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Messages - Silverionmox

Pages: [1] 2 3 ... 155
1
DF Suggestions / Re: Collecting cave spider silk
« on: December 21, 2014, 07:18:52 pm »
Collecting silk has as much to do with weaving as farming pig tails IMO...

2
DF Suggestions / Collecting cave spider silk
« on: December 20, 2014, 10:12:15 am »
Quote from: Toady One
Road and wall/etc. construction jobs use two skill-free labor settings now, since skill didn't matter for constructions anyway.

Since the job rewrite is happening as we speak, I'd like to suggest to separate the collecting of silk to be separated from weaving silk similarly. The same reasons apply as for the separation of building walls/masonry, but in addition collecting silk is dangerous, and I would rather not turn my legendary weavers into cave crocodile bait.

3
DF General Discussion / Re: Future of the Fortress
« on: July 23, 2014, 08:18:54 am »
How are culture differences going to be handled?
Will different cultures within the same species, or different civilizations, have distinct behaviour? Will there be something else besides trained practices and probability range of personality traits? How will it matter for the AI? Will it be moddable, and if so, how and to which extent?

4
DF Suggestions / Re: Caligula
« on: May 27, 2014, 04:19:27 pm »
There's potentially a whole lot of these absurd behaviours that would become hilariously appropriate if the dwarf in question has the necessary eccentric personality characteristics. Or has become stark raving mad due to some reason, that shit happens.

5
I'd like to keep them during development as a plan B for the erratic military AI of the dwarves and the fiddly and laborious equipment interface.

6
DF Suggestions / Re: Ideas for new reaction tags.
« on: January 07, 2014, 02:52:24 pm »
Quote
Second- It should be possible to make products mutually excusive. The tag [MUTUALLY_EXCULSIVE:X], where x is the name of the product the product that is marked with this tag is mutually exclusive with.
     example- [PRODUCT:A:50:1:BAR:NO_SUBTYPE:INORGANIC:IRON][MUTUALLY_EXCULSIVE:B]
                   [PRODUCT:B:50:1:BAR:NO_SUBTYPE:INORGANIC:SILVER][MUTUALLY_EXCULSIVE:A]
Using this tag, an iron bar would be created 50% of the time and a silver bar would have the same chance of creation. You would not get both or neither, which you would if you used the current system.

Isn't this possible already? If you make stone crafts, you also get just one of all possible crafts, never zero or more.

7
DF Suggestions / Re: Option to forbid non-assigneds in burrows.
« on: January 07, 2014, 02:49:31 pm »
The problem is that dwarves navigate by means of connectivity maps. This would necessitate the generation and storage of multiple connectivity maps, and since pathfinding already is the weak spot of FPS...

AFAIK burrows only restrict which jobs a dwarf gets on one hand, and pokes them whenever they somehow happen to be outside a burrow anyway (so they'll go back), on the other.

8
DF Suggestions / Re: Suggestion: Sand Functions as Flux
« on: December 23, 2013, 06:11:16 pm »
I don't think they could just use any sand. The source rock matters. Most common minerals are feldspars like microcline or orthoclase, or other silicates, and they don't function as flux.

9
The tasks you could do in a workshop should simply be determined by the tools/furniture in the room. So you would simply define the minimum tools necessary for a certain job in the raws (and any additional non-critical but useful furniture, and their effect on speed and quality). Anything more would simply allow more dwarves to work in the same room simultaneously.

Then there is the design decision about what to do with loose tools: associate them with the workshop, or with a dwarf? I tend to favor associating essential tools with dwarves (eg. hammers for smiths, knives for cooks, needle for clothiers etc.) and have non-essential tools in workshops. Those essential tools would then be personal property, and dwarves would migrate with them. That means they're able to do the essentials, but still don't have to carry 12 tools and an anvil, everywhere they go. This matches actual medieval practice where people expected skilled craftsmen to bring their own tools.

The original anvil problem, however charming, could be solved by creating a reaction that requires a stone "anvil mould", crafted by a stonecrafter, to be used with fuel and metal in a furnace, to cast a basic anvil of that metal.

10
DF Suggestions / Re: Furnace reactions
« on: December 05, 2013, 07:18:21 pm »
As a blacksmith myself, I have significant issues with the process of making steel ingame. In the real world, 'so-called' pig iron is actually just the smelted iron ore. One does not have to go from "iron bars" to "pig iron". Pig iron is just plain old iron.
Also, a few words on flux stone: flux is not used for making steel. Flux is only used for forge welding, as in chain making or pattern welding (aka damascus steel). Steel is made when any molten iron is combined with a carbon source, like coal or charcoal.
Lastly, on coke: coke does not have to be made before forging can occur. It is perfectly allowable to forge using 'green coal'; coke is just green coal with the impurities burned out of it, a process that can occur while forging. If Toady could fix this, and thereby preserve my sanity, that would be great. I'm sure I'm not the only one frustrated by the game's time consuming idea of steel production.
Are the quantities used correct? I would expect steelmaking with minimal amenities, in a cellar dug in the ground, to be very fuel-consuming. Would you need chimneys or bellows (of what size) to get adequate ventilation and oxidation?

11
DF Suggestions / Re: Artifact overhaul
« on: December 02, 2013, 12:02:47 pm »
Letīs just face it, guys.
We canīt think of anything that Tarn doesnīt already have planned

Welcome to Bay 12 Forums, where everything is planned and the posts don't matter.
It does matter, it just takes a decade before it's implemented :)

12
DF Suggestions / Re: Waxed Leather
« on: November 10, 2013, 10:01:53 am »
I also hope that items with weird specifications will be useful in magic, for example voodoo dolls.

13
DF Suggestions / Re: Waxed Leather
« on: November 05, 2013, 05:02:57 pm »
I would prefer to use the leatherworking skill for it.

14
DF Suggestions / Re: strange mood behaviour
« on: October 27, 2013, 07:06:34 pm »
I think a secretive mood shouldn't even be notified. They ought to hide stuff under their mattress until they have everything and then claim a workshop by surprise - locking themselves in.

I like this a lot, but there could be a serious downside to having a dwarf suddenly go berserk because you didn't have enough blocks or whatever. Though that can be part of the fun.

IMO they should be a bit more flexible in that regard. When secretive, it should take a much longer time to go berserk: they're willing to do it sneaky, no point in blowing their cover.

As the time the dwarf spent in a mood increases, he should resort to more and more severe measures. At first he might just take materials he could legally obtain. Then he might resort to stealing. Then to taking (f)orbidden items. Then to break down structures to get what he needs, and so on, until the mood turns into a fell mood and he just kills people to get materials.

Alternatively, the dwarf could turn to social actions: starting a political faction, religion or blackmailing or bribing someone, or intervening in trade somehow. Alternatively, he could just pack up and leave everything behind to go out adventuring in the world until he found what he needed - or dies trying.

15
DF Suggestions / Re: strange mood behaviour
« on: October 24, 2013, 01:30:45 pm »
I think a secretive mood shouldn't even be notified. They ought to hide stuff under their mattress until they have everything and then claim a workshop by surprise - locking themselves in.

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