - no way, NO way that is going to end well!).  I'm careful with construction, so I can only think of one thing.

    The main entrance is double engraved, including some masterpieces by her.  I installed channels on the outer edges and put three bridges together across the middle.  Then a water supply was dug and connected to flood the room.

1.  You really have to have bridges over channels or rivers to be above the water.  In this case, the bridge pieces that were not  FLOODED.  Retract and expand?  Nope, still under water.

2.  Either she's mad about the muddy engravings (Wiki seems to suggest otherwise), or, else, the engravings are considered "destroyed" when covered by the bridge.  True?  

3.  If true, do the bridges need to be dismantled, or is retraction enough?

4.  Still, even flooded retractable bridges could be useful.  When the retract or expand, whoever is on the bridge is hurtled to the floor with stun damage (didn't want an ultra-tight exploit defense).

Any thoughts?


9
DF Dwarf Mode Discussion / Re: Reclaiming
« on: April 27, 2007, 09:31:00 pm »
Bummer!

Especially, I mean, the damn demon is *dead* and all....  Oh well, sometimes, its just over, finis, the end!


10
DF Dwarf Mode Discussion / Reclaiming
« on: April 27, 2007, 12:05:00 pm »
Hello,
  I didn't seen a direct answer here or in wiki (although I might have missed it), so, how does this work, again?

1.  Mine too deep, game over.

2.  Reclaim, over again at the end of the season (may perpetually reclaim, abandon, repreat, get one season to creep along).

3.  Adventurer can kill demon (any stories on that one, anyone?).  

4.  If this happens, and then the fortress is afterwards reclaimed, is it lost again (perpetual mega-demon machine?) through more "too deep" messages, or can you continue onwards (I doubt this, but, maybe someone has already dealt with this) without such interruptions?


Thanks


11
DF Dwarf Mode Discussion / Re: Missing the most important room of all.
« on: April 07, 2007, 06:48:00 pm »
Hello,
 hey - we could finally use that dwarven soap (I mean, I can't imagine the FUNK of three dozen miners in the same cavern after three or four years - maybe that's why some of them "accidentally" fall into the river)!

12
DF Dwarf Mode Discussion / Re: Missing the most important room of all.
« on: April 04, 2007, 07:51:00 pm »
Like I know half the time with any real certainty!

13
DF Dwarf Mode Discussion / Re: Missing the most important room of all.
« on: April 04, 2007, 07:34:00 pm »
p.s.  what does "Bay Watcher" have to do with DF (well, actually, with anything)?

14
DF Dwarf Mode Discussion / Missing the most important room of all.
« on: April 04, 2007, 07:33:00 pm »
Hello,
  hate to harp the whole realism thing, but shouldn't DF really address the pressing need for restrooms/bathrooms/latrines.  Not that it would make the game, just can't see a real fort without (and, no, no one is going to walk a mile to the river; and, yes, you could use a bucket in your room, but, that whole thing is not factored-in, and nobles would expect better; and bathtubs??).


- Twilight
(leave it to Twilight to contemplate dwarf stool!)


15
DF Dwarf Mode Discussion / Re: Signposts for DF
« on: April 03, 2007, 06:33:00 pm »
Well, we're kind of back on topic, as of late.

Signposts would be fun in the bloodline games.

They'd be really good by treasure vaults and tombs.

- Twilight


Pages: [1] 2 3