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Messages - Slappy Moose

Pages: 1 ... 62 63 [64] 65 66 ... 72
946
DF Suggestions / Re: More emotional ups and downs
« on: January 21, 2008, 06:01:00 pm »
Seconded.


Reasoning: Dwarves who worship the god of blood shouldn't get all huffy when someone dies.


947
DF Suggestions / Re: Multi-Player Dwarf Fortress
« on: March 17, 2008, 09:29:00 am »
You're an idiot, this won't happen, use search.

948
DF Suggestions / Re: A big suggestion for one tag
« on: March 16, 2008, 01:12:00 pm »
The first example most interests me...

In adventure mode, having your companions come back from the dead to attack you, or even seeing a former adventurer coming back from the dead.

That would make for some cool scenarios.


949
DF Suggestions / Re: Fruits!
« on: April 14, 2008, 06:36:00 pm »
Omigosh, fruits would be awesome! Different trees grow different kinds and in different climates! Bananas in the hotter climates, etc.

Also, a good source of food for adventure mode.

DO IT!


950
DF Suggestions / Different farming relation to seasons
« on: February 27, 2008, 06:11:00 pm »
Why are indoor farms affected by the season, while outdoor farms are not?

It makes no sense at all, and is completely backward. The outdoor farms should be dependent on seasons, and indoor farms should be able to grow anything anytime.


951
DF Suggestions / Re: Squad addition: "non-lethal sparring" + traini
« on: March 10, 2008, 06:08:00 pm »
quote:
Originally posted by Lyrax:
<STRONG>Yes on training weapons, but no on 10% damage.  50% is as low as I'd want to go with the base weapon.

No matter how you pad a weapon, if it handles like the real thing, then it can hurt someone.  Badly.  Not as badly as the real thing would, no not nearly.  But still.</STRONG>


That's true, but this is meant to be a training weapon. When you spar, you probably aren't going to actually be fighting with the weapons, just "pretending"  and coming close to hitting, so 10% would be better, I say.


952
DF Suggestions / Re: Physicians and surgeons
« on: December 21, 2007, 06:10:00 pm »
What about something much simpler, such as a "doctor" profession?

They would use a doctors workshop to create bandages out of cloth to heal bleeding wounds and organ damage(not 100% effective, but will speed up healing) splints out of wood and cloth for broken bones, and other simple things like crutches out of 2 wood for broken legs.

I hate having a broken arm make a dwarf useless, so a simple doctor profession would be essential. You wouldn't need many, maybe 1 or 2 for every 50 dwarves.

Something too complicated would make it a hassle of micromanagement to get a dwarf all fixed up, but something too simple makes dwarves expendable.

The doctor wouldn't heal a dwarf completely, just lessen the possibility of death and speed up healing alot, as well as get dwarves sorking again, albeit a bit slower, and only for the lesser of wounds.


953
Holy shit stuffed potatoes, that idea is kick ass.
I want that! I really hate sparring wounds.

I think that elite soldiers should automatically become drill sergeants though.


954
DF Suggestions / Re: Convert saltwater into drinkable water
« on: January 21, 2008, 04:15:00 pm »
Perhaps another requiring machine.
Attach it to a windmill, and either let water run past it or have guys dump water into it.

Perhaps, salt water goes in one side, and water comes out the other: like a pump.


955
DF Suggestions / Re: Automated Fishery
« on: January 18, 2008, 10:27:00 am »
I agree, this would be incredibly useful. Just some way to toggle this, same as the butcher shop.

956
DF Suggestions / Re: Retire a Fortress
« on: January 16, 2008, 11:50:00 pm »
What you can do is copy over your old save file, play in adventure mode, then just copy it back when you're done.

That way you won't lose your fortress.


957
DF Suggestions / Re: Plz do this one ^^
« on: January 14, 2008, 12:14:00 am »
That would be a nice feature. I often take forever placing lines of walls, one thing at a time.

958
DF Suggestions / Re: Food too easy?
« on: January 11, 2008, 10:01:00 am »
quote:
Originally posted by sphr:
<STRONG>Jibber</STRONG>

Thats a great point actually. My current fort is in a good position, with lots of resources. Going to a barren land would make food much harder to get.

Most of us here have been thinking of this from a point of view where farming seeds are everywhere.

In a harsher climate, it may be harder to get.

Still, some food tweaking is needed. Especially the "luxurious" and "simple" meal stuff, as well as insane amounts of farm output.


959
DF Suggestions / Re: Food too easy?
« on: January 10, 2008, 11:28:00 pm »
quote:
Originally posted by Capntastic:
<STRONG>The game is still in early alpha.   Bickering about balance issues isn't very productive.   There will soon be a lot more factors involved with every aspect of the game.   Give it time; things'll sort out.

Or try living on a super haunted lava monster zone, in the open.</STRONG>


I think it is good that food is easy to get, rather than hard. If food became as hard to get as it currently is easy, the game might be near impossible.


960
DF Suggestions / Re: Food too easy?
« on: January 10, 2008, 10:06:00 pm »
I wouldn't mind if food was harder to get, but the hard part is balance.

As of now, getting food when you first play is hard. Right now, I have a fort that has possibly 4 thousand extra food crap, and I have actually cut down the ENTIRE 3x3 map of wood, just to make enough barrels and coal, the only things I was using wood for (admittedly, lots of coal was being made). But I am still running our of barrels, and have at least 3 very very large (at least 20x20 in total, each) food stockpiles, all full.


However, I think that food should be easier to spoil, and be eaten by vermin. This would make cats much more useful, as well as making a bunch of food that lasts for years much much harder to do.

Although food in freezing climate should go bad slower.

I don't know, it would be hard to make food harder to get.


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