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Messages - thvaz

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1771
DF General Discussion / Re: Wait... TOOLS?
« on: October 20, 2010, 08:07:26 am »
Not every single tool needs to be represented, but at least the bigger ones, like fishing rods, plows, hammers.  Battle axes should have a penalty for lumbering - they are BATTLE axes. We should have a specific axe for lumbering (and this one would have a penalty when used in combat).

They shouldn't effect the quality of the end product, they would be just a pre-requisite which without the completion of that job would be impossible. 

1772
DF General Discussion / Re: no specific point
« on: October 18, 2010, 04:17:39 pm »
Here we have another saying that roughly translated:

"Say what you want, listen what you don't want" . It's by a guy a lot more respected than Tycho.

Anom.

1773
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: October 18, 2010, 01:06:19 pm »
Because attempting to be funny is not allowed in any shape or form in this thread.


In any case, I'd prefer that actual, physical tools (aside from picks and axes, because seriously those things are HUGE) not be required in either fortress or adventure mode. If it were an init option (I think this has also been the proposed solution to the digging enemies controversy), that'd be fine.

It's fine to be funny, as long as you are adding on the subject, as you did now.

And isn't a plow or fishing rod bigger than axes and picks? They too are tools.

that's awfully hostile of you, thvaz. the guy is just explaining the means by wich he "willingly suspends disbelief", he added to the discussion, he stated his opinion, and addressed the problem you posed to his opinion with a simple but sensible explanation and a humorous wink at a bug, it's customary on these forums, get used to it.

I'm used with these fora, as I am reading them since 2006. It wasn't my intention to be hostile, jut mildly sarcastic, but my grasp of English is far from good.

Edit:
EDIT:perhaps i should also give my opinion. hoes and pitchforks are huge too, and many tools of the trades, like smith hammers and butcher knives are usable as weapons, making them very useful, why are picks more pertinent than any of these? one could state that they are dwarvenly, but so are blacksmith hammers.

That´s what I'm asking, just a little consistency. It can be made without clutter - we don't need every little surgeon tool - and it would really add to the game.

1774
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: October 18, 2010, 11:52:40 am »
Because picks and axes are too big to hide in their not-pants, obviously.

Aren't you the funny guy? Thanks for really contributing to the discussion.

1775
DF General Discussion / Re: Wait... TOOLS?
« on: October 18, 2010, 11:48:17 am »
From the development thread:
unfortunately
Quote from: Neonivek
Quote from: Askot Bokbondeler
will other jobs in fortress mode requires or benefit from tools? like smithing require a hammer, carpenting require a saw, farming requiring...the farming thingie, etc?
I think, if I remember correctly.

That Fortress mode will still be extrapolated when it comes to tools, while Adventurer mode will still require them.

Yeah, the idea now is just to leave it the same, and explore various things in adventure mode where book-keeping and general catastropic meltdown won't be as much of a problem.  If reasonable unannoying alterations can be made to dwarf mode, that'll be cool, but it's not crucial.
:-[ hopefully modders can solve part of the problem

1776
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: October 17, 2010, 08:13:08 pm »
How do you know that they do all that stuff with their bare hands? I just assume that the tools are part of the workshop, and masons and engravers and the like hide their tools in their not-pants when I look at them. Besides, I like not having to make sure I have a decent supply of engraving scalpels or whatever they use. 'course if that sort of thing DOES go in, like a lot of other contraversial things that we discuss (diggers, for instance) there'd likely be an init option for it.
Congratulations for you being able to abstract. :p
But seriously, the matter about tools is not of abstraction, but of consistency. Why there is picks and axes but not fishing rods for fishing or knives for butchering?

1777
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: October 17, 2010, 03:26:54 pm »
I would love to see these tools make into fortress mode - the fact dwarves carve stone objects out of their bare hands really break immersion.

1778
Other Games / Re: Goblin Camp, May not be dwarves, but you will love it.
« on: October 15, 2010, 10:49:18 am »
I'd probably get a bit snappy regarding DF, if people kept bringing it up and how inferior my game was to it, too.
It was his attitude since the beggining. He should know he would be compared anyway.

1779
Other Games / Re: Goblin Camp, May not be dwarves, but you will love it.
« on: October 15, 2010, 09:17:11 am »
Quote
Goblin Camp isn’t meant to be some kind of eternity project where I just add and add and add features until it’s a bloated mess that hardly runs on anything but the newest computers

With this line gencon says what he thinks about Dwarf Fortress. And maybe he killed his own game, as after saying he won't add z-levels his forum is pretty much dead.

1780
Other Games / Re: Kael starts working on Elemental.
« on: October 15, 2010, 07:06:26 am »
Am I the only one that didn't think much of fall of heaven and so finds this to be less than hopeful news for a game I was hoping to be wonderful once the bugs are fixed?

No, you aren't. I really tried to have fun with FFH2, but never got it. I read it is intended as a multiplayer mod; maybe this was the problem, I always played it single-player.

And I really disliked the emo feel of the mod.

1781
DF General Discussion / Re: On Night Creatures and "Proper Burial"
« on: October 14, 2010, 06:55:26 am »
This might seem completely excessive and stupid, but if toady is going to make zombiedwarfs/wraiths/all this other shit if the body isn't buried correctly (I have been giving my dorfs proper burials thus far, thank you very much,) then I think we should get something positive from burying them. Maybe full coffins could spawn friendly ghosts during a siege. Or vampire bats if the coffins have been exposed to a certain type of monster or fb.

This would ruin the game to me. This looks like a feature of some shit RTS. Maybe  If you could have acess to some obscure rituals...

1782
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: October 14, 2010, 06:18:20 am »
after world gen the world is ecstatic apart from the player actions
:P

I mean static! Damned false cognates.

1783
DF General Discussion / Re: Other Interviews with Toady
« on: October 13, 2010, 02:52:10 pm »
Thanks indeed, there were some I didn't know.

1784
DF General Discussion / Re: Print Mode
« on: October 13, 2010, 11:50:43 am »
I didn't knew about the Shader option. There is nothing in the file about it.

1785
DF General Discussion / Re: Future of the Fortress: The Development Page
« on: October 13, 2010, 09:36:55 am »

When will at least some of the world gen events happen after proper world gen is finished?

Right now, after world gen the world is ecstatic apart from the player actions. This is being a major game killer for me. I always come back to playing but there is little incentive to play more than one fortress per world. When the world becomes really dynamic I think I will never stop playing.

About the burials, will dwarves visit the tombs of their loved ones?

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