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Messages - DrDada

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1
DF General Discussion / Re: Vampires!
« on: June 06, 2011, 08:39:21 am »
I think there should be the option for vampires to withdraw from society and hide in the sewers,catacombs or in a cave somewhere and just visit villages and citys to feed on the people.
I also wonder if vampires will become weaker every generation, and stronger the older they are.
That would prevent the world being overrun with vampire kings and provide diversity and a challenge.
Not every vampire should be able to start a cult and take over empires some should just...die at the hands of furious villagers or a hero after they killed a few people.
Some, older vampires may choose to hide and sleep for hundreds of years.

2
DF Suggestions / Re: Scenario Mode
« on: June 05, 2011, 12:14:28 pm »
Id love to see something like an editor for room/building/dungeon/site layouts that will then be used during world generation.
People could make a room that will later be used in buildings in the city or specify that its a throneroom, a temple or a room in a crypt etc. You could also create whole castles/thief hideouts,dungeons or just interesting unique places like ruins from a lost civilization.

3
DF Suggestions / Re: Yours is a pick that will pierce the heavens!
« on: May 20, 2011, 07:27:25 am »
Just had a same idea.

A God-City would be awesome. It would be sitting on top of the highest mountain(Olymp), populated by gods.
Every god would have its own house made of his prefered material, shops would only sell artifact-like goods.
Rivers of booze(I realy like that idea), golden apples on trees and a big dininghall where all the soldiers go that died in battle. They would have forgotten beasts as pets, and Dragons in the sewer :o
Maybe there could be aligned Cities so that evil gods and good gods would live in different cities.

4
DF Suggestions / Re: Improving Pathfinding. (Computer sciency)
« on: March 30, 2011, 03:16:15 pm »
What about the thing this guy said?
...
Question: Has Toady ever mentioned taking the principle of stigmergy from the ACO scheme in order to dynamically modify the PATH_COST value for tiles as dwarves travel over those tiles? My thought is that since we can already improve framerate by manually designating High Traffic Areas, perhaps inserting some code to dynamically modify High Traffic areas as the dwarves are travelling would provide the same benefit while keeping the same A* algorithm in place.
...
I had the same idea and searched in this and other threads for it, but nobody gave feedback to it afaik.
Wouldnt this work?
Just add a value for every tile that increases every time a dwarf walks over a tikle and globally decrease it periodically. The search algorithm would priorize high traffic tiles over others.

Sorry if its dumb...too obvious or whatever I'm just curious.

5
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: February 22, 2011, 10:20:03 am »
Even all human made lawns are a combination of at least 3 or more grasses :-[

6
DF Suggestions / Re: Making more diverse genetics
« on: February 22, 2011, 09:38:27 am »
Evolution during world generation would be pretty neat.
Not even for the animals but for the dwarves,elves,kobolds etc.
Its also crucial to connect genetics to needs/food/water of the creatures.
I'll just throw in some ideas:

Dwarves with bigger muscles should need more food than weak dwarves(how strong they are/can get should at least partially be influenced by genetics).
Creatures with bigger brains learn faster but need more food too.
Some Elves could have better eyesight that makes them exeptionally good at archery but since theyr visual cortex is bigger, they learn slower than theyr fellow elves on the other end of the world.
I imagine kobolds could evolve to a point where they count as 2 species.
You could adventure to one Isle and meet "dust kobolds" a smaller breed with greyish long hair slow metabolism, who are almost pacifistic and  are know to survive on little food and can live almost 30yrs, while on the main island the most common kobold breed are the ember kobolds with short red hair, high metabolism,stronger, always hungry/aggressive only live for 10yrs. etc.
A few humans evolved to slowly learning but strong and enduring farmers who supply a dwarf civilisation of nearly blind but highly skilled craftsmen with an absurdly big liver with booze.
etc.

7
DF Bug Reports / [0.31.01] caves dry up in reclaim mode
« on: April 04, 2010, 05:31:57 am »
well the thread title says it all. i tried to reclaim a fortress and found that all the mud in the revealed caves is gone. I'm not sure if this happens to unrevealed caves too.

8
i really hope toady gives us some updates on the devlog. I mean the release could be today or in a few weeks and his last posts sound like he only needs to fix one bug to release it.
Just a little "No release today/this week/month/year" would help me to stay sane and let me do my work without checking the page many times a day.

9
build a vomit cannon, blood(water-)falls and find many ways to injure dwarfes for the doctor to practice

10
DF General Discussion / Re: Df can be brutal, but...
« on: March 17, 2009, 06:30:41 am »
you are mistaken neither the shoop nor the original show the poster

11
DF Bug Reports / Re: [40d] food bug after reclaiming
« on: February 17, 2009, 03:12:00 pm »
Also is it normal that the goblins that killed my dwarfes are still there but now friendly?

12
DF Bug Reports / Re: [40d] food bug after reclaiming
« on: February 15, 2009, 12:28:35 pm »
Hmmm...I'm not exactly sure if just made a new food stockpile and just dont remember it or if it was still there but after 50 dwarfes starved i made a new stokpile and the dwarfes began to use it and everything worked. I know reclaimed all items and i know that i had a food stockpile that time. The still is still blocked for some reason i dont know :D

13
DF Bug Reports / Re: [40d] food bug after reclaiming
« on: February 14, 2009, 04:35:39 am »
i reclaimed them all, my fault was that i used the old food stockpile that was still there. All food on it was claimed but it didnt work, when i made a second one it worked.

14
DF Bug Reports / [40d] food bug after reclaiming
« on: February 13, 2009, 09:27:38 am »
Okay all dwarfes in my fortress got killed, so i chose to reclaim my fortress.
Strangely now plump helmets cant be brewed anymone and theyr not listed under plants. the dwarves are starvin altough i have 200 plump helmets and some seeds. Also i couldnt build the still where it was before because they said an item would be blocking it.

15
DF Suggestions / Re: Teaching mechanic
« on: October 04, 2008, 04:47:20 pm »
You could have a school room where a designated teacher-dwar teaches all the kid, increasing theyr skills when they enter adult live

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