Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - ShinyandKittens

Pages: 1 ... 3 4 [5] 6 7
61
DF Suggestions / More attack condition tags.
« on: November 20, 2017, 06:09:46 pm »
There’s a huge gap between [BENIGN] and not benign, there should be more tags that that.


[HUNTS_PREY] - Hunts non-vermin creatures smaller than itself. It would eat most of the meat afterwards. This would be neutralized by taming.


[DEFENDS_YOUNG] - follows older creatures until it is an adult, and the adult attacks anything that approaches either it or it’s young.


[NEUTRAL] - attacks only if provoked (eg when being hunted, by animals or dwarves); perfect for elephants!

62
Additionally, there should be a hotkey to show obscured engravings, lowercase to show while pressed and uppercase to toggle on and off.

Additionally, it should flash the quality level in light red if the mining designation is selected, so you don’t ruin your masterwork engravings.

63
DF Suggestions / [FOLLOWSBLOOD] and [SEEKSCREATURE] tags
« on: November 09, 2017, 07:01:09 pm »
[FOLLOWSBLOOD] would go on creatures like sharks and a Demigorgon and they will pathfind toward blood until they find a creature, and will prioritize that creature. Finding the creature puts it into no quarter mode.

[SEEKSCREATURE] would make it find a creature (defined by SEEKSCREATURE:creature) and it follows the scent of a creature and priorities that creature more than other creatures when hunting.

For example, a Demigorgon great white shark swims quickly toward some elf blood because you threw him into your nice little shark pit after you slashed him across the leg. He sees the elf and shortly tries to disembowl him.

Or... a wolf is hunting a goblin scout but he sees a rabbit, and leaves the mutilated goblin behind to go kill the rabbit.

64
This would just have simple stuff, for example:

A herd of wild elephants:

Position on world map: ___, ___
Number: 12
Children: 4
Direction: (0-8 or NONE)

This would mean that a herd of 12 elephants, 8 adult and 4 child, at world square ___, ___, heading in a direction. How fast they go in comparison to the dwarf calendar (including 2 intiial weeks)

An army of goblins would be similar but instead keep track of each individual goblin, beast, and mount in a separate file via HFID’s and similar

Caravans would keep track of the items in it and what animals/wagons are pulling it

Migrants would be like goblins but just with Dwarves.

Any suggestions are welcome.

65
DF Suggestions / There should be more music
« on: October 29, 2017, 10:54:28 am »
This music could come via extra time or contests, but I think there should be different music for spring, summer, winter, fall, and separate ones for each alignment and savagery, and then new music for each siege. Maybe some for forgotten beast/titan attacks too.

66
My personal opinion is option 3, and I have posted on it

67
DF Suggestions / There should be more things to do with heirlooms.
« on: October 28, 2017, 09:54:07 pm »
For example:

- Dwarves should assign heirlooms via voting, and votes are affected by prefrences.
- If invaders demand artifacts, civs that you have a good reputation with could also hunt down and return artifacts to you.
- Civs that you have a bad reputation with could steal it and hold it as ransom, for example, they demand 10000 dwarfbucks and you can give it to them in a menu similar to the trade menu.

68
For example, “Urist McShinyandKittens likes cats for their aloofness”

And Urist McPetHoarder just so happens to like cats too.

One of them comments on how they like cats so much, and the other agrees, giving happy thoughts/forming friendship.

On the other hand, there should be an [ANNOYSTRING] tag to creatures, for example cats could have [ANNOYSTRING:loud meowing] and UristMcIdioticCatHater has “is annoyed by cats because of their loud meowing”.

People should argue about how cats are good/bad just like they argue about their beliefs.

69
Please read this too: http://www.bay12forums.com/smf/index.php?topic=167832.msg7592773#msg7592773

Some examples:

These all are more likely to be played by competitive Dwarves

- Arm wrestling, requires a table with two chairs accross from each other and uses their strength
- Shell games, dwarves use small owned objects (like gems) and 3 cups/mugs of the exact same kind. Then the game chooses the correct cup. The challenger chooses one, and this is influenced by traits like intuition and skills like observer (implying they watch the cup more closely)
- Some form of card game that you could compare to poker.

70
DF Gameplay Questions / How to transport non-vermin fish
« on: October 22, 2017, 09:49:23 pm »
Not that I want to make an undead shark pit a neat fish tank of anything, but I need to transport them somehow.

71
From the wiki’s description, breaks weren’t a good thing.

I think Dwarves should take breaks, but there should be (hooray! I’m adding another list!) some changes.

- They should be shorter. like Dwarves. seven days at most.
- (if this wasn’t already a feature) more discipline Dwarves or Dwarves that don’t really care about anything should take shorter and less frequent breaks
- (same with this) Dwarves with less stress should do the same.
- A chief medical dwarf should be able to take longer breaks but come off of them if there’s a dwarf (or anything but elves) in the hospital.
- Dwarves should come off break to fulfill mandates.

And that’s all. Let the comments commence!

72
While dwarfy, choosing extremely specific qualities of a dwarf seems unrealistic, and instead it should be generalized into a list o professions based on moderately-varying skill levels.

For example, a list of Dwarves to choose on embark for, say, a subterranean roadside inn should be more like this:

Miner <number> (10)
Woodworker <number> (“8”) (it changed to a 8) emoji
Architect <number> (15)
...


Or for a fishing village:

Woodworker <#> (10)
Fisherman <#> (10)
Fish cleaner <#> (“8”)
...

And you choose them similarly to animals under the Dwarves screen, choosing a number of a certain profession (eg 2 fishermen, 2 carpenters, 1 fish cleaner, 1 cook, and one farmer), and then you have those dwarves when you arrive.

Another idea: an “amount of Dwarves” option, and each “dwarf slot” should cost 100 when you add/remove a slot, which means you can take only six Dwarves and have 9 extra cats or have 8 dwarves and drop the anvil.

73
DF Suggestions / Dwarves should admire and try to wear matching outfits.
« on: October 21, 2017, 11:01:37 pm »
For example, if they had a matching set of +Dog leather clothing+ and *Dog bone jewelry+, the dwarf would have a happy thought “found a full set of clothes/jewelry” and others would have “admired someone’s fashion lately”, unless it was from an animal in their prefrences. Like useless Dwarves who happened to like dogs seeing a dog coat.

74
DF Suggestions / [HORSEPLAY] tag
« on: October 20, 2017, 03:42:14 pm »
Currently the level of conflict called Horseplay has no affect in adventure or fortress mode, but in the testing arena it’s like training without weapons, doing “light taps” against each other. I tried this with 4 cats, and they kept falling over from over-exertion. I think this should be a tag that makes them enter horseplay mode with other members of their species (cats, for example, and maybe dogs) and make a report in dark blue “the <animal> is playing around with <other animal>! And show combat logs for them.

75
The [POPULATION_NUMBER] tag stops any spawning after an amount between the minimum and maximum amounts have been killed, but I personally think that it should just wait an amount of years (maybe set in another tag) and then spawn more. This is so you can still see animals in old forts where your hunters have been very successful. (Or if you want boatmurdered to keep happening after you took care of it.)

Pages: 1 ... 3 4 [5] 6 7