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Topics - wesleyb

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DF Suggestions / Roofing as decoration and defense
« on: February 04, 2024, 10:22:30 pm »
Decorative roofs and ceilings on surface structures. This serves five purposes. Reduced materials: dwarfholds are cheaper than surface builds at the moment.
Variable fire risk and defensive value.
Added value and beauty and deity favor to 3 floors below.
Some styles can also slow foes walking or sneaking over the roof. Cultural story value as architecture varies from place to place. More beauty, value and diversity for human and elf civilizations.

•   Thatch roof, crafter uses 1 plant fiber and 1 log to make ten thatch that is placed in 5 styles on the building. Placed from above like a floor. Lowest value. Highest fire risk.
•   Wood roof. What we already have but with 5 styles.
•   Shingle roof. Stone mason can make 10 shingles from most stone blocks. Each covers one tile of 'floor' ceiling. All styles. High value and beauty. If a barrel is placed at corners it will fill with water in rain. Lower fire risk.
•   Glazed tile roof. Potter can make 10 tiles from one clay and 1 ash bar. Each tile cover one tile of 'floor' ceiling. Higher value and beauty. If a barrel is placed at corners it will fill with water in rain.  Lower fire risk.
•   Metal decorative roof. A smith can make 10 thin metal sheets from one wood and one ingot of metal. Each covers one tile of 'floor' ceiling. Highest value and beauty. Foe can't sneak.  Lowest fire risk.
•   Glass roof/ skylight. A glassmaker can make 5 glass tile/ skylight from one glass. Each covers one tile of 'floor' ceiling. High value and beauty with light.

The styles:
◦   Flat: What we have now.
◦   Gable: A walkable roof with 20% bonus to value of rooms below. Negates sneaking and makes climbing harder. Projectile damage reduced.
◦   Steep: Walkable ramp roof but slows the person. Also sheds snow in winter and keeps the room below warmer. Small deity favor bonus if on temple. Illusionary extra height.
◦   Concave: Asian, Resists storm, earthquake and projectile damage. Walkable but slows the person. Adds 50% to roof value and beauty.
◦   Dome or vault: Resists, Earthquake and projectile damage. Adds 100% to roof value and beauty. Adds deity favor if on a temple. Walkable but slows the person.

In all cases projectile damage is a siege or monster attacks or magic attack. The roof protects the rooms below. This would require 11 tokens & 6 new materials/ recipes at least. Demolishing these roofs return 100% of the roof materials. This makes renovation cheaper and easier.

This is fairly complex so long term. Its a fair bit of work but adds to the diversity of our worlds. Reducing the material cost of surface structures mean the non dwarven cities and settlements build faster and bigger. In most case its text description like sculptures.   

2
DF Suggestions / Timber rafts
« on: February 04, 2024, 07:45:48 pm »
If logs fall into water they are often irretrievable. Timber rafts are a floating container that picks up logs that fall in water, move down stream and can be interacted with by a dwarf in an adjacent Tile. Timber rafts are created automatically if 4+ logs land on the river or sea.
If the timber raft is emptied it despawns. Thus logs that fall into water when trees are felled can be salvaged. If the timber raft remains untouched at the end of summer the logs and timber raft are deleted and a single driftwood is added to the nearest solid tile or ramp. At no time is the raft walkable but if a floor is built on its location the timber raft deletes and a pile of logs appears on the floor. Because its a container it retains the wood type.     

3
DF Suggestions / forestry zone
« on: February 04, 2024, 07:27:58 pm »
Most other games of this type allow the planting of trees and forestry so wood production is sustainable. While this is not needed in DF its not clear to a new player that the trees will regrow. Regrowth is also very slow. Allowing a player to create a forestry zone or orchid may help. Trampling saplings is the problem. The zone would mark each sapling as impassible and would exclude dwarves, tame animals and friendly visitors from walking on them. New saplings in the zone are flagged as impassible as they appear. It may increase growth rate slightly. The zones tool tip provides extra information on the regrowth process. The players can create hedge rows, mazes and groves by shaping the zone appropriately. The zone makes elves happy as long as no dwarf is seen in it.
This would communicate to a new player how DF does forestry and speeds the process of tree growth.   

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