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Topics - Wahnsinniger

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DF Suggestions / Negative effects of Buildings and Industry
« on: August 16, 2008, 07:44:36 pm »
The game could use more buildings that cause negative feelings in dwarves. Many posts list suggestions for new buildings or rooms which raise dwarven happiness, but few which make dwarves move one step closer to rage. Considering most of the time plentiful booze and a smoothed/engraved dining room is all that is takes to ensure no raging dwarves, more stuff needs to cause them.

I can't think of any new buildings which could cause negative feelings, but luckily there's a very traditional source of problems: Heavy Industry.
Forges and Furnances (excluding magma of course) could give off smoke when in use, Mason and Carpenter workshops could produce dust. Both of these would act like Miasma in their negative effects, and could even go a step further and be life-threatening in sufficient quantity.

Players would then need to strategically place their heavier industry buildings to limit the negative effects, and more closely monitor their industrial dwarves for problems and build more positive buildings if necessary.

Thoughts? Any other ideas?

2
DF Suggestions / Permanent Rock
« on: August 16, 2008, 05:55:21 pm »
Reading another thread, someone mentioned the issue about how simple it was to just drop a shaft straight from the surface to the bottom of the map. One simple suggestion is the introduction of "Permanent Rock".

Certain levels could have sections of entirely unminable rock. You may try to drop a shaft all the way to the bottom, but 6 layers down you hit permanent rock, and you'll have to mine horizontally to try to find the edge before you can mine further. Combined with further Underground features, you increase the odds of coming accross something hostile if you have to mine horizontally on a level a bit before you can sink down further.

Obviously they would need to be moderately sized sections so as to not block a player's progress entirely. Furthermore, the rock would actually be removable, whereby you can undermine it and collapse the permanent section, smashing it to rubble. Also, imagine a 3D permanent section which has only a small entrance to the interior, housing some sort of special thing. (Long lost deity or other monster? Magical inexhaustable magma-spewer which had been intentionally sealed in ages past?)

I would assume something like this has been discussed before, but perhaps it was in the old forums because I searched the current one and didn't turn up anything similiar.

Thoughts?

3
DF Suggestions / Fortress Site Selection
« on: August 16, 2008, 05:38:05 pm »
I was mulling over the new ideas for Underground Diversity (http://www.bay12games.com/forum/index.php?topic=22308.0), and wondering if it should affect site selection. Obviously players have different ideas in mind when they start a new fortress. Some try to have a certain type of economy, design a certain type of fort, or even build giant stone dwarf statues (see the 3D visualizer thread). At other times however, you start a new fortress hoping that the map you're on has some interesting feature to work with or around, and this will only increase with many of these underground diversity ideas implemented.

So I was thinking about fortress sites and these 'unique features'. When the world is being created, each site (which is the low-level left map on the embark screen) should be designated as to how many of these unique features it would have, and be generated with such. Thus when the player goes to the embark screen, they can choose whether they want a site with few/no features, or with many features (there would be several levels of course). You would not know What specific features they are, or where, but could choose based off of what you want on the map. If you're a new player, or want to build something without any hassles, you could choose few/no features, while if you're feeling adventurous and want to have stories to tell on the forums, you could pick the higher-levels.

Different levels could be like:
-Mundane sites -would generally just have something like a small interior cave and a peculiar rock formation on the map.
-Medium sites -could have Cave river with Towercap forest, chasm, single gem super-vein, and maybe a small tribe of hostile monsters.
-Packed sites -could have a few of the 'big' features, like an Antman colony and huge underground cavern, in addition to a moderate amount of smaller features.

This way, its still a mystery as to what you'd get at any given fortress, but avoids player's frustration over ruining their grand fortress design due to an incompatible feature, or being bored to death on an empty map.

Thoughts?


4
DF Dwarf Mode Discussion / "Tapestries"
« on: November 07, 2007, 10:02:00 am »
I recall reading in one of the conceptual stories about castles having things like Flags and Tapestries. Well, until those get implemented, I've noticed that a good substitute is Ropes with Leather Images sown into them. You can place them as restraints in various important locations and your dwarves will admire them.

Does anyone else use ropes/restraints to decorate your buildings and such? They're a great alternative to record your fortresses history if you have an above-ground fortress or you otherwise can't engrave (sand-only map, for instance).


5
DF Dwarf Mode Discussion / Play Bloodlines!
« on: September 27, 2006, 11:36:00 pm »
Wiki Bloodline Games Page

Not sure how many of you have bothered clicking on that link in the Wiki, but try out a bloodline game. Its pretty fun to take a fort and improve it the best way you see fit, while still wanting to "leave your mark" for the next rulers that come by. Take your predeccessors' plans and expand upon them, or rip them apart for your own superior designs.

Considering this is about the closest thing to multiplayer this game will get, give it a try.

Long Live Crystalswam

[ September 28, 2006: Message edited by: Wahnsinniger ]


6
DF Bug Reports / Old Movement orders
« on: October 07, 2006, 11:47:00 pm »
I've noticed that when I release a animal (from a cage) that I captured then tamed, it will run back to the tile it was captured on, then wander around as normal. Apparently their old movement orders were never cleared after getting captured, i'm guessing. Obviously this isn't an important bug as such, but I figured it was worth pointing it.

7
DF Suggestions / Display Pedestals
« on: November 18, 2007, 09:55:00 pm »
There needs to be Display Pedestals. Currently, there's no good way to display your great items. Considering Dwarves are highly material creatures (treasure hoard, anyone?), they'd want to be able to display and admire their works of art.

Armor and Weapon Stands used to be a mediocre way of displaying weapons and armor, but that functionality is gone, and an actual Pedestal is needed.

I wouldn't be surprised if its been mentioned by now in the forums, but reiterating the request isn't a bad thing (Its probably why Rewalling is in .32a)


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