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 - Lord Vetinari

Pages: [1] 2 3 ... 12
1
DF Suggestions / Re: More realistic metalsmithing
« on: August 21, 2011, 05:28:24 am »
Given adamantine's extreme melting point, it should need it's own, special, hard to make furanace. This furnace would only work with magma, and only on the bottom 4 z levels of the world.

Limits should be based on in-world logic. Why the last 4 z-levels?

2
DF Suggestions / Re: Official DF Guide
« on: July 26, 2011, 02:48:49 am »
For Dwarf Mode there are the Complete Newbie Tutorials (http://afteractionreporter.com/2009/02/09/the-complete-and-utter-newby-tutorial-for-dwarf-fortress-part-1-wtf/) which for the most parts are still usefull. They just require some updates here and there.

3
DF Suggestions / Re: Ideas to make nobles useful and interesting
« on: July 13, 2011, 03:53:22 am »
Quote
10.  While you're at it, you could increase the values for talking to friends and nerf the values for friends dying.  As it is currently, socializing is currently one of the biggest psychological threats to a large fortress, which doesn't make a whole lot of sense.  Seems granting a dwarf a vacation should be a good way to cheer it up.

Well, if your friend died you would be saddened. However I will say that emotions are currently wonky, having eighteen dogs die is easily remedied by eating a nice meal.

Well, I'd be saddened, but not ready to destroy the neighborhood.

4
Tilesets and Graphics / Re: Ironhand's Graphics Set (nothin' new)
« on: July 01, 2011, 03:45:53 am »
If it's going to suck as much as Oblivion, I'll be back to DF in two days.

5
The timescale difficulties will always exist, unfortunately. For example, day/night last long enough for a dwarf to do what, walk a couple steps? Certainly not enough time to distinguish between, say, nocturnal and diurnal creatures, or have vampiric activity, or anything like that. Or sleep schedules, or tactical considerations at nighttime, etc. Same with things like lunar phases, although to a lesser degree.

I honestly don't know if there is a good solution to this, though.

It' something that I think about from time to time.
Maybe a solution is a different timescale: I mean, the game displays one day of reasonable lenght and at the end of the day it is recalculated as an average day in the week and multiplies food consuption, wear rate, etc.

Mind that if there would be an option to toggle between the current speed and a much slower speed I'd totally use it.

6
DF Suggestions / Re: How to solve the archaic user interface problem
« on: June 22, 2011, 02:56:16 pm »
There's a presentation arc that covers interface, graphics and probably some forms of tutorial which will roll in after all the major gameplay elements that Toady has planned are done (which means it'll probably be the last of all development arcs).

7
DF Suggestions / Re: Of Vampirism and its Modes of Transmission
« on: June 07, 2011, 09:26:45 am »
What I'd like to see is a non lethal feeding. Even Dracula in the original novel didn't kill on the first bite, it took him two or three visits to the same pray. This could lead to vampire who, if he's able to resist the urge to pray on the same person multiple times, doesn't live behind a trail of deaths.

8
DF Suggestions / Re: Maintenance!
« on: May 31, 2011, 12:21:52 am »
It's a nice idea, but it requires the standing job orders so that you don't have to micromanage the manteinance squad, else if you build some megaproject you'll end up doing nothing but repairs.

9
DF Suggestions / Re: No Scottish Accents
« on: May 24, 2011, 02:12:24 am »
I blame Tolkien.

Who gave them a semitic language, which means that they should sound Jewish or Arab.

Still, I don't understand the point of the topic. The scottish accent is a meme, that's all.

10
DF Suggestions / Re: Effects of friendship and death
« on: May 23, 2011, 06:54:44 am »
OP has merit, though. All the responses untill now are workaround, friendship and love shouldn't be avoided.

I belive that Toady has things in mind for dwarven relationships when he'll come to the personality rewrite sometime down the line; if not, the suggestions are good.

11
Tilesets and Graphics / Re: Ironhand's Graphics Set (nothin' new)
« on: May 14, 2011, 09:30:58 am »
Get really rich, and hire freelancers to work on the graphic set!

Minecraft shows that this is the perfect way to grind everything to a halt  :P

12
DF Suggestions / Re: Prosthetics and Slave Labour
« on: May 14, 2011, 07:31:34 am »
Steam-powered prosthetic limbs, eh? Where would the turbine go? And the cistern? And the boiler-stove? Would it be wood or coal-fired? And how would you keep the boiler stoked? Would the steam vent, or would it be condensed and routed back to the cistern? If it vents, how would the water be replaced? And how would it be insulated against cooking the poor dorf's stump into blistering, bloody steak? And most of all, how would the deft and precise movements required of a limb or digit be controllable by the dorf, or would the limb just spasmodicly kick over and over again and he'd have to sort of hop-along after it?

No need for anything like that. With all the booze they drink, dwarves have an unlimited source of power.


13
DF Dwarf Mode Discussion / Re: What does your fortress look like?
« on: May 13, 2011, 02:15:48 am »
The inside is usually made of one or more "living" levels, with a large central plaza (suspended above a shaft, sometimes) with bedrooms, the common dining room, the hospital and a lever room. Sometimes I made a common people level and a noble level.
Then there's the worksops and storage level (no fixed layout for those, it depends on the terrain), and under all of that there's the mining levels, whose entrance is usually separated from the main base, so that I have time to seal it with only minor losses if something goes wrong.
The military area is behind the gates, and I always try to make the gates themselves somewhat like al Khazneh in Petra (http://www.industriadelturismo.com/wp-content/uploads/2010/11/Petra-01.jpg).

14
DF Suggestions / Re: large stationary beer barrels.
« on: May 12, 2011, 02:48:16 pm »
Technically... [cut]

I Know, but that doesn't change my pont: I was answering to "why would it have to be liquid". If we discuss about change how the game handles booze, what else can we make it aside from fluid?

15
DF Suggestions / Re: large stationary beer barrels.
« on: May 11, 2011, 08:52:43 am »
A powder that makes you high has some unfortunate implication, I belive  :P

Pages: [1] 2 3 ... 12