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Topics - vorpal+5

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1
DF General Discussion / DF2014 in 6 lines?
« on: June 14, 2014, 08:45:05 am »
Hi,

Sorry for this question that will probably attract some flaks, but in 6 lines, what would you say about the upcoming features of DF2014?

2
DF Gameplay Questions / Marital bedroom
« on: April 26, 2012, 04:41:53 am »
Do I need 2 beds for wife&husband, in case they want to err sleep, at the same time? Even 3+ if they have kids?

3
DF Gameplay Questions / Sinister, Haunted and Terrifying
« on: April 23, 2012, 12:36:42 am »
Hi,

What are exactly the differences there? I would tend to believe you get increased chances to get nastier undead entering your map, but aside that the reanimation effect for zombies is the same, which is in my mind not a good thing, as zombification right now in evil biome is kinda over powered... My proposal here would be:


a) terrifying: live people on death become undead, undead can reanimate themselves endlessly to the last animated zombie tooth (as of now)

b) haunted: live people on death become undead, an undead corpse can reanimate endlessly, but remains don't reanimate (i.e no zombie tooth or hair, but zombies corpses can reanimate endlessly, until you cut them into little pieces that don't reanimate)

c) sinister: live people reanimate, once. Once a zombie is killed it stays put on the ground.

That would be much more gradual... If you want to play with the OP zombies that we have now, then go to terrifying. If you want some FUN but not too much, choose a lesser evil...


4
DF Modding / Modding idea: reintroducing Money
« on: April 20, 2012, 01:45:58 am »
Hi,

Dwarves economy is out of DF since some time, still we can mint money. So I was wondering why no one is using that to have reactions cost something (money...). This way you could simulate interesting stuff like training workshops (they cost money) or a lot of reactions like shopkeeper, etc. that would give you something (common or rare, but needed in any case) in exchange of money (a few, a lot, it is up to you). This would prevent many mods from being gripped because a much needed component is needed. Say I need a rare metal to advance in tech research and I don't find it by mining or caravans... No problem, a shopkeeper can sell me one bar at a hefty price.


5
DF Gameplay Questions / What makes a good squad leader?
« on: April 13, 2012, 08:17:23 am »
He must be teacher, right... But then, if you have none, what are the attributes or traits you are looking for? This is mightily confusing...

Attribute:
Empathy
Patience
Social Awareness

Trait
Compassion
Organization
Leadership
Helpfulness

As you see, 7 attributes or traits can possibly be of help to a teacher, in the real world. But this is DF. What is the determinant here? Just pick a dorf at random and be done with that?  :o

Bonus question: I read sometime that people pair a teacher with ONE apprentice. As if only one to teach makes the student learns faster. 'urban' legend or truth?

6
DF General Discussion / Most awaited long term goal?
« on: April 13, 2012, 04:41:54 am »
For you, what it is?

I'm hesitant between

Coming up with a plan to overcome pathing obstacles to reach fortress innards

    Ability to dig (optionally, default on)
    Ability to build bridges/ramps
    Ability to use grappling hooks/ladders/climb



and


Military

    Dwarven armies
        Ability to send out fortress dwarves to lead larger groups of surrounding dwarves out around mid-level maps (or just go alone)


what about you?

What is not there in the dev log that you think would be awesome and should be done too?

7
DF Gameplay Questions / Only marksdwarves
« on: April 12, 2012, 06:10:55 am »
I wonder if this !!science!! has ever been done, probably yes?

The thing is, when firearms appeared in Europe, in the dark ages, the arquebus soldiers were protected by spearmen. This is what we got here, you have marksdwarves and melee dwarves. Then it evolved with muskets, and everyone was a musketman, with a bayonet.

So... what if you train all your dwarf to a decent level in hammership, say level 7 or so. You give them exceptionally crafted or better silver crossbow. They are all marksdwarves. Whatever manage to close the distance toward them get hammered (literally) by soldiers who are quite competent hammerdwarves, with good weapons.

What say you?

Added advantage, you don't see your melee dwarves charging blindly as soon they see a foe. Everybody fire at distance, in same position.

8
DF Gameplay Questions / Things would be so much easier if ...
« on: April 05, 2012, 04:46:23 pm »
... if the destination square of any task was indicated in the 'v' panel. I just spent one hour solving 2 problems:

1. my dorfs on break were adamant in going into the wild (evil biome, zombies, picture the odd they stay alive long) toward the top of the map. I did not understood why and had to resort several time to the 'draft to military' trick so they halt their stupid move. After a while I recalled. I set a meeting zone in this corner, in the futile attempt to salvage a wave of migrants (who got butchered by zombise, but this is another story).
If I had the destination square of the on break Dorfs, I would have pictured easily that there was this resting zone there.

2. I struggled also AGAINST the interface for this problem: to identify the remaining items which are not forbidden and lying on the ground (again, zombies, etc. no Urist McHauler, you should not retrieve this pair of socks). I had to monitor Dorfs wanting to go outside, then go to the Job screen, see what they wanted (sheep shoe, dog leather hat, whatever) and then had to go to the stock screen, and one by one seeing which one of the numerous clothes listed corresponded to the item the hauler wanted to retrieve. This was insane!!

And again, if I had the destination square, things would have been so much easier, simpler, quicker.

I wonder why these simple interfaces improvements are not done in DF. Some are there since years, and yet they are not fixed. I think I know part of the answer. As a game developer, Toady has no time to play very involved games, like most of us do. And so these problems escape him. Also, I guess he has no time to read the forum in details. And so the problems remain forever.

The difficulty in DF is learning to beat the interface, and sometime there is no workaround to problems. You have to fight the interface again and again to achieve things that are in the end quite simple to perform. There lies the complexity of DF, not elsewhere.

9
DF Gameplay Questions / Dwarf in full retreat
« on: March 31, 2012, 02:04:49 am »
Does any possibility exists to control the retreat route of a civ dwarf? If you revert him to military, he will charge. If you set traffic infos, it seems he ignore them. Any idea?


Sidemark, is it not silly that a lumberjack with axe and a high level in axedwarfship is frightened by a wolverine, when in civ mode, whereas he would axe the animal in no time and sweat in military mode?

10
DF Gameplay Questions / Military screens quirks
« on: March 30, 2012, 11:37:57 am »
Interface... the eternal problem.

Does it bothers no one that these 3 behaviors remain patches after patches? You only have to play 5 mn with the M screen to start pulling your hair(s).

- First, when you add up soldiers to a squad, they disappear from the right list. So far, so good. Then you move to another squad, and then the soldiers of the first squad are there! So quite often you end up adding again the same soldiers from the first squad. This behavior repeats for all squads as you know,i.e you see in the right lists all dwarves, even the ones drafted in others squad.

- Second, Position/Equip. Why each time you switch between P and E, the cursor reset to the first soldier of the first squad?? Quite often I end up adding wrong items because of that.

- Third, Why there is no symbol before (or after) items which are already on Dwarves, when you choose to specifically equip Dwarves with particular items? This won't achieve anything what's more to equip such already equipped item, because I don't think a Dwarf will give to another his already equipped item. Again, wasted time, hair pulling and interface that hates you.


11
DF Gameplay Questions / Training stats
« on: March 28, 2012, 08:15:33 am »
Are all physical stats train-able? Are some tasks better in training a particular stat? Say, I want to train strength, what should my apprentice soldiers do? Cut trees, mine?

Any input appreciated.

12
DF Suggestions / custom graphics per item
« on: March 26, 2012, 06:35:42 am »
How hard would it be to have custom graphics for each item (potentially...), like axe, hammer, breastplate, whatever you name it? Answer, probably not much, it is just an indirection in the code logic, instead of reading a field, you check another. If this is programmed in OOP style then there is just a function to edit so it reads a data and not another...

And yet, years pass and nothing comes on that. But who knows, perhaps in 2012?

13
DF Gameplay Questions / What a boon! (thanks DFHack)
« on: March 17, 2012, 07:10:38 am »
I can't stop expressing my gratitude to people working of DF utils. Without them DF for me would be unplayable.

Case in point, DFHack just solved for me a long standing pain in the arse problem... How to identify animals easily, when you want to pen them, free them, cage them, whatever.

You can use a command, like 'rename unit Wardog8' to rename the animal under the cursor.

This is simply AWESOME live/time saver (in the context of DF obviously)  :D :D

14
DF Modding / Stone as letters
« on: March 15, 2012, 01:31:11 am »
Does it exists a modmod, or can someone point me on how to do that... I would like to have blocks that take the shape of an alphabet letter. Basically, this would be to be able to see directly on the map short words or indications, for example you put 6 blocks that will form the word BRIDGE nearby the lever that open your draw bridge...

15
DF Gameplay Questions / Disabling/Capturing creatures
« on: March 14, 2012, 06:08:39 am »
is it possible to stun a creature, and then cage it, instead of killing it? I mean say a ratman, not a deer...

If you can't stun him, is it possible to capture him alive just by putting cage trap there and there? I guess yes?

As for animals, how can I tell my hunters to capture deers instead of killing them?

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