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Topics - gurra_geban

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1
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 :)

2
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 :)

3
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

4
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 :/

5
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.

6
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.

7
DF Suggestions / Wrestlers and their clothing. Also, item containers
« on: October 13, 2008, 10:13:22 am »
Raise a hand all of you who are annoyed by wrestlers leaving their shit permanently in the barracks after their kinky sparring exploits, where they rip eachothers socks off! Soldiers should do their personal chores as well, such as storing their possesions in their cabinet for example. I would like to see an improvement in gathering by the other dwarves as well.

Also dwarves, not only nobles should get nagative thoughts when they dont have proper containers in their rooms for their personal stuff. Chests and cabinets for normal dwarves, but also weapon/armor rack for military dwarves, so they dont have to sleep wearing full plate armor.

8
DF Suggestions / Generation Parameters
« on: October 08, 2008, 05:57:10 am »
Unfortunately ive dusted off the old DF files and begun playing it once again ^^ and suggestions for features just comes naturally!

a simple thing for the world gen parameters, which i think would be really cool. Something like "center percentage caves around other map features", where you could enter a percentage of the caves you would want linked to other underground features.

This would be cool as you could have a cave which had it's entrance deep into a chasm, on the obsidian walls surrounding a magma pipe, or maybe on the side of a cave river/lake. The creatures inside the cave could maybe be of the same "race" as the feature they were linked too, or maybe the cave/feature combination could become a specific biome. This way there would be some nice surprises for the ones who go for the regular features, and some diversity for those who now go for exposed caves! Also it would open up for a whole new branch of semi-megabeasts/megabeasts which would be unique to these special caves. We could have Ifrit, Cave leviathan and Roc for example.

Imagine a cave having the entrance near a magma pipe, with lots of smaller magma pools in it and filled with fiery monsters, maybe even a balrog or two ^^ this could go into more underground diversity, which i understand is work in progress right now.

just something which crossed my mind toady ;)

9
DF Suggestions / Abandonned Fort
« on: October 07, 2008, 08:38:12 am »
am i the only one here who wants the items of the fortress to stay in place? would love to design a dungeon where the final chamber actually contains all the artifacts of my dwarves in adventure mode, and then send it to a m8 for exploring ^^

10
DF General Discussion / DF computer
« on: August 04, 2008, 07:02:52 pm »
as it is now, my computer is extremely laggy when running df, and sometimes i get down to 70 fps when just starting at a location...
i think this is because of my motherboard which has had a "broken" power conduit for quite a while now and that my computer is poorly updated with drivers. otherwise i have a fairly fast processor (2,2 ghz dual core) and a pair of fine 512 corsair rams.

25th of this month im going to upgrade, and get rid of the noisy motherboard. im getting a gigabtye board with an AM2+ socket and a AMD 6000 dual core to put in there (3 ghz) and then hopefully DF will fly on 100 fps until the nobles arrive...

except from the new board and processor (which ive already decided on), what tips are there to make DF run more efficiently on my computer? ive heard that the graphics settings (mainly OpenGL) of the computer are to play a big part in the games performance...


11
DF Gameplay Questions / peaceful world! :P
« on: July 29, 2008, 08:51:46 am »
im playing a fort in the new army arc version, and it seems all civs are at peace with eachother.

i wonder if there is any way of getting a siege by killing caravans and stuff?

12
DF Gameplay Questions / natural caves
« on: July 18, 2008, 06:41:21 am »
is there any way to increase the amount of creature types which dwell in them?

13
DF Suggestions / Dynamic z-levels
« on: June 30, 2008, 07:53:48 am »
Ok, came up with this idea after playing a hugely successful but FPS-wise slow fort. I chose the fattest location, with a huge caveriver and 80 total z-levels (yeah i know this is madness). Later on at 80 dorfs my FPS dropped to 25-30, and i didnt have anything to manage really.

So, my suggestion is this:

Let the player decide, in-game how many z-levels he wants to view, apart from the z-levels that display the aboveground area of his start location and maybe 3 sky levels or so. This would remove the unneccesary sky levels when digging into a mountain or the excess levels of rock when building your settlement aboveground. Also, this would mean that the player could also increase the amount of z-levels, allowing taller towers and deeper caves.

14
DF Community Games & Stories / The community world!
« on: May 25, 2008, 11:29:00 am »
Ok, so i got an idea from when browsing the am discussion forum.

We have lots and lots of community forts, but how about a community world? Every participant creates an RP fortress for a set amount of time and when the time comes to pass the world along the fort is abandonned.

For this project i would at least like to wait until the release of the army arc version.

So, why a community world? Well, there are some really interesting reasons.
First of all the world would really have some good spots for adventuring, secondly it would be really cool to be able to read the separate RP storys for the separate forts.

So, the biggest issue about this community world is how long each "turn" would be, as every player has different preferences on how long to play a fortress.

So, anyone interested? And what rules for the world would the participants like to see, as well as how long a turn should be?

My preferred rules would be:
Each player has 1-4 in-game years and may play these for the duration of 4 real time days, reclaims are allowed if the rest of the participants allow it.
The world size would be set to a smaller size
Goblins get [NOFEAR] and [TRAPAVOID]

Please discuss, i will keep track of peoples preferred rules here:

1: Regional prospector will probably be allowed, if noone has something to say about that
2: World size will be around small
3: Ok, no in-game limit but a real time limit of 4 days
4: Trapavoid if somebody doesn't whine their eyes out about it

Roster so far:
gurra_geban
RPharazon
PTTG??
Elitay (youre in, right?
ricemastah
Bricktop
Run Comrades
Dadamh

[ June 12, 2008: Message edited by: gurra_geban ]


15
16th Malachite, 1052 Under the scorching sun!

Oddomidash's log

The weather is unbearable, but we are managing. Surviving in this lush forest does not seem much of a problem as there are more berries than i could have hoped for, and these prickle berries aren't so bad.

I got quite angry when our "leader" ordered me to herd some elephants into a cage trap recently, their largest male charged me and i barely escaped. I know times are grim but we don't need taking risks. I hope to convince the rest of the expedition that i am more fit for managing our hovel later, as Othil still seems very distraught of our history.

Oh well, i guess i can't blame him. I too miss our old home, my deceased wife and children, and friends of old. We are the last of "Speardanced", and are now forced to live in this stinking forest like bloody elves, without equipment or even a chance of building safe lodgings!

I have vowed to strike a bone bolt into the first goblin who venture here!

                 
16th Malachite, 1052 Cool breezes!

Oddomidash's log

It seems to be getting colder, i bet back at "Speardanced" the snow lies thick by now. Lucky thing is our brethren had already got our messenger eagle and send a caravan our way, with wagons and all!

We traded the little low-quality clothing we had managed to produce for the life saving bronze axe and pick they brought, thank goodness! I personally got started with digging a cavern for living quarters immediately, it's dirt floor, walls and roof but who cares as we got shelter.

Strangely as it is, everyone seems happier by the day! We have had lots of time on our hands as we watch the rope reed grow, not anymore though as we make barrels, bins and beds. This time has even brought me very close to our newly appointed Woodcutteress, which brings me much joy as her stomach is wide and her beard is thick, Adovan is indeed a real dwarf lady!

As i was making wooden bolts from some spare wood, wishing i had a goblin or two to try them on, some elven horn sounds through the forest. They appeared quickly at our trade depot bearing mostly worthless stuff 'cept from a cougar and a cat which they had tamed. I told Othil to accompany me with a crossbow, in case they tried something when i went to trade with them.

Apperently the elves were disgusted by the sight of our finely crafted bone totems and wished to leave. No wonder my father, the Broker of Speardanced was grumpy after dealing with this rabble. Othil had a moment then, and i was quite amused as our leader walked up to their leader pointing a loaded crossbow at him saying "Give us the wares we desire, or find yourself as a totem dwelling in our bins soon enough!". Later, after the elves had given us the tame animal and some other wares he walked up to me with the cougar in a leash. "I thought i had to compensate you for the incident with the elephant, a bad decision from my part. I saw this beast here enthralled you, why don't you have him as a pet".

It is hard not to respect Othil after this, and i've named my new friend "Captain Ironblood" after the legendary soldier of Nist Akath.


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