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Messages - Wahnsinniger

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1
DF Dwarf Mode Discussion / Re: Chasing the elusive Mermaid
« on: October 09, 2008, 08:44:04 pm »
Moving water tends to move creatures inside of it. If you have a chasm, you can pour the water into it and strain out the mermaids. If not, you can either continually and slowly pump the water out, or make a large, multi-z-level room that you continually empty and when the bottom of it gets to 6/7, you refill. I'm not sure which would be more effective.

Something about the way you put it "strain out the mermaids"  really funkified in my head when it mixed with my experiences of making pasta. I can't really decide if this whole concept is more like Commercial Whale hunting, or more like Killing Espers just to get the Magicite.

You couldn't use grates or fortifications to do the 'straining' though, as moving water apparently can push things through them. You'd have to use cage traps underwater. On the plus side, if the whole thing can be turned off with a flood gate, you wouldn't even have to pump the water out (if its drained into a chasm, that is.)

Unfortunately most of my trapping scheme experience was from the 2D version, where you could just dig a channel across the whole outside forcing animals into small cage-able corridors quite easily. (Caught a bunch of elephants that way once I think)

2
DF Suggestions / Re: Underground Diversity
« on: October 09, 2008, 08:41:09 pm »
Dwarves would tend to still be able to deal with both of them, especially once dwarves have any kind of magic power to deal with the treants. human cav can't run foverever and marksdwarves can get in shootouts if they try to pull partian shots. they've got the advantage if dwarves split up, though. other than the elven magical allies and domestic animals, the dwarves have massive weapon superiority to the elves, plus if they really, really feel like it they've got the stuff to incinerate the forests. relese a few caged fire imps and the forest vanishes in flame
Of course they will.. but it will be hard when they're out of their element. There has to be some reason why different war-prone sentient species still exist in the same world..

Magic power, that's a big if. Cavalry just needs to cut off the supply lines to starve an advancing dwarven army of beer. Minor weather magic can deal with burning forests, and the same can cause landslides over fortress entrances, or flooding if they're built on flat land.

The problem with a race that has all the good stuff is that the game becomes predictable, and ultimately, boring. All the other races are just steam cannon fodder then. Why even bother to trade or conquer them if dwarves are just as good or superior in everything? Homeground advantage stops the game world from becoming one big empire in a few decades. Not that world-spanning empires should be impossible, but they should require commensurate effort and a policy intentionally focused on annexation. And after a few centuries at most it should fall because of internal weakness, because empires rise and fall like tides...

VERY few games have even tried to model the continuous rise and fall of countries/nations/empires. Crusader Kings is closest one I've ever seen, and a Kingdom could very easily fall apart if the new King had a bunch of personality traits that ticked off his vassals.

If DF were to want to have some sort of Rise and Fall of entities, then the immediate success of any country should be dependent on its leader, thus if the next leader is great, they expand rapidly. If the one after that is terrible, the country contracts.

3
DF Suggestions / Re: Tourism
« on: October 04, 2008, 09:30:56 am »
Yeah, tourists don't really fit in medieval times. Whats the point of going on vacation somewhere if you're likely to get killed by goblins on the way?

But religious pilgrims would fulfill the role nicely. I would think you'd only get such traffic if you actually have the economy going (another reason to thus play with it on), so that pilgrims could drop donations at the temples and pay for services and goods. Besides how many paying visitors do money-less religious/social Communes actually have anyway?

4
DF Suggestions / Re: For the future - Moving structures
« on: September 23, 2008, 07:24:11 pm »
My vision is a Submerge-able Fortress like the Figaro Castle from Final Fantasy 3/6. Goblin's try to siege? You just pull a lever and disappear beneath the surface (probably with sliding doors too)

And by Submerging I Don't MEAN FLOODING.

5
DF Gameplay Questions / Re: Uhh.. Cages and partys???
« on: September 22, 2008, 07:13:08 pm »
Add some restraints and caged Goblin Lashers to the room too...

6
Do falling items (not floors) cause injures? If so, then you could build a platform above the area where the Elves are trapped and have dwarves dump stone on them.

Please tell me this works. (I shall not be testing it myself anytime soon)

7
DF Dwarf Mode Discussion / Re: I made a $2,500,000 well.
« on: September 19, 2008, 07:54:02 pm »
Ye nae be needin ta be waiting fer an artifact bucket that may nae come - 'stead ye can be encrustin a masterwork out yer ying-yang, preferably one that be made o' some 'spencive 'r pretty material.

Also dun ferget ta be tossin some valuables - coins 'r the ilk - down b'fore ye build.

...Haha! Davie Jones! Thar be an idea - make ye well cistern the passage ta yer treasure vault. A water lock, says I!

[Off Topic] Pirate-speak always brightens up my day.

8
DF General Discussion / Re: The NEW Future of the Fortress
« on: September 13, 2008, 08:00:44 pm »
All that will also affect what resources your civilization has available. For example, a conquest might give your civilization access to a new source of iron or to a trade route with a distant civilization, affecting the prices of the goods you buy from (or sell to) the caravans. If an enemy civilization razes one of your civilization's settlements and kills a bunch of skilled weaponsmiths, the quality of any further weapons you import might be noticeably reduced - and the refugees fleeing from the destruction will look for a new home and might end up at your own fortress.

So the entire World economy could be computed by what Resources a Civ has access to, and the professions of the Population of that Civ. That would be much easier to keep track of than actually creating and tracking items at the world level.

Thus if you start a new fortress, and determine your parent civilization is lacking in good steel armors, then you can focus on training up high-quality Armorsmiths and producing steel plate armor. For the initial several years you'd receive extremely high prices for your exported steel armor. As your civilization 'absorbs' these goods though, the price would go down as the game computes the contribution that your Dwarves are having to your civilization.

Conversely, maybe you somehow find out where that goblin civ you're at war with keeps the majority of their smiths. So you go attack the site and kill them all, severely hampering their arms production. In subsequent battles, you notice the quality and quantity of their equipment has been greatly reduced.

It would also mean that you would no longer receive 'requests' from the liason and Human merchants, and instead would just receive and update on that Civilization's current prices.

9
DF Suggestions / Re: Rebelions
« on: September 13, 2008, 07:14:41 pm »
It already seems annoying enough when a dwarf starts tantruming and you have no control, imagine how frustrating it would be if a large portion of your dwarves did it. Not sure thats a good idea for gameplay.

On the other hand, it really shifts your focus on how you handle your dwarves if suddenly You have to give into Their demands, or They all stop working and ruin your fortress. (Though I guess thats not much different than the fortress falling apart for normal reasons)

Perhaps this could be more prevalent once Players have control over other locations on the world map. You'd better ship those 15 new sets of clothes to that crucial outpost, or they may just rebel and join the other dwarf civilization.

10
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: September 13, 2008, 07:13:24 pm »
Toady, every time you come up with another tool or feature that supports your player base, it makes me feel that much more guilty for not having donated yet.

11
DF Gameplay Questions / Re: It's raining fish!!!!
« on: September 08, 2008, 06:55:06 pm »
Whoah Whoah Whoah Wait a minute man! Are you saying that moving water less than 7/7 reliably moves items in it?

If so, this puts my whole mining/stone flume disposal system back into possibility.


Water less than 7/7 with items in it does move items reliably, but depending on the item size/weight. Water less than 7/7 with a dead goblin in it will push the globlin's cloths (which are light), and cut-off limbs if any, but not the goblin's corpse or his iron armor because they are heavy. Stone is heavy and will not move so I am afraid a water disposal scheme is not an option  :'( .
Water can be used to get rid of most of the proceeds from a goblin invasion though, which is good. You'll be left with just the corpses (Goblin bone bolts anyone) and the iron weaponry (smelt it).  ;D

I'm not sure about wood. Bizarely, wood does not float. But it might be pushed anyway.

Darn it. I want a stone flume! Then you can create sewer systems that can actually be used to remove garbage and refuse (and all sorts of other fun things)

12
DF Suggestions / Re: Food value is extremely high / ease of farming
« on: September 07, 2008, 01:34:16 pm »
On the other end of things, I think normal Plants and Drinks have too low of a value. A Dozen stone mugs or so are enough to buy food and drinks to supply half a dozen dwarves for a year. (This is an estimate, btw). While that seems like a steal when you're buying, it also means that no player is ever going to rationally make a fortress which exports plants and booze. I am of the opinion that anything you can import via trade should be profitable enough that you'd perhaps want to design a fortress of your own to export it(For a few years at least). Right now, with normal plants and booze, it'd be a total waste.

As for the talk about prepared food, yeah, it does need to be changed. The stacking issue also needs to be fixed, because if you're not careful with your ingredient selection, you can easily end up with a bunch of large meal stacks that won't fit into barrels and rot sooner or later.

13
DF Gameplay Questions / Re: It's raining fish!!!!
« on: September 07, 2008, 08:23:37 am »
Whoah Whoah Whoah Wait a minute man! Are you saying that moving water less than 7/7 reliably moves items in it?

If so, this puts my whole mining/stone flume disposal system back into possibility.

14
DF Gameplay Questions / Re: Volcano + River = Cave-in frenzy?
« on: September 07, 2008, 08:16:11 am »
I've never done it, but I thought I saw somewhere that you could turn Cave-ins off (not the announcement, but the actual gravitational event). Would that help at all?

15
DF Suggestions / Re: Horticulture
« on: September 07, 2008, 08:15:00 am »
It makes sense that all three races would get it. Humans and Dwarves would have it relegated to mainly Herb-garden and Aesthetic uses, while Elves would also be able to shape Vegetation for Defensive Purposes (as already suggested). They could even use poisonous and thorny planets as mediocre traps (Or a massive Venus Fly Trap eating things that try to get past it. Heh heh heh)

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