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Messages - thvaz

Pages: 1 ... 143 144 [145] 146 147 ... 158
2161
DF Suggestions / Re: Of Memory and Code...
« on: February 18, 2008, 04:55:00 pm »
Why people can't stop asking?   :roll:

I'm not doubting OPīs intentions or his father's, but Toady already stated so many times, this is their project(Tarn and Zach's project). They won't accept outside help.

Really, I fear someday Toady will just give up on explaining so much why he won't share his code, and then abandon the game.


2162
DF Suggestions / Re: Colored thoughts
« on: February 18, 2008, 05:03:00 pm »
Good idea.

2163
DF Suggestions / Re: Dwarven Taskmaster
« on: April 26, 2008, 02:12:00 pm »
It's really a great idea.

2164
DF Suggestions / Re: Simple Multithreaded Worldgen
« on: April 23, 2008, 06:08:00 am »
The real problem with this suggestion is the ammount of memory used - a single world generation can use up to 512 mb of RAM.

2165
DF Suggestions / Re: Scavengers on sieges
« on: February 15, 2008, 04:52:00 am »
quote:
Originally posted by John Johnston:
<STRONG>I usually find kobold thieves tend to bring the fortress their own clothes and weapons.  I like the idea but they'd need to have a very good chance of escaping with their lives intact!  Otherwise one dead kobold thief = another dozen items to pick up.

What I'd like to see would be weather affecting items left outside.  Left all those iron items outside in the rain?  They're rusted up to uselessness and disappear after a season.  All those narrow wombat leather leggings?  Rotten away after a season... something along those lines.</STRONG>


Kobold thieves drop few itens when killed. I think they carry just a copper dagger and a loincloth.

They already steal itens outside somewhat - I suggest that they appear just after the siege, in large numbers. If they could carry more than one item at once(if everybody could  :D) it would be even better.

I like your idea of weather destroying itens. Maybe after a year all the clothes would disappear - I think this is realistic enough. Leather would disappear in two years, maybe, but metal should last a long time.


2166
DF Suggestions / Scavengers on sieges
« on: February 14, 2008, 04:38:00 pm »
Though I like the realism of DF, like the fact that all possessions of a individual are dropped upon his death, this causes the problem of dealing with all this loot, when in sieges, for example. You can sell all this loot and make a tremendous profit for the caravans, thus giving no reason for you to produce goods to trade, or this itens will be cluttering your stockpiles and maybe slowing the efficiency of your fortress or even dropping the fps.
I usually just forbid all the itens, and later I dump/melt them. However, for a single siege it takes a long time to get rid of all these itens.
My sugestion:

Historically, great battles atracted scavengers, who would sold the loot as scrap metal. Sieges, and maybe ambushes, should atracted some nuisance type creatures, like kobold thieves, just as caravans do. They would steal most of these itens in a period of time, therefore if the player want the itens he should deal with them to avoid the steraling.
These itens should be damaged too, but I think this is already planned to be introduced sometime in the future.


2167
DF Suggestions / Re: Lie to the elves!
« on: February 14, 2008, 04:57:00 pm »
Maybe they think the bones should return to the earth to complete the cycle of life.   :p

2168
DF Suggestions / Re: Emigration
« on: February 15, 2008, 04:25:00 pm »
Indeed. At least it was more on-topic than The-Moon post.

[ February 15, 2008: Message edited by: thvaz ]


2169
DF Suggestions / Re: Emigration
« on: February 15, 2008, 03:25:00 pm »
Well, I guess this is why they said Stronghold 2 destroyed the series :P

2170
DF Suggestions / Re: Emigration
« on: February 15, 2008, 04:54:00 am »
Well, it is easier to please few dwarves than many. No enough beds? Food? If some dwarves pack their belongings and try to make a live somewhere else, those left behind will be happier.

2171
DF Suggestions / Re: Emigration
« on: February 14, 2008, 07:18:00 pm »
I agree that unhappy dwarves should sometimes just leave. The real problem would be that most of my dwarves are most of the time ecstastic. :

2172
DF Suggestions / Re: Graveyards/cemeteries
« on: April 24, 2008, 01:28:00 pm »
In fact, Toady said there was, in a version pre-release, a fixed event where all the deads on a fortress would rise and attack your living dwarves, and there was thoughts like "Urist is upset for killing his undead son" and so on.

I was thinking however not only for graveyards in fortress mode, but for those in npc cities as well.


2173
DF Suggestions / Re: Graveyards/cemeteries
« on: April 24, 2008, 11:26:00 am »
Expanding the idea, graveyards in "Evil" areas should raise the corpses there as undead.

2174
DF Suggestions / Re: Graveyards/cemeteries
« on: April 21, 2008, 03:05:00 pm »
yeah, that was the idea. Graveyards were important features of ancient cities, and they are lacking in DF.

2175
DF Suggestions / Graveyards/cemeteries
« on: April 19, 2008, 09:49:00 pm »
I searched the forum and the consolidated dev pages, and gfound nothing...

We already can bury our dwarves in fortress mode, but there isn't another place in the game where you can found cemeteries.

After the last release, people die in world generation, and with the next release, even more people will die, so I think Toady should consider the building of cemeteries in the towns (or near them, in a place where undead are a fact people wouldn't want their dead so close) where inhabitants who died would be buried. You could read the tombs and know who was buried there, or even the cause of death, and this would add up on legends mode.

Further, the sites could be expanded, as in family tombs, rulers mausoleuns, tomb robbers, undeads and so on.


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