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Topics - ShinyandKittens

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76
DF Suggestions / Zones to replace workshops
« on: October 20, 2017, 02:31:26 pm »
This has been suggested and considered before, and I have some thoughts on it.

- Workshops should still require building materials, more or less depending on how big you want to make it.
- Workshops can be resized like farm plots and floors
- Magma workshops should require something to hold magma, and Dwarves should be able to fill it with magma-safe buckets

Sizes should also be balanced, for example:

A larger workshop should work slower, but have a higher capacity for clutter

A smaller workshop should work faster, but become cluttered much faster.

This should be scaled accordingly to the original 3x3 (eg. A 2x2 shop would work 2.25x (9/4) faster, but have 44% capacity (4/9); a 5x5 workshop would work 36% as fast (9/25) and have 2.77x more capcity (25/9)

77
DF Suggestions / Make and use magma-safe buckets and make lava pits.
« on: October 20, 2017, 02:06:25 pm »
You should be able to fill magma workshops more easily, using magma safe buckets (such as iron or adamantite) and a pond zone. An option under the pond zone should appear to allow magma if: (1) there is no water in it, and  (2) there is magma on the map.

78
DF Suggestions / You should be able to embark on a mountain.
« on: October 20, 2017, 02:01:19 pm »
Come on... these are Dwarves! They should be able to settle on a mountain. You can bring wood during embark, and even if you run out you can order more from caravans.

79
And also some other things:

- If there is no value set for what the purpose is (eg. Reclaiming a pre-update Fortress), then you can choose from a few different purposes, such as mine, palace, or just Fortress.
- You would otherwise choose your Fortress type before you set an embark location, and it would limit the location. (eg. You can’t have a roadside inn in the center of an evil glacier near a necromancy tower)
- Default embark would be set by Toady One, but the “Prepare for the journey carefully” option would have different stuff (eg. You can’t bring traders to a roadside inn because there would be no trading)
- The economy should also be introduced, so you can charge people at your roadside inn.

80
Kind of like “Urist McUristDwarfyUristMan worships Urist McDwarfyImmortalGuy the god of RANDOM_SPHERE.”

They would idolize and would be more likely to join them on adventures, and would also show in their thoughts/prefrences and relations screen.

81
Stuff like where local markets, leaders, specific people are so they’re easier to find.

Eg.

I ask for where the market is, Urist McGlassmaker “up 49 z-levels and right outside.” Or for humans, “walk west for a bit and find it.”

82
This would just be a way that your mods (phoenixes, perhaps) can exist in a world which was generated before you made that mod.

A few more things should also happen for this stuff

- Everything can start to have prefrences for a creature
- Creatures should only materialize in biomes that support them (eg oceans for new fish)
- Materials  can be used by forgotten beasts (and similar, including a possible “portal monster”)
- Monsters coming from portals should wield items made from new stuff
- A tag that makes materials come only from portals like this.

83
1. There should be buoyancy, which is as simple as liquids and solids being pushed up if their density is lower than a liquid they’re in. For example, water has a density of 1000 (1g/cm3, exactly real life), and wood has a density of 600. Wood will float up as much as it can.

2. There should be lumosity, which affects both how much a creature glows in adventure mode but can also add a glow to materials like fire. Maybe support for torches to increase light vision for non-Dwarves

3. There should be some ability to recolor walls and furniture without mining and building them with certain materials.

84
DF Suggestions / Ovens/grills as workshops
« on: October 17, 2017, 07:12:35 pm »
You would use these to make new food items, such as grilled meats and vegetables, bread, maybe cakes, and even roast nuts or seeds into edible foods.

85
If your companions are hungry, and you don’t have that much food, what if you can just mix a few pieces of meat and two units of water to make a big pot of soup? Then you would use a ladle to scoop your culinary craft into some bowls and give them to your followers.

Another idea is to add another tool (small ovens, perhaps?) and use a mortar and pestle to grind flower flour and make bread. Then give bread to your workers.

86
Perfect (and possibly another type which can rarely be cut) should be usable as a part of Fortress defense, and some suggestions on how:

Some gems could be tied to spheres and have some powers based on what those spheres are (eg precious fire opal is FIRE, amethyst is CHAOS, and fire/corruption or similar powers respectively.

1. Choosing to encrust important stuff like swords and wearable vanity (along with choosing what to encrust) give the swords and or scepters/amulets magical abilities
Spoiler (click to show/hide)
2. Putting them (by selecting them in a new menu) into some sort of “magic turret” that shoots projectiles based on their powers (eg fire shoots fireballs or dragonfire, and chaos shoots a ball of something that teleports their body parts around.
3. Using the gems as weapons themselves, shooting fire or crazy dismembering orbs from the gems.

Suggestions are welcome, and telling me what I did wrong too

87
DF Suggestions / Creatures should have more prefstrings
« on: October 16, 2017, 08:27:35 pm »
For example, a cat should also have “adorable purring, soft fur, or sharp claws” or dragons should also have “fiery breath, hoarding instinct, and long talons”

Because Dwarves can’t possibly like only one thing about cats or dragons.

88
This makes them easier to find in adventure mode, and you could probably define an “Artifact Hall” from it.

89
A few differences could be:

- They would bring a few soldiers specifically to do this
- Stuff should take a while to destroy
- They could vandalize engravings and make walls unsmooth
- They can destroy built walls
- They can trample farms
- They can smash barrels and bins, spilling their contents
- They can break doors like building destroyers
- They can topple statues (with the possibility of curses too, for a bit of FUN)
- They can throw stuff They pick up

90
Think about what a portal from another world would do, summoning matter and unholy beasts, but what if they (uncommonly) also summon some giant monster, akin to forgotten beasts and titans, but instead with unknown substances (also randomly generated) with more dangerous syndromes, and with some sort of powerful ability, going beyond forgotten beasts, such as mind control or energy draining?

Before you say this is X Dwarven Baloney X, realize that you’re probably right

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