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Topics - Twilight

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DF Adventure Mode Discussion / Tricks, tips, or updates...
« on: March 04, 2007, 06:33:00 pm »
Hello,
  AM is a great game, even by itself, but, is development with DF is fantastic.  A few questions that I didn't notice on prior posts, and if they haven't, in fact, been addressed then perhaps they might be considered on future updates.

-  the sleep command...very nice, fits the game, adds to the play value, BUT, anyway to speed things up (say, about 30 times as fast as the current ten minute screen crawl)??

-  food and water...make the game much better than otherwise, I know when hunger and thirst hit, but, any chance of some sort of changing number or bar or symbol to indicate the character's current level of both?

-  money...O.K., different incompatible currencies can be a good thing; having money as a part of the inventory is a nice touch.  However, while the whole trading menu is good in that you can shop with goods, cash, or both, but, is bad in that we really could use a VISIBLE money counter in terms of what the merchants want to offer or receive and what the player has, wants, or offers.

-  health...love the body parts component, but, is there any general indicator of health?  Current/max hitpoints, health bar, wellness piechart, general condition status, etc.?  It is just too important to know the status of the adventurer,  In real life, if you did have light damage to your limbs but were actually on the edge of death, then you sure wouldn't decide to try to storm a bandit fort on a hill.

- illnesses and diseases...do they exist in AM?

- polearms...is there a range for them (halberds, glaives, poleaxes, long spears, etc.)?  I haven't had any luck hitting except when I was adjacent to a foe.

Oh,well, just some ramblings.  The DF Wiki is great, but, there's an empty space when it comes to AM.

- Twilight


2
DF Adventure Mode Discussion / Signposts for AM
« on: March 30, 2007, 06:48:00 pm »
Hello,
  how about signposts in a future update?  I imagine that they would be small icons placed next to the entrance of buildings.  Anytime your character bumped into one, or you went over one with your cursor, a window would pop-up with information (e.g., Weapons Store, "Rejji Onegrovelaxe", Propietor. Perhaps with a picture of a weapon).  It would be realistic and add a little fun.


- Twilight


3
DF Dwarf Mode Discussion / Tantruming Engraver
« on: July 10, 2007, 07:12:00 pm »
Hello,
  of course, the legendary engraver (almost as miner)won't stop throwing tantrums (thanks for single-handedly collapsing the main cave river bridge!), and, Armok forbid that she say why she is so mad (hope that later versions give us more and more about the dwarves; perfect example: I have a metalsmith gone fey who wants gems, rock, and metal bars - no way, NO way that is going to end well!).  I'm careful with construction, so I can only think of one thing.

    The main entrance is double engraved, including some masterpieces by her.  I installed channels on the outer edges and put three bridges together across the middle.  Then a water supply was dug and connected to flood the room.

1.  You really have to have bridges over channels or rivers to be above the water.  In this case, the bridge pieces that were not  FLOODED.  Retract and expand?  Nope, still under water.

2.  Either she's mad about the muddy engravings (Wiki seems to suggest otherwise), or, else, the engravings are considered "destroyed" when covered by the bridge.  True?  

3.  If true, do the bridges need to be dismantled, or is retraction enough?

4.  Still, even flooded retractable bridges could be useful.  When the retract or expand, whoever is on the bridge is hurtled to the floor with stun damage (didn't want an ultra-tight exploit defense).

Any thoughts?


4
DF Dwarf Mode Discussion / Reclaiming
« on: April 27, 2007, 12:05:00 pm »
Hello,
  I didn't seen a direct answer here or in wiki (although I might have missed it), so, how does this work, again?

1.  Mine too deep, game over.

2.  Reclaim, over again at the end of the season (may perpetually reclaim, abandon, repreat, get one season to creep along).

3.  Adventurer can kill demon (any stories on that one, anyone?).  

4.  If this happens, and then the fortress is afterwards reclaimed, is it lost again (perpetual mega-demon machine?) through more "too deep" messages, or can you continue onwards (I doubt this, but, maybe someone has already dealt with this) without such interruptions?


Thanks


5
DF Dwarf Mode Discussion / Missing the most important room of all.
« on: April 04, 2007, 07:33:00 pm »
Hello,
  hate to harp the whole realism thing, but shouldn't DF really address the pressing need for restrooms/bathrooms/latrines.  Not that it would make the game, just can't see a real fort without (and, no, no one is going to walk a mile to the river; and, yes, you could use a bucket in your room, but, that whole thing is not factored-in, and nobles would expect better; and bathtubs??).


- Twilight
(leave it to Twilight to contemplate dwarf stool!)


6
DF Dwarf Mode Discussion / Signposts for DF
« on: March 30, 2007, 06:55:00 pm »
Hello,
  how about allowing signposts in a future update.  The player could set them wherever (would we even need a material or a building act or a building time component, or just instantly set them wherever?), and edit them with a couple of lines (at most) of text (e.g.  "Grand Dining Hall"; "Shop of Yoetl Hammergreaves, Master Carpenter"; "Kneel before the King"; "Weapon Storage"; "Here fell the Iron Squad as they slew the pit demons", etc.).  They could be triggered by having a small window pop-up while running the cursor over them.  i just think that this sort of annotation would be a lot of fun for some, ignored by others, but probably used (even just a little bit) by all.  What do you think?


- Twilight


7
DF Dwarf Mode Discussion / The Greatest DF Story EVER
« on: March 18, 2007, 05:50:00 pm »
Hello,
  I have to say that I think that these ongoing stories are great!  They have been creative, engrossing, and well-conceived.  I don't know if this would make for a good idea, but, maybe there should be a new forum topic (i.e., "Tales of Armok", or whatever).
    In it, we collect all of the Adventurer and DF stories, old and ongoing.  The Adventure and Dwarf Mode discussion boards would remain (well, to discuss how & etc. to play the game), but, the Story board would hold what is some of the best stuff in the CRPG world.  Probably, the biggest factor in such a move would be to honor the thought and the effort shown by these authors.  
   Just an idea.


- Twilight


8
DF Gameplay Questions / Toady Quest Saga
« on: June 12, 2007, 09:22:00 am »
Hello,
  its kind of like one of the DF colony stories, but without the "prior page" option:  O.K., O.K., where is Toady moving to and what is he doing and what will he be doing and...?

9
DF Gameplay Questions / V I S T A
« on: June 08, 2007, 12:28:00 pm »
Hello,
  well, a new computer meant Vista Premium as an included package. I've had some problems with a number of programs (and even more problems with the graphics card!).  However, good old DF has so far performed perfectly under Vista (more than I can say for a lot of other commercial releases).  Has anyone had any Vista problems with DF?  It looks pretty promising for me.

p.s.  Learned a trick with the new computer: hit the Windows key to jump out of DF, and, once you return, the screen has zoomed into the top left corner.  However, hit ctrl-alt-del, and the screen won't re-size, and you can get back into DF without problems (provided that you can do whatever Windows tasks in DF resolution).  What's the best DF resolution (800X600)?


10
DF Gameplay Questions / Do You Cheat-o-Matic?
« on: June 04, 2007, 02:46:00 pm »
Hello,
  I like to come-up with mini-themes for new forts (nothing as elaborate as the succession or the story games, just a background and a rationale for the colony: refugees from a fort over-run by goblins or demons, political exiles, a royal colony, military outpost/town assignment, a trading company, a group of friends, etc.).  In order to make any sense for the ones not involving dwarves fleeing from a tragedy, I'll use the cheat-o-matic to bump-up some skills and supplies (but, believe me, you do NOT want to get carried away with this!!).  I'm just curious: do many others use this to help to set the stage, or, are most folks committed to the standard 2 picks and 5 fishes vanilla setting?

p.s.  Anybody use the "set dwarf speed=20" init. feature?  Does it work well, or screw-up the game for you?  I understand that it does not affect actual combat in DF mode?


11
DF Gameplay Questions / No neighbors, anywhere.
« on: June 01, 2007, 08:43:00 am »
Hello,
  sorry, but, I didn't see this specifically on the Wiki, and, it may not be a bug.  Thanks to ongoing system issues, I had to create a new world.  When I selected the site for the fortress, <none> of the locations had any civilizations (goblin, human, elf, dwarven) listed.  Are they still there?  Do I need to recreate the world again?  Is there some other problem?  No problem?  I just started, so I don't know if anyone will show-up, but, I don't want to waste my time with fortresses that have NO outside contact.  Any thoughts?

12
DF Suggestions / Social Structure
« on: July 20, 2007, 08:58:00 am »
Hello,
  I have a feeling that this is more likely than not already in the "future" threads, but, I'm just too lazy   :roll: to search...lazy, lazy, lazy.

The whole noble/non-noble social structure system doesn't quite seem to really work.  What we have are: (1) laborers (peasants and recruits); (2)craftsdwarves (novice, experienced, master) and trained soldiers; (3) managers (bookkeeper, dungeon master, etc. - skilled white collar professionals, if you will); (4) the ruling elite (champions, dukes, king; legendaries economically).  Except for champions, individuals cannot move between # 1 & 2 and # 3 & 4.  
    Of course, there would be appointments made early-on by the home/colonizing fortress (the appointments alone would be rewards - or punishments), but, maybe there should be greater permeability between the classes.  I would consider # 3 as being more like legondary # 2s than like # 4 (true) nobles. I think that there should be more interplay, and not have everyone put into a noble/non-noble schematic.  At least, move # 3 in-line with # 2 & 1 and let the bluebloods in # 4 be extra special.  

 Oh, I don't know...


13
DF Suggestions / Urgent Lever Change
« on: July 19, 2007, 10:05:00 am »
Hello,
 as we all know, levers with mistaken identitites can be horribly dangerous things.  Toady, here is an easy yet powerful idea: when a lever is "Q"-ed, (or "K" -ed) there should be a space there for an optional description text line.  Under "Q", there would have to be a new option, '"W"rite a description', for players.  Hit the key, write a text line (i.e., "main farm floodgate"), and finish.  This can be changed by the player again and again.  The text shows up in the lever's window and eliminates guesswork (make for interesting succession game possibilities, too).  No more searching for a lost piece of notebook paper!  Any luck that this idea might fly?

14
DF Suggestions / Yeah, I got a suggestion for you!
« on: July 10, 2007, 07:16:00 pm »
Hello,
  yep, donate to Bay 12.  I got on the Champions board and then donated again for a drawing.  It is a nice, creative (think crayons, construction paper, and a DF theme and scene) piece of work.  Its unique.  You like unique...you want unique.
  Really, I was afraid that it would be a freakin stick figure, but, no, Toady's got a bit of talent here and there.  Mine involves dragons and elephants (*shudder*).

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