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Topics - Silverionmox

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1
DF Suggestions / Collecting cave spider silk
« on: December 20, 2014, 10:12:15 am »
Quote from: Toady One
Road and wall/etc. construction jobs use two skill-free labor settings now, since skill didn't matter for constructions anyway.

Since the job rewrite is happening as we speak, I'd like to suggest to separate the collecting of silk to be separated from weaving silk similarly. The same reasons apply as for the separation of building walls/masonry, but in addition collecting silk is dangerous, and I would rather not turn my legendary weavers into cave crocodile bait.

2
- Dwarves executing military or diplomatic tasks are in crisis mode (this ranges from attacking a creature over a messenger bringing in an urgent message to someone running away from danger)
- When any dwarf is in crisis mode, there are 50 ticks per calendar day instead of 5 (example values).
- Dwarves in crisis mode get a proportional higher amount of actions per calendar day (50 instead of 5, as example).
- Other dwarves get their usual amount of actions per calendar day.
- ALL dwarves have their usual hunger, sleep, production, etc. rates per calendar day

This results in crisis mode dwarves being able to fight and negotiate much more in a short calendar time, while civilian life slows down, so they don't get in the way without becoming less productive.

This solves the problem that sending out a squad (as is a development goal) takes weeks of calendar time to even reach the edge of the map, moving at ordinary fortress mode speed rates (coordinating fortress mode and overland movement). It also becomes possible to resolve minor skirmishes, trade and other diplomatic negotiations in less than a day. It becomes possible to have night and day, and, consequently to attack and have attackers that use the cover of darkness. Messengers could come in with urgent messages, deliver eg. a request for aid, and you could send out a squad the same day. With the current system, that would take weeks if not months: that makes any but statistical interaction with the outside world impossible.

(Came up here: http://www.bay12forums.com/smf/index.php?topic=112537.0)

3
DF Suggestions / For inspiration: sword fighting manual
« on: June 04, 2012, 03:56:33 pm »
http://bibliodyssey.blogspot.be/2012/06/der-fechtkampf.html

Not so much a suggestion as a source of inspiration, you'll find quite a few illustrations from a 16th century sword fighting manual called "Der Fechtkampf", featuring armored men trying to slice, cut and dismember each other. Feel free to continue on combat moves or the place of theoretical learning and written knowledge in the fortress.

4
Currently the cursor jumps 11 places when you press shift+arrow. Depending on what you want to design, customizing the distance ad hoc could be very helpful. Changing it in the game would be most practical (since it's nothing more than inputting a number), but making it changeable in the init would do.

5
DF Suggestions / Different angles of dwarf preferences
« on: April 09, 2012, 11:31:20 am »
Dwarves currently can like very specific materials (eg. alabaster, redheaded blackbirds and birch). I suggest that they also could like general categories, eg. white stone, birds, wood. The quantity of the bonus could be adjusted if this was too advantageous.

They also should be able to like certain activities, places or circumstances: eg. partying, mining, statue gardens, fungal forests, swimming, being a parent, watching combat, etc.

6
DF Suggestions / Mods as patches rather than complete replacements
« on: March 21, 2012, 11:00:14 am »
Problem: when you make changes in the raws, and a new version arrives, you're in a dilemma: transfer your modified raws and keep your changes but risk to lose Toady's changes, or you have to edit every single change you've ever made in the raws back in, manually.

Suggestion: Instead of using raws as a take-it-or-leave-it whole, allow partial raws. The game will then compare them with the base raw set and fill in if nothing is defined (eg. a new creature), or override the basic raws with the mods (e.g. in the creatures file of the mod, a dog creature is defined with six legs instead of two).

Advantages: Smoother updating with new versions, keep your own cumulative changes to the raws, easier switching and combining of mods.

Disadvantage: slightly longer startup.

7
DF Suggestions / Oddities
« on: December 18, 2011, 06:24:02 am »
Quote from: Toady One
fixed some catacombs that managed to exit out into the ocean and fill with water.

Actually, that sounds cool to encounter on occasion. It might be interesting to allow features to interact in bizarre ways, as an exception. Water-filled dungeons are one example. Others: submerged cities, temples, graveyards. Cities with only one road. Cities consisting of one huge building. Cities on steep walls. Underground and aboveground cities on top of each other. Etc.

8
DF Suggestions / Cavern, mineral, vegetation and landscape styles
« on: February 28, 2011, 04:34:20 pm »
The underground caves are wonderful, but after a while they become a little ... predictable in their shapes, patterns and sizes.

So I suggest to put the mathematical formulas these are based on in raws. We can design new ones. (Or at least some of us will be able to ;) The rest of us can tinker with the existing ones.) The game would then be able to pick (semi-randomly) between different styles, so different places in the world will actually look differently.

The same can happen for mountain and landscape shapes, vegetation patterns, ore distributions, shape of veins and mineral deposits, etc. City layout is also an obvious candidate, but there are other threads about that specifically.

9
DF Suggestions / Fleeing Dwarves
« on: November 10, 2010, 02:36:20 pm »
When dwarves encounter enemies, they flee straight in the other direction. Often, that leads them to run right past the fortress entrance, or the only path that could possibly lead to safety. What could we do to improve that?

One option is to make them path to a meeting hall or their bedroom to pick a flee direction. Or is it fine as it is?

10
DF Dwarf Mode Discussion / Uniform interface
« on: October 19, 2010, 04:11:40 pm »
I just wanted to vent how incredibly frustrating, obtuse and dysfunctional the uniforms interface is. Why can't we change uniforms after squad creation? Why can't we reselect the standard selection? Why is ENTER (the confirmation key) used as DELETE? Why WHy WY WRAAAAAAAAAAAAAAAAAAAAAAGH!!! >sob<

That is all.

11
DF Suggestions / Slight change to "graveyard" stockpile
« on: October 16, 2010, 02:20:26 pm »
Instead of acting like a refuse stockpile for corpses, a graveyard should act like a temporary storage for the dead to await their definitive burial. It would work much like the animal stockpile. Coffins and caskets are stored there. If a corpse arrives, it's put into a coffin, that you can place somewhere later (like a cage with a creature in it). If a corpse arrives in pieces, they're put in the same correct coffin. If there is a lack of corpse containers it can still revert to the way it is now, putting the corpses on the ground. Corpses in coffins should give a smaller happiness penalty than corpses lying on the ground, but full relief naturally only comes with proper burial.

12
DF Suggestions / Water algoritm improvement
« on: October 12, 2010, 05:12:46 pm »
Water still flows like jelly. That might be fine for magma, but water should flow more smoothly. If you fill a broad channel, you'll see that the water does not quickly fill the lowest water level, but instead it slowly flows down from the top of the water source. As a result, you get a diagonal slope, as if it were a candle where drops of molten wax flow from the top, accumulating into a mass near the candle.

Instead it would be better if water spread out quickly, only to rise in level when there's no lower place to go. So water that needs to find another place has to teleport (as it works now: http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=9) to the lowest place available.

However, sometimes we want to have a "wall of water" effect, especially when great volumes or high pressure are present. To preserve this, we pose a limit (e.g.. 100 squares) for the distance searched to place water. So even if square 101 from the originating point of the water is dry, it will still only search within 100 squares, placing the extra water on top of layer 1, making it 2.

With these modifications, water would flow more quickly and smoothly, while still seeing to it that long distances or huge spaces aren't filled in a flash.

13
DF Suggestions / Assign shortcut keys to creatures or items
« on: October 12, 2010, 07:06:35 am »
Instead of only map locations, also make it possible to center on creatures (your own and hostile) or items. That way you can check easily where a particular megabeast hangs out, without doing all the scrolling. For artifacts you should be able to zoom to them from the artifact screen, but shortcut zooming to them is interesting too if you want to follow what happens with a particular artifact weapon, for example.

14
DF Suggestions / Military: training and squad assignment
« on: October 03, 2010, 03:42:21 pm »
Squads train together, sharing their skills. However, it would often be more effective to:
- have dwarves of different skills in the same squad
- have dwarves focus on their skill, rather than become dabbling in all the weapon skills of his squadmates

A way to solve this problem could be to ignore squads with regards to training; in other words, consider training a civilian activity. An alternative is to have alternate squads for training. Or, the simplest, be a bit loose with training, let soldiers train cross-squad, so everyone that has an axe assigned to them can all go to the lessons of the legendary axedwarf, even though he isn't in everyone's squad.

In addition, let dwarves focus on the skills of their chosen/assigned weapon, regardless what the rest of their squad does. The training isn't very effective, there's no point in wasting time to become dabbling in all weapon skills, while ignoring the main skill.

15
DF Suggestions / Owned items stockpile
« on: October 03, 2010, 06:21:19 am »
As the title says, a stockpile type where dwarves without rooms can store their personal items. So they don't get in the way of buildings etc.

Alternatively, an option in the existing stockpile type to allow or prevent storage of owned items of the relevant type (like the usable/unusable toggles).

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