Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - n2

Pages: [1] 2
1
This mod sounds nice.
But real men don't need graphics. In fact, I couldn't understand a thing in this rainbow mess on the world map, so I thought whatever, I'll just embark somewhere, prepare for the journey, take some weird star gender dogs and some weird star gender dogs... wait, what? Where are the gender symbols?
I tried different bundled tilesets and they all didn't fit my taste. Too small, too messy or too damn gay colored. Or plain fugly. The fonts are quite bad. Well, in fact I cant say for sure whether to blame the fonts or the tiles - I always thought it was the same bloody thing in one file, but now I'm not sure anymore why does this mod make a distinction and how exactly.

So obviously I tried changin the font/tileset manually (I used vedumec in vanilla df) but stupid setting app reset tilesets along with some other settings. And for the love of god, why are there init.txts all over the place? FFFFUUUUUUUUUUU

2
DF General Discussion / Re: Future of the Fortress: List of Remaining Items
« on: September 17, 2009, 02:23:35 am »
Sorry if I'm asking something already answered; I wasn't keeping up with the forum and couldn't read all the 315 pages of this topic, but

Are we getting custom recipes for crafting buildings in this release?

Toady, if you are reading this:
It had been asked for a few times in suggestions and I'm sure it isn't really difficult to implement (esp. compared to all the new features you are adding in this release) to make all the production buildings work in a uniform way and have the same way of adding new recipes. I know you make the original features a higher priority than modding, but then again, you made modding possible in the first place; and it may also save you some work in the future if you are going to add more workshops.

3
Is this version any good for practical play? Are any (new) non graphic-related issues possible? Does foreman work with it with 40d settings?

4
DF Suggestions / Re: New building: guard post
« on: December 19, 2008, 03:39:55 am »
I like the idea of multi-tiled gates. My main passages are always wider than 2 tiles.

Actually I think the zone implementation is more logic, guards don't NEED anything to just pace back and forth and yell 'halt who goes there!' to everyone and then inspect them (or fight them).  The zone could be called an inspection zone perhaps, it designates an area in which the guards will patrol (by automatic perimeter walking) and all your dwarfs will stop upon entering the zone for an inspection by the guard who will go to quickly inspect everyone entering as they enter the zone.  Hostiles will of course not stop and be immediately attacked by the guards.  The zone would hold the desired settings for who can pass.
OK so far.
Quote
When their are no guards present naturally everyone passes through without being checked.
An this totally negates all it's benefits. What if a dwarf sneaks out when a guard is not around, but then a guard won't let him go back, right? The reason why I suggest a gate, because it's rational to make it closed when undwarved.
 
What do u want to check in dwarves? It's not like there are drugs or contraband in teh game. There is not a single thing to "check" about them. Only let them pass, or not. For that reason, if I'm not mistaken, castles always had gates, not some kind of zones. And IRL if there's a place with restricted access, like subway, or a cinema, or your work or study place, everywhere, u always get your pass checked at some kind of gate (not necessary a giant door). And they are usually meant so that you can't pass when no one's looking. (except for temporary or unimportant ones)

Quote
An actually building for guards which holds as a kind of 'mini fort' holding a bed and a small supply of food, water and ammo has been suggested before and I whole heartedly approve.  Bla-bla-bla.
You can already build beds and food stockpiles and ammo stockpiles. Why would you want a building with all of these, i.e. with nothing you can't do already?
Stockpiles getting priorities or special fill orders (if empty fill it NAO or smth like that) will probably be better, because of better application. No, it would actually be the best thing ever.

5
DF Suggestions / Re: Mark Items for Decoration
« on: December 19, 2008, 03:12:57 am »
I wonder if it gets done in the next major version...

OLD RLY http://www.bay12games.com/forum/index.php?topic=4609.0

6
DF Suggestions / Re: New building: guard post
« on: December 16, 2008, 09:15:10 am »
I think this, or suggestions to this effect, has been brought forward a number of times before.
Sorry I just can't imagine how to name it properly >_< (Also, edit in the original post.)

However, a better solution for siege situations is to be able to designate "military" and "safe" zones.
That's true.

However, I can name a few things in favor of my suggestion:
1) it may be possible to use it for other means (only let certain dwarves go to some places inside the fortress), also it would be nice if it had a feature of filtering out animals (cats should stay inside!  ;D)
2) limiting dwarf access to some areas by "psionic waves" (safe/unsafe areas) while effective, is not very realistic; using dwarfpower to do the same is more realistic, and you aren't getting more control over your dwarves for free.
3) it makes use of otherwise not very useful guards. Of course, by guards I mean fortress guards we have now.

7
DF Suggestions / New building: guard post
« on: December 16, 2008, 08:49:40 am »
Something like a gate with guards: requires guards to operate; only lets certain dwarves pass (as in workshop profile); with no guards the gate's closed.
Most useful to only let your woodcutters and haulers outdoors, but I can think of other applications too.

thought of it just now when a whole bunch of mah dwarves wanted to take a break OUTSIDE even tho there were goblins all over the place.

Also, dwarves "run away" AI sucks. They LOVE to corner themselves.

Edit: I guess I named it poorly, I'm not all that good at engrish. Searched the forum but in similarly named topics there are actually completely different suggestions.

8
DF Suggestions / Re: Interface improvement: material selection
« on: December 12, 2008, 08:08:44 am »
On the other hand, when you are making a bunch of stuff at once, you are more likely to want to make several different items of the same material (eg steel plate, greaves, helm, shield, boots & gauntlets) than you are of making several similar items of different materials.

So the current layout saves some keystrokes there.
That's true... But that could be solved by remembering material used in previous order, until you leave the workshop. Still pressing enter a few more times.
What I don't like about current smithing layout: it doesn't like me. And it doesn't like newbs. It lacks any structured information about what metal you should use to make something, it's also oblivious to what metal you have in stock. (WTF the game tracks what goddamn stones you have all over the map, but not the bars in your stockpile. FUCK.). In other words, you can only use this kind of interface if you know what you're doing. At first I couldn't use it without wiki at all. (Now that I have some experience I still have to open wiki to make alloys)

9
DF Suggestions / Interface improvement: material selection
« on: December 12, 2008, 04:47:04 am »
Well maybe more than just a little interface improvement..

First of all, swap "craft type" and "craft material" for smithing. It makes little sense "Oh, I have zinc.. should I make something from it? What should I make?" as if you care more that it should be made from zinc than that it should be a barrel, for example. Also, you have to remember what types of objects can be made with this or that. Usually you think first "I gonna make a sword" and then "a copper one" so wouldn't it be better to arrange menus in the same order?

Also, along with that it will, definitely will be great to be able to specify material for rock and wood crafts. (10 bauxite floodgates, please) Well, maybe with "any" as a valid option.

On a side note, I'm impressed how dwarves make and use full metal weapons and tools. A wooden handle for a pickaxe or a spear is beyond their imagination...

10
DF Suggestions / Re: Making Time Speed Up
« on: December 11, 2008, 06:32:29 am »
I think the problem will solve itself when non-player town become developed in normal way, civ's expanding and building more colonies on their own, as well as player being able to build cities in DF mode and leave them to develop on their own (I'm not sure but right now if you abandon your 100 dwarf fortress it really becomes abandoned even tho it's far more fit for survival than those lame human villages)

11
DF Suggestions / Re: Combat, Martial Arts, and Weapons suggestions
« on: December 08, 2008, 05:00:09 pm »
You are absolutely right that choices need to be meaningful.  If you don't care where you hit the spider, just turn on the autopilot mode and hope for the best (like now).  However, what if you happen to know that these spiders have extremely thick chitin on their legs but almost none on their cephalothorax and abdomen?  Better go for a downward chop instead.
Yes, but if you go for a downward chop for every spider then the choice becomes meaningless, at least when fighting spiders. And there are not so many kinds of enemies.. So "this creature has a weak point there" becomes "if creature == <X> then attack <like that>". It's not even a decision. And forget about spiders, what about humanoid armed opponents? How to choose where to attack and defend?

Quote
Also, even if you're doing manual combat (not autopilot), the interface doesn't have to be THAT painful or slow. 
It's me what is slow. It takes little time to make a simple decision, but making one each turn may stack up u know...

YEAH RIGHT one more thing: we need a better wrestling system. Joint locks, throws, breaking limbs and defending against the same, all in a usable way. (Right now it's not usable) Martial arts should be introduced to DF.
"Drunk dwarven ninja climbs a wall of a palace up to the king's chambers. He greets the king with a club, takes the crown, and, singing a cheerful song disappears right in front of royal guards in a cloud of his own fart."

12
DF Suggestions / Re: Improved melting; finer-grained metal usage.
« on: December 08, 2008, 04:35:48 pm »
Yes the way metal is used now is eww.

I think, to make a metal object of weight N it takes the same amount (weight N) of metal in question.

13
DF Suggestions / Re: Combat, Martial Arts, and Weapons suggestions
« on: December 08, 2008, 04:27:06 pm »
Choice is the illusion of freedom.
When you have all those attack grids etc there should also be a good reasoning on why to attack this or that way and not another (why it would be more effective) and why to defend here and not there (why is it better to). If there's no reasoning, then there's no meaning.

Complex AI in fortress mode is an arguable idea, also there's army arc somewhere ahead, and while your ideas may or may not be implemented, army arc features will be there for sure.

14
DF Suggestions / Historical achievments
« on: December 08, 2008, 04:11:36 pm »
Not sure, maybe smth like this was already suggested.
An adventurer should leave behind some memories other than "He killed <list of names>" Right now I can only think of exploration records, like "He swam across the <named> sea" or "Visited capital of <civilisation>" or maybe "saw half of the world". Greatest heights adventurer climbed and depth he dived in and so on. Right now legend mode is only useful for map export T_T

Also, it would be great if adventurer could get depicted by some civilization he had connection with. For example engraver of a new settlement of StinkySock dwarven civilization would make an epic picture of Urist McRestless of StinkySock, who left the dwarven hall in some year to butcher the nearby goblin tower. Goblins can't engrave, unfortunately, but engravers of some ShinyWalls dwarven civilizations would depict Urist McRestless as a crazy frooling dark dwarf eating their children, even tho he never did, and just paid a visit to stock up on sum armor, for free.
Well that's too cool to be implemented in near future.

15
DF Suggestions / Re: Combat, Martial Arts, and Weapons suggestions
« on: December 08, 2008, 03:50:29 pm »
Quote
What about dodging in place?

I think dodging should require actually moving to another tile.
I think dodging by meter or a few centimetres has the same result, isn't leaping all around the place kinda amateurish? Especially if you dodge a thrust.

Quote
No.  The head might be more heavily armored
The head is never more armored than the rest of the body, because head armor hinders movements, sight, hearing.

Quote
or the opponent might be keeping his guard high
Wait it just got to me... is it possible or not to defend against an attack or you just get in defending position and pray your enemy will strike there? *TITAN KICKS*

Quote
Quote
How many attack areas are there? 9 for each opponent?
I think you should only get 1 maneuver per grasp per turn, no matter how many opponents...
that's right, but how many attack areas are there to strike at? I thought you relate them to opponent.
SSS
S@S
SSS
Fully surrounded, armed with a knife. Or a poleaxe. It does make difference right? Could you give me a (pseudo)command sequence on how to attack upper-right spider with a horizontal low right to left slash? Or just any other command sequence. (Another attack, target, etc.)

Quote
That's actually already accounted for with the grid system -- after a slash from left to right, your sword will still be on the right side, so you can't slash right again.
Now that's cool, even more if there would be a way to "store" combos in a form of "fighting style", maybe like chains of commands dunno. Not sure how to make it cool with fewer keypresses, and tons of keypresses suck, really.
But firstly you have to make difference between a combo, and returning to a stance, then attacking again.

Also, as you describe things now I can't see any catch in anything more complicated than repeated left-right swings or anything else equally dumb. If you can see where the opponent defends, and strike there, it means the opponent can do the same and defence is just for it to be somewhere, but not to actually work. If you can't, it's just randomly striking until you hit which is what we have now, but without complicated controls.

Ideally, it should be "sensible defence, working right when opponent attacks" and "sequences of attacks which are hard to defend against with sensible defence"... (Feints fall there too) Also we have skill values that should have some meaning (a lot of it really)

Pages: [1] 2