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Messages - GRead

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1
DF Suggestions / Re: Dwarf Mode: Retirement
« on: July 25, 2010, 04:04:34 am »
It's worth noting that retirement is a very recent concept in the history of the world. It's somewhat out of place in a medieval world, such as DF. According to the Wikipedia article on retirement, Germany was the first nation to introduce retirement in the 1880's.

I could see historical figures growing tired of an occupation and 'retiring' from it to pursue another occupation that is more in line with their interests or physical condition. I'm thinking soldiers and guards getting tired of putting their lives in danger\growing too old to fight effectively. But just up and ceasing to work after they hit a certain age? In a pre-industrial society, that sounds like a good way to become a burden on the community and starve to death.

2
It's not you, the bug reports forum was shut down in favor of using the new bug tracker
You can sign up for it if you'd like to report\view reported bugs. The sign up is a bit cryptic though; after you've submitted the form it will send you an e-mail (and not tell you that it did so). The E-mail should contain the activation link for your account.

3
DF General Discussion / Re: Fan art competition!
« on: May 06, 2010, 08:02:26 pm »
The ampersands on the wheels are a genius touch

4
DF Suggestions / Re: Feces vote
« on: May 06, 2010, 07:45:49 pm »
It could probably be improved on though.
I normally hate the 1-5 rating system so many customer service surveys use, but in this case I think it could be useful.

5 - I am firmly for biological waste in DF, and am upset by the assertion it should not go in.
4 - I am for biological waste in DF, but would not be heart broken if it didn't go
3 - I don't really care either way
2 - I am against biological waste in DF, but would not be heart broken if it went in
1 - I am firmly against biological waste in DF, and am upset by the assertion it should go in.

It doesn't provide amazing fine-grain detail, but it does allow a voter to differentiate between a strong 'no' and a soft 'no', or a strong 'yes' and a soft 'yes', or even to just be indifferent overall.

5
DF Suggestions / Re: Possible Solution for Unkillable Undead
« on: May 06, 2010, 10:44:31 am »
I don't actually see a fundamental problem in using some variant of 'HP' to track damage to a given body-part. The big problem with things like Bronze Colossi is that there is no concept of cumulative damage currently; so you can pound on him for eternity without killing him, unless you can deliver a blow that is powerful enough to instantly kill him at full health. So why not add counters to track damage to tissue layers, reducing the protection of and eventually destroying skin\muscle\bone? Just so long as it's not some single, mystical number that magically kills the entire thing from hitting zero, and rather tracks actual damage to local tissues.

6
DF Modding / Re: Underground Plants?
« on: May 06, 2010, 10:37:53 am »
Indeed, they should I've been limiting myself with the number of plants right now, instead of creating a million different, high-value versions of subterranean prickle and fisher berries.  However, for flavor you've definitely got some good ideas going.  I wonder if it's possible to limit subterranean plants to biomes?  Good plants under good biomes, evil under evil biomes, and maybe savage biomes too.  Since the underground isn't really affected by the surface, the limitations shouldn't be any more complex than that (like "wet" or "dry").

Well, the idea was to put some more variety in my dwarfs diet, as well as diversifying thread\dye etc. As for the biome limitations, there are [GOOD] and [EVIL] tags attached to the new underground creatures, so they'd probably work for the plants too.

As for using the plants, go right ahead. No sense in leaving them to wallow in obscurity on my hard drive.

7
DF Modding / Re: Underground Plants?
« on: May 05, 2010, 02:38:41 pm »
Hey,
Noticed this thread from the main page, and had a look. Turns out I modded myself some underground plants following the same principles here, limiting them to lower caverns to prevent the dwarfs from embarking with them, but making them more valuable. This is probably as good a place as any to share them:

This is a bit big so:
Spoiler (click to show/hide)

of course I haven't actually tested the ones from under cavern 1, but I think they should work...

8
DF Suggestions / Re: Magma Drill
« on: May 05, 2010, 07:46:33 am »
About the Pipe-Pump. Well I dont know, it would need a pressure pump and I dont think, that all people will like this one.

I fail to see what would be so terrible about a pressure pump?

9
DF Suggestions / Re: Cafeteria Lines and Buffets
« on: May 04, 2010, 10:20:20 am »
Before the Dwarven economy, you could assign a Tavern keeper, but after it a Dwarf would have to be able to maintain the costs...somehow.  You know, sorta like shops.  Also, the dwarf who owns the Tavern would name it according to their tastes (Green Dragon, Yellow Orthoclase, Pink Olm, Purple Plump Helmet, Hold of Esteeming, etc.)

Dwarves, being found of ale and the culture that goes with it, would get an unhappy thought when Taverns switch hands, and even unhappier if the name changes:  Urist McBrewsky has been unhappy recently.  Urist McBrewsky saw "The Plank of Aces" changes hands.  Urist McBrewsky saw "The Plank of Aces" become "The Green Glass of Fathoms."

I think this should depend on how much the dwarf liked the tavern. If a dwarfs favorite tavern switches hands, and the legendary tavern keeper is replaced by an unskilled nobody, then he should get an unhappy thought. If it switches hands and his legendary tavern keeper is replaced by another legendary tavern keeper, the thought should be rather minor. If it switches hands and the dabbling nobody is replaced by a legendary tavern keeper, he should get a good thought.

Thoughts should occur after dining at the new establishment. So if a tavern gets an upgrade, he'll be happy with the improved quality and service. If it gets a downgrade, he'll be upset.

10
It would also be nice if the loo(k) command revealed some other information about a given square, like heat, flows, light level (when we hit the lighting arc)
as it stands, I like turning fluids to number to better adjudicate just how much water is in a square; but I have no way of knowing if that 7/7 water has a current without quitting out and changing the init, or building a waterwheel in it. Similar thing with temperatures, the only way to know if a square is cold is to pump some water in it and see if it freezes, likewise the only way to tell if a square will kill your dwarfs in fiery death is to toss something on the square and see what happens to it.

11
DF Suggestions / Re: Naming our own weapons.
« on: May 04, 2010, 05:52:01 am »
Actually, I have never seen an artifact with more than two compounds, at least not in this version...

I'm not certain about items named through attachment or use, but as for regular artifacts, my last fort had three artifacts with four compounds each. Lanternsalved the bleached abundance, for instance. Perfectly acceptable for an artifact. For an axe some dude named because he's attached to it, or killed a forgotten beast with? Seems a bit excessive.

12
DF Suggestions / Re: Number of incoming dwarfs
« on: May 03, 2010, 06:47:53 pm »
Aren't the worst of the early migrant issues linked to bugs regarding underground architecture? Once those are ironed out, the severity of the early waves should drop off, unless you go crazy with high quality goods immediately.

Also, making migrants better respect the population cap could help, which is also (I believe?) a bug.

13
DF Suggestions / Re: Naming our own weapons.
« on: May 03, 2010, 04:42:22 pm »
Although it could be nice to put some limits on the naming of non-artifact weapons. The weapon could receive a name with up to two portions. so you could have the front and rear compound, like a fortress' name, or 'the adjective noun', or 'the noun of noun', and so on and so forth. This way a dwarf doesn't name his mace 'fierydeath the ostentatious branding of marmots', but could name it 'doombodice' or 'the slaughter of gophers'
In the case of names it would also be cool if the RNG took the namer's personality into account. So instead of culling words based on the civilization, it culls them based on that creatures tastes.

14
DF Suggestions / Re: Catching colds.
« on: May 01, 2010, 09:05:07 am »
I was thinking you catch them in the rain, or form a liaiosn thats comes over.


"Hey *COUGH* AHCHOO Inm your COUGH liaison! What do you COUGH want? SNEEZE!

Except that you don't catch the common cold from getting wet, cold, or other environmental conditions, but rather from the viruses that cause it. More to the point, being out in the wet and cold has no effect on your likelihood of getting infected. Catching it from the liaison would be a natural process of what is intended to go in, should that liaison happen to have an infectious disease.

15
:'( :'( WHY...........HAVE......................ALL.....................MY.........POSTS ALLREADY BEEN MENTIONED!!!!!!!
Probably because the forum is fairly old; *allot* of ideas have been suggested, and if it's something that seems like an obvious addition, well, it's probably been suggested already.

Don't sweat it though, you can check with the search function before posting to see if someone has already mentioned an idea.

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