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Messages - numerobis

Pages: 1 ... 128 129 [130] 131 132 ... 139
1936
DF Suggestions / Re: Top3 suggestions
« on: April 08, 2008, 10:21:00 pm »
I've seen this often (the latest by Xombie a minute ago) and want it myself:  optionally filter out dead units from the units list.

1937
DF Suggestions / Re: Flying CIVS?
« on: March 20, 2008, 09:58:00 pm »
quote:
Originally posted by Toady One:
<STRONG>I don't think the characterization of flying cities as a dork wet dream is any more or less accurate than calling the whole game a dork wet dream.</STRONG>

Heh; touche  :)


1938
DF Suggestions / Re: Flying CIVS?
« on: March 20, 2008, 06:39:00 pm »
Flying cities would need:
- move terrain.  This is easy, just a loop (hence the need to make sure the city is small)
- magically don't cause cave-in.  Not too hard (mark one of those tiles as being supporting).
- move units and jobs.  Also not hard.

Flying cities would add to the gameplay:
- dork wet dream

So the cost isn't very high, but the benefit is ... limited.


1939
DF Suggestions / Re: Flying CIVS?
« on: March 19, 2008, 09:32:00 pm »
quote:
Originally posted by Mikademus:
<STRONG>I can almost promise you that this will not be done, since it would entail significant rewriting of the core terrain system. This is the kind of feature that really must be designed  rather than retro-fitted into a system.</STRONG>

It seems undwarfy, but moving terrain is definitely something that wouldn't be hard to fit in.  As long as it moved slowly, or wasn't very big.  So I suspect the chief reason not to do it is the undwarfiness.


1940
DF Suggestions / Re: zoom to owned rooms
« on: March 19, 2008, 11:18:00 am »
quote:
Originally posted by slackingest:
<STRONG>It might be nice to have the ability to jump to the beds/statues/whatever designated to a given dwarf from, say, the inventory screen.</STRONG>

Yes, but from the "view" screen for the dwarf, where they're currently listed?  Inventory would be an odd place to put it at the moment (the dwarf doesn't carry his bedroom around anymore).


1941
DF Suggestions / Re: Dealing with owned items
« on: March 19, 2008, 12:51:00 pm »
quote:
Originally posted by Hyperturtle:
<STRONG>I agree with the dumping of an XXitemXX, but I think instead of the dwarves rounding dropped items up and depositing into the respective rooms, I'd rather have the cabinets and chests working, with a little menu screen to tell me the inventory of them.</STRONG>

't' over the cabinet.


1942
DF Suggestions / Re: NUISANCE entity to something less-murderous
« on: March 19, 2008, 02:07:00 am »
In fortress-mode, kobolds seem to be more interested in theft than in murder.  Partly because they can't seem to murder a quadriplegic cat on a good day.

1943
DF Suggestions / Re: Workshop quality
« on: March 19, 2008, 01:59:00 am »
quote:
Originally posted by Mechanoid:
<STRONG>[Dont forget that there would be a "pit of total fucking uselessness"©®™ that would engulf every stage of growth behind your current one, until you reach the end of the line. It's the cancer that's killing MMOs.
Sorry if i sound like an ass, but it's the truth. If copper pickaxes couldn't go through granite in the current verison and you had no iron or traders for a long long while, goddamn that'd be annoying.]</STRONG>

If the game were stupid, then, yes, it would be an annoying game.  But it's not, and the present proposals don't seem to change that.  You *could* bring stuff at embark, or you *could* trade for it, or you *could* bootstrap all on your own.  And, indeed, we already make that decision with anvils, weaponry, food production, etc.  At the moment, we cannot bootstrap metalsmithing.


1944
DF Suggestions / Re: Bar Brawl
« on: March 17, 2008, 02:40:00 pm »
Adventure-mode has human bars, and human drunks, but no human bar brawls.  This must be rectified.

As for the dwarves, it's always bugged me how they drink straight from the barrel.


1945
quote:
Originally posted by Luckymoose:
<STRONG>Something else I hate is how you have to build a floor or something out to get that corner wall piece on if not on the ground. This is silly.</STRONG>

I would call that a feature, though it is pretty micromanagey -- the need to plan scaffolding is something I like.  Wouldn't be so bad if I could then just place a wall on top of the floor.


1946
DF Suggestions / Re: Differentiate aquifers and wet rock
« on: March 16, 2008, 11:16:00 pm »
If there's rivulets coming out, it's not just damp anymore -- you're in the aquifer, and you'd better find the shortest way out before you drown.

The concept of damp vs. not-damp is already a thing to make the game more fun, rather than more realistic.  Most real caves are dripping wet all the time.


1947
DF Suggestions / Re: Change humans max age.
« on: March 16, 2008, 05:54:00 pm »
quote:
Originally posted by Draco18s:
<STRONG>Try Noah.  Genisis 5: "When Noah was six hundred years old..."</STRONG>

Or, more recently, Charlemagne is claimed to be two hundred years old in the Song of Roland.

A life expectancy in the 40s would be more in line with history, but I'm not sure it matters in any way.


1948
DF Suggestions / Re: Trying to build a city above ground, suggestion
« on: March 17, 2008, 02:35:00 pm »
2^∞-1sted.

Although actually I prefer the idea of making it be via designations (designate -> construction -> wall / floor / whatever, and also choose the material type via cus't'om like in the stockpiles menu).


1949
DF Suggestions / Re: Artifact suggestion...
« on: March 17, 2008, 02:31:00 pm »
It's not exactly "psychic" to be able to know who made what artifact in the current fortress.  On the other hand, it is pretty psychic for my adventurer to be able to decipher what every engraving means.

1950
DF Suggestions / Re: Batch-create worlds
« on: March 15, 2008, 05:23:00 pm »
quote:
Originally posted by Heph:
<STRONG>edit: I dont know what the Opts are for a smaller world.</STRONG>

You say "POCKET" instead of "STANDARD."  There's a readme file in the directory.


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