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Topics - n2

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1
DF Suggestions / New building: guard post
« on: December 16, 2008, 08:49:40 am »
Something like a gate with guards: requires guards to operate; only lets certain dwarves pass (as in workshop profile); with no guards the gate's closed.
Most useful to only let your woodcutters and haulers outdoors, but I can think of other applications too.

thought of it just now when a whole bunch of mah dwarves wanted to take a break OUTSIDE even tho there were goblins all over the place.

Also, dwarves "run away" AI sucks. They LOVE to corner themselves.

Edit: I guess I named it poorly, I'm not all that good at engrish. Searched the forum but in similarly named topics there are actually completely different suggestions.

2
DF Suggestions / Interface improvement: material selection
« on: December 12, 2008, 04:47:04 am »
Well maybe more than just a little interface improvement..

First of all, swap "craft type" and "craft material" for smithing. It makes little sense "Oh, I have zinc.. should I make something from it? What should I make?" as if you care more that it should be made from zinc than that it should be a barrel, for example. Also, you have to remember what types of objects can be made with this or that. Usually you think first "I gonna make a sword" and then "a copper one" so wouldn't it be better to arrange menus in the same order?

Also, along with that it will, definitely will be great to be able to specify material for rock and wood crafts. (10 bauxite floodgates, please) Well, maybe with "any" as a valid option.

On a side note, I'm impressed how dwarves make and use full metal weapons and tools. A wooden handle for a pickaxe or a spear is beyond their imagination...

3
DF Suggestions / Historical achievments
« on: December 08, 2008, 04:11:36 pm »
Not sure, maybe smth like this was already suggested.
An adventurer should leave behind some memories other than "He killed <list of names>" Right now I can only think of exploration records, like "He swam across the <named> sea" or "Visited capital of <civilisation>" or maybe "saw half of the world". Greatest heights adventurer climbed and depth he dived in and so on. Right now legend mode is only useful for map export T_T

Also, it would be great if adventurer could get depicted by some civilization he had connection with. For example engraver of a new settlement of StinkySock dwarven civilization would make an epic picture of Urist McRestless of StinkySock, who left the dwarven hall in some year to butcher the nearby goblin tower. Goblins can't engrave, unfortunately, but engravers of some ShinyWalls dwarven civilizations would depict Urist McRestless as a crazy frooling dark dwarf eating their children, even tho he never did, and just paid a visit to stock up on sum armor, for free.
Well that's too cool to be implemented in near future.

4
DF Suggestions / On shields.
« on: December 06, 2008, 07:51:22 am »
In short, I think it would be right if a shield user could only block attacks from the front. (AFAIK right now shields give a chance to block attacks from any direction)
But in DF there are no "fronts" and if there were you couldn't tell without advanced graphics where <creature> is looking, and it would complicate things because you would have to turn in place in adventurer mode so the idea is like this:

1) A dwarf (replace dwarf with any other creature) cant block a surprise attack.
2) A dwarf can turn in place pretty fast. Fast enough to try to block one attack from any direction, if he's aware of it.
3) A dwarf can try to block several attacks if they are coming from one set of directions, depending on the shield (and skill - that would be nice). For example a buckler and novice shield skill result in covering 1 directions out of 8, but a larger shield or better skill would cover 2. Like this (0 are not covered directions, # covered, d - dwarf):

buckler
0#0
0d0
000

shield
0##
0d0
000

A legendary shield user
###
#d#
#0#

A dwarf with a shield and novice skill is surrounded by carp. A carpy situation it is.
aaa
ad0
0a0

Carp 1 attacks, dwarf defends and now can only try to block attacks from carps marked by #.
#1#
ad0
0a0
Carp 2 attacks and the dwarf tries to block. Regardless of whether it was blocked or not, the dwarf can't block attacks from other directions, until he gets another turn and his blocking position is reset.
21a
ad0
0a0
It means that until the blocking position is reset, the dwarf can try to block any number of attacks from directions 1 and 2 but not from others. He's fully open to 3 carpy attacks.

Doesn't it suck? Well of course it does! To compensate, the chance to successfully block an attack should be increased. Also, the same rule works for ranged attacks too.

First of all it should weaken ranged (well and melee too) attacks in adventurer mode against shield users. One person cant attack from several directions. To make things better for those without shields, a parrying can be introduced in a form of x/8 directional chance to block using the weapon skill instead of shield skill. (it is sensible to make x a worse modifier than one of a buckler, for example 0 at lower skill levels, which means no chance)
Also it will make attacks from several directions against player more effective in adventurer mode. On the other hand it would mean better chances to get close to a single shooter (nerfing archery again)

In fortress mode, it would mean that surrounding is more effective than attacking from one side. It should significantly weaken ranged attacks from one direction.

The idea is still raw and unrefined I just thought about it and wrote right away.

edit: the first attack may or may not indicate the "center" of covered area. If it does, even a legendary shield user can't block attacks from 2 opposite directions.

5
Dunno if it's already in the future goals or not..

How many items can a person carry? Well that depends on how heavy, and how large they are. If it's a large barrel, you can only haul one (even empty), but if it's wooden sticks (they are small) you can carry a few as a heap with both hands. (lets say, 5 but it's just some random number). But if you tie them with a rope in two heaps, you can carry two heaps (twice as many), one heap in each hand. 5 small stones in a heap or two buckets with 5 stones each. Weight limitations are still there, and buckets will add to weight. A plate armor is large for hauling purposes while a two-handed halberd is medium (you can carry it with one hand, even tho u cant swing it). And so on.
Furthermore, if a dwarf is using pushcart, the weight he can carry is multiplied while size depends on cart. A larger cart will occupy additional grid. An animal pulling a cart is even better, but it would take two grids for animal and cart, and a dwarf walking and controlling the animal, which takes a special skill. (still, a dwarf with his animal and cart is performing a hauling job). Now that's some use for all those mules! Although carts can't be used on stairs (need ramps).

A ladder is a tricky thing as it can be used differently and I don't know which way would be better in DF.
1) An item any idiot can use. No special skills are needed to just place a ladder so that it stands on the ground at its lower end and is leaning on the floor 1 level higher. It has the same direction limitations as a ramp, also at least one free hand (and at least one leg) is needed to climb it, meaning animals can't do that. (And shuddup about cats, it's an almost vertical ladder, ok?). It's possible to place it from above or below.
The upper grid is a hole for other purposes (drop items etc).
1a) long portable ladders? Not needed tho.
1b) portable ladder in adventurer mode. May become useful as the world becomes more interesting with game development.
2) a ladder can be mounted in place, firmly and vertically, as those fire escape staircases on buildings. It is connected to the floor at it's upper end, raising a bit above it, and at its lower end it's connected to the wall, the floor, or a ladder one level lower to make longer staircase. Not sure about direction limitations (from where to get on/off a staircase), but it has no "empty space 1 lever higher" requirement as a ramp, and a hole with a staircase is still a hole (drop items etc). Mounting a ladder this way may need some skills. Also, one hand, one leg, no animals.

- "One hand" is obviously related to item sizes.
- Someone climbing a ladder will fall down if damaged (an easy target for archers)
- Ladders will prevent animals from going where they shouldn't.

If I were to add something else, items should have a chance to break from falling, depending on material, quality, type and falling height.

PS. sry for my engrish, as it's not my native.

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