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Messages - Manzeenan

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151
DF Adventure Mode Discussion / Re: Misc. object user & Talking
« on: January 06, 2015, 02:10:47 pm »
There should be more structure, as said before adventure mode is too vague. Maybe an option to summarize all of ones feats or all that will not offend that particular person/civ.

Also there needs to be a quest list, sure I could write it down but it doesn't feel the same nor does if  function the same.

152
DF Suggestions / Re: Recycling, (compost), Tinkers bench
« on: January 06, 2015, 02:37:08 am »
search does funny things for me, skimmed eternal suggestions, implementing my own deconstruction thingamajig for blueprints wont go much further on my own.

But yeah you're right about cutting up clothing into rags, maybe to be used in a hospital too.

153
DF Suggestions / Recycling, (compost), Tinkers bench
« on: January 06, 2015, 12:00:31 am »
1. Aren't all the inedible bodyparts and organic crap lying around annoying? Wouldnt it be nice to use it?
     Proposal: compost, either a pit or barrels, a cesspit would be good if dwarves went to the bathroom giving plumbing a realistic use. The concept of the pit is it being a        zone  containing  liquid (like a pond) waste which once full 7/7 of waste will solidify into compost/whatever.This could also add a use for leaves fallen off trees (almost no one like huge brown patches all over the map) each item would add a 1/7 unit of waste to the pit.

End result: fertilizer substitute

 2.  Tinkers bench: A bench to recycle worn out crap, clothing gives either thread, cloth or leather depending on the reagent
     Foreign weapons could be deconstructed for a chance to enable your fort to produce the item.
Also non-artifact/named metal armor and weapons wear out either being refurbished at a tinkers bench with its base material or melted for 90-95% of the metal returned.

Edit: the idea of recycling low quality stuff has been floating around my brain too.

154
DF Suggestions / Re: Crude products
« on: January 05, 2015, 11:32:56 pm »
Makes some sense in some area's but making metal stuff should not be included as metal can easily be recast, if anything maybe a scrap system to recycle junk, metal isnt just lost. Also I believe a tinkers/work bench should be in order to repair worn out stuff, deconstruct foreign weapons/armor (if foreign armor comes {or is it already here?}) and enable your site to create that type of weapon. Either way this could be greatly expanded. A recycling system would be great in my opinion and would make this process more welcome IMO ranther than Urist MNnoob destroying valuable metal in order to learn crap.

155
DF Adventure Mode Discussion / Re: Misc. object user & Talking
« on: January 05, 2015, 10:59:21 pm »
Exactly I have no frickin clue what I am doing or whom I am doing it for, it is overcomplicated. Plus no one has anything to say other than it was inevitable

156
DF Modding / Re: plant fix mod?
« on: January 05, 2015, 01:51:22 pm »
What's this in my signature
Thank you! I appreciate this so much!

157
DF Modding / Re: Need help creating new fruit and metal thread
« on: January 05, 2015, 01:50:05 pm »
Thanks, that was crucial

158
DF Suggestions / Re: Can wield, Cant wield and multigrasp requirements
« on: January 05, 2015, 02:58:47 am »
Yeah that makes sense but elves are fast and humans are bigger, I feel that weapons should be able to be deconstructed in vanilla and become available to the fort or civilization or at least be a way to improve the quality of foreign weapons. I beleive that a Rework weapon reaction is in order, dwarves are master craftsmen and smiths.  I have made custom reactions for reworking weapons and armor but want a steel 2hander or longswords for my military. Perhaps I will create a reaction for deconstructing weapons to blueprints in the mean time.

159
DF Suggestions / Re: Mapping complex structures
« on: January 05, 2015, 02:30:16 am »
What if - and stop me if Im going to fast - you take coins in with you and drop them on the ground?  Breadcrumb :P

  Or water?
  Or thread?
  Or seeds?
 
  Maybe somebody could mod in zero-weight items that were represented by arrow icons?  Even just naming an item 'East arrowhead' would be sufficient.
not that this isnt a god idea but
1. this is a suggestion thread
2. the intention is to add a way to record one's journey personally i dont get lost unless i forget the entrance area i could just bump my memory attribute at the start but that isnt accomplishing the desire. The desire is not to not get lost but rather to ever forget

160
DF Suggestions / Re: Can wield, Cant wield and multigrasp requirements
« on: January 05, 2015, 02:25:25 am »
I can understand the balance thing but with increased strength comes more muscle, i personally have gained over 50 pounds of muscle over the last year because i was working towards dramatic strength increase. [increased strength= increased muscle mass= increased size] In my mind it would make sense to have strength be a big part to the extent of superdwarven strength enabling singlegrasp 2h and superior strength on a human enabling singlegrasp . Having superdwarven strength should allow the dwarf to wield anything it needs because it is freakishly strong but in this instance the human being bigger needs less strength to throw the weapon around.

On a side note, dwarves should have the option to make any weapon of any civ because they are the best smiths in all the lands why can they not forge weapons like whips or at least longswords.

161
DF Modding / plant fix mod?
« on: January 05, 2015, 01:40:24 am »
I know that there are fixes for some "broken" crops does anyone know where the thread is? I cant find it for the life of me.

162
DF Suggestions / Can wield, Cant wield and multigrasp requirements
« on: January 05, 2015, 01:33:59 am »
IIRC Whether or not a dorf can wield and multigrasp/singlegrasp a weapon is determined by size height and broadness (correct me if I'm wrong, I am 88% sure)

My question: why is this dictated by size instead of strength? My experience lies in wrestling (irl no joke) but combat is not dictated solely by size so why is weaopn wielding? I know 2h swords are around 6 feet long but a freakishly jacked dwarf should be able to use one, in fact anyone should be able to enable to enable their dwarfs to use 2h weapons if they train their attributes which takes quite a while in fort mode IMO.

Second why is size not affected by strength (or is it?) size is not limited to height and broadness two people of the same height and broadness are not going to be the same size usually one is more muscular or fat.

Am I just totally wrong or astray here?

163
DF Suggestions / Re: Mapping complex structures
« on: January 05, 2015, 01:13:55 am »
I'm thinking with a book or scroll you press a key to bring up a menu then press another key for an option labeled MAP TO X were X is a book or scroll, at this point as you walk every structure part you see (that's not already mapped) will be mapped.

This will continue until one of three things happen.

1. You stop mapping.

2.you are interrupted by combat

3.the thing you were maping to becomes full.


If you finish maping before the book or other useable object is full you can write other things in it or even another map, if I mapped out a fortress and had some space left I could write in some notes about its history or things in the sounding area.


This sort of thing could be expanded further by writing down recent battles, conversations, people, and events.

In fact IIRC there are going to be other jobs in adventure mode we can take at some point right?
 I can see someone turning this into a good one.
If we can copy our books (this would take time and the needed blank or almost blank books) then we could sell are maps and journals.

Of course logicly NPCs can do this to so we could by maps and journals to, this could prove handy for learning more about the world, our enemy's, and other things.

And it would FINALY give us more books.
My thoughts mostly except that i want to be able to compile maps into a book, books into volumes each compilation requiring more stuff to bind stuff together.

164
DF Adventure Mode Discussion / Re: 2h swords
« on: January 05, 2015, 01:10:21 am »
I think that whether or not a dwarf can, wield or multigrasp/singlegrasp a weapon should be dependent on strength not size but strength should affect and be affected by size more strength= more muscle (usually, building strength builds muscle most of the time)=more size
More size=more muscle(although it might be fat)=more strength

165
DF Adventure Mode Discussion / Re: 2h swords
« on: January 04, 2015, 04:08:18 pm »
woah my bad i say dwarf out of habit. Not trying to troll I am a human, oonce again my bad

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