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Messages - Chaos Turtle

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1
DF Suggestions / Re: Elf/Human/Goblin Fortress
« on: September 10, 2012, 06:30:00 pm »
I also prefer to stick it to monorace game and get it to perfection, if You would like to get elves/humans/goblins, than everything would be changed, goblind wouldntn be able to invade other races (So where is point in being a goblin), humans live shorter amount of time, so the idea od living, dying and having kids would have to be changed - Humans usually had about 6 kids in middle ages, so imagine Your town ;) - And dog meat elves... Please.. There is no civilization to be spoken of, only woodcutters, and hunters (Yes, Elves do everything out of wood, and animals, so they MUST HAVE WOODCUTTERS! Stupid bunch of hipocrytes...) there would be absolutely no mining (does anyone seen elven miner..?) or metal industry.. Every race would have to be completely different to make it really count, and not naming every dwarf a goblin.

That makes 4 times the wait between updates, and 4 times more work for Toady...

Sorry but im against that idea...

2
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 10, 2012, 03:40:00 pm »
I dont deny that, im just stating, that if You are dwarf, and keep working in the same masonry for 100 years, You should become legendary at one time, or another...

Im all for lowering the ratio, abut we must remember that its still a game, and not everyone will get 20 year old forts, because "losing is fun" :)

3
DF Suggestions / Re: EXP, Anti-Legendary.
« on: September 10, 2012, 03:04:37 pm »
I don't agree...

First of all we are talking about dwarfs (Or dwarves, depending on who is autor of the book, but im gonna use dwarfs, cause i like warhammer :) ) that is society that is famous for ther masterwork craft throughout the know worlds... Every worlds You can look for. The mentality is entirely differend from our human perception - we should't close way to legendary to no dwarf because of his predispositions.

We could make rules for expanding for higher levels of abilities - for example if there is no other posibility for gaining experiance would be very, very slow, and we could implement wasting time/material for unsuccesfull creations (dwarves tend to make mistakes, and that would be more possible for for example change broken statue to blocks, and melt the axe to ingot again for reporpouse - more work, possible new professiion - recycling, or just make more works for our existing workers)

To gain experience faster we could implement ongoing literature to produce books, and manuals for them to gain experience without wasting materials, or to let dwarfs who have "master degree" perform lectures and teach other dwarfs their abilities.

Things like "strives for excelence" shouln'd allow dwarf to attain higher level of ability, but causing Him to work slower, but having higher chance of creating masterpieces, and those who dont strive for excelence should be great at mass producing things with lower quality.

4
DF Suggestions / Re: Just a few friendly suggestions...
« on: September 10, 2012, 06:49:52 am »
Ok, i promised a few suggestions, so there is another one (Checked on forum, and couldn't find anything like it)

Immigration office - When migrants arrive they dot idly stand around, but get into a outpost manager and than You'll get a window with list of all new dwarfs and their main skills (Also their preferences, and suggestions - That might be a bit tricky, but.. Imagine that You have a load od microcline (Who doesnt?), and that in Your stocks, and You get a soap maker, who loves microcline and statues - that way Your manager wouls make suggestion of Him becoming a mason)

It would be heavy on cpu - to adjust abilities to things Your dwarfs like, but it would be happening only when migration arrives, so it wouldnt affect fps during normal play, and You wouldnt be forced to check every arriving migrant to have best possible options.

5
DF Suggestions / Re: Wavering Skills
« on: September 04, 2012, 04:51:04 am »
To tell You the truth - the variation of dash for example would be very, very heavy for CPU, cause it would be needed to be add to every step of every creature in every frame... That means generating random number, adding it to normal speed, that just makes it two processes more for every unit in the game for making single step.

The idea od hunger, drowsinnes and other factors seems sufficient for randomization of aspects.

I dont think that it should be more complicated at least for most natural activities

6
DF Suggestions / Re: Just a few friendly suggestions...
« on: September 04, 2012, 04:37:35 am »
Dont worry im not the type to get frustrated over such small matters  ;)

7
DF Suggestions / Re: Just a few friendly suggestions...
« on: September 04, 2012, 03:43:37 am »
Ok, ok... I got it the first time  ::)

Sorry for trying to be active  :-X

8
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 31, 2012, 07:48:37 am »
Not really - i mean if there is ambush and such the game will stop by itself - so everyone can order dwarves around.

To tell You the truth - most designations of the fortress would be given by the month period with only slightest adjustments on the go

YES... - it would be harder than normal, but NO - You wouldnt die on sieges while designating digging site

9
DF Suggestions / Re: Adding Multiplayer/LAN to Dwarf Fortress
« on: August 31, 2012, 07:08:04 am »
To tell You the truth... About pauses in multiplayer...

I simply think that orders would be given without game stopping, and after a month there would be general pause simply to give out orders and make the "ready" button, that resumes game, after getting confirmation from all players - it would need much more planning.

And to saves... If one player saves than the game quits. Only possibility of resuming game is recieving another "load" command from every player - one computer would simply work as server storing everything

BTW - I know it wont happen, but still those things are quite possible

10
Cant be possible to use smelter to use cloth material as a fuels in large quantities (10 socks as one wood pile) so that we can use old clothes in usefull way, making only adjustment to disowning everything that is taterred, and marking to new... definition, like melt, dump? (Burn this sh*t button).

Also we could use lets say two tattered socks to mend them to a new one.

11
DF Suggestions / Re: Just a few friendly suggestions...
« on: August 31, 2012, 05:38:32 am »
Thanks for advices, sorry for the "Already been here" suggestion, cause after reading Toady's answers i assumed that this subject was not discussed very much

12
DF Suggestions / Just a few friendly suggestions...
« on: August 30, 2012, 06:52:24 am »
Well,, Its one of my first posts ever on this forum, so hey all, and great thanks for Toady for such legendary game that made me very happy turtle ;]

And on to the suggestions, im quite good at programming, but i havent beed tweaking inside DF at all, so they (suggestions) might be a bit off, but i want to ephesize the general idea...


1- Sneaking in Fortress mode

Sneaking is currently made bysome sort of proximity sensoring, and thus height, watch towers, and so on are eseless, even preventing the good scouting

solution - The idea of Your noise cube would be very, very helpfull in this concept, for example The sneaky kobold would be proficient ambusher and thus is getting 90 silentness (Pure example sounds) and is distributed around him, like one tile - 90, two tiles 85 and so on in rectangle around with kobold in the center, than... Sound heard from below (underground tunnels) would be muffled, so cube expanding downwords would be getting - 20 per un walkable parameter dwarf walking directly below kobold would treat Him as sneaker with 110 silentless and from above there would be +10 by one unobstructed tile (Dwarf on watchtower 2 tiles high would get +20 chances to spot Him, so the silentless of the kobold would be - base 90 + 10 (two tiles away) and -20 from height of the tower = 80 vs dwarf's ability to spot enemies, also the detection roll should be made only if sneaking person moves, its very easy to miss not moving, concealed enemy

(Sorry for my english, not my priority language ;] )

Distance +5
Height -10
Obstacle (Unwalkable parameter) +20 outward of ambusher (ambusher is on point 4,4 obstacle on point 4,3 so point 4,2 and 4,1 are worse to spot the enemy)


13
DF Community Games & Stories / Pointtaken
« on: October 01, 2011, 01:31:32 pm »
Since there was no answer i think i will just start my story, just for the sake of recording...

A granite month if im not mistaken... A year 438, like it's gonna matter...

I may as well start here, though my story goes far before.. In the times of war, of glory... And of my downfall.

I am Lithast Ringtreasures hammerdwarf and this is my story:

Seven of us... Don't know why, but its always been dreadfull number in dwarven history, always sending seven dwarves, who are not fit even for hammering, instead sending us in this god forsaken hellhole expecting us to  dig gold and silver for them as a penalty.. Fate worse than death.

(I gave half of skills of war and half usefull just to make them hardened criminals for climate :) )

At least they directed us to mountain, as they destryed our wagon in this treeless land and left to die... At list we die under mountains.. That is our way...

Self-appointed "Leader" claims its time to build ourselves some hole in the ground for shelter - "A HOLE!!?" i shouted at her "A GODDAMN HOLE IN THE GROUND!! I am a son of mason and artisian and I will not abide seeing his name soiled by living in a HOLE! - I knew everyone is looking at me, don't know why but we had to stand for something, we had to believe in something...

"We are mountain people! We are dwarves! Every last one of You. They call us "The Shame of Beards", they call us rejects! Bah! Im a dwarf and i will live in a Mountainhall, even if i will have to carve it by myself! - Dont know why... But its just one thing... One idea, that sparked everyone to work... Our own mountainhome... In this forbidden hellhole... Maybe... Maybe we could do it..

What we've got to loose?

14
DF Community Games & Stories / Pointtaken
« on: October 01, 2011, 12:26:37 pm »
Hey there all dorfs, dwarves, dwarfs, and the rest of girly elves, and occasional hydra...

To tell the truth... Im completely new to this forum, so i hope i'm posting it in right place - Right now im looking at my newely built fort, which is placed in midst of mountain/desert/terrifying biome, checking 7 badass dwarves and thinking about their future... Im wondering if anyone would like to read their history, however short it will be written in story-mode (Unlike mad dwarves running into lava i will try, TRY to make it as dwarvenly as possible  :P) Although im wondering if anyone would like to read it, or should i transform it into some kind of succession game (Of 2 year lasting rule) Or should i just shut up and dont waste anyone's time?  :-X

Waiting for replies  ;D

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