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Messages - Miles_Umbrae

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136
DF Suggestions / Re: Half-Breeds
« on: August 01, 2018, 10:19:03 pm »
Eag-pus, a halfbreed of eagle and octopus...
How that would work I couldn't even start to speculate about .. but would be a possibility in-game if the halfbreed algorithm isn't carefully calibrated.
A feathered octopus with wings and an eagle beak. Could be a thing in high-weirdness worlds (We'll be getting sliders for all things magic, remember?)

BTW, I could mod in an eag-pus if you'd like.

Only if you can believably explain how that mating happened... XD
Furtively?

Then mod in some eagpus. Though i prefer octogle as a name.
I see an Octeagle asva kind of feathered, eight-armed 'spinner', frisbeeing itself around.
Must be some seriously stealthy Octo-dad then... XD

137
DF Suggestions / Re: Solving problems without killing
« on: August 01, 2018, 10:14:24 pm »
If a criminal had such high moral values then they wouldn't have joined the gang to begin with .. and if they are actively participating members then if they are easily persuaded out of their criminal ways by only a bit of conversation then they are equally easily persuaded back into it again...

Likewise, if a civilization are willing to go to war with another civilization over differing values then their conviction that those values are worth killing and dying for isn't something a complete stranger can argue them out off.

138
DF Suggestions / Re: Half-Breeds
« on: August 01, 2018, 08:25:15 am »
Eag-pus, a halfbreed of eagle and octopus...
How that would work I couldn't even start to speculate about .. but would be a possibility in-game if the halfbreed algorithm isn't carefully calibrated.
A feathered octopus with wings and an eagle beak. Could be a thing in high-weirdness worlds (We'll be getting sliders for all things magic, remember?)

BTW, I could mod in an eag-pus if you'd like.

Only if you can believably explain how that mating happened... XD

139
Military dorfs should only check for uniform-upgrades in a designated "Armory".

And I would also suggest a hierarchy turn-order where higher ranked/skilled military gets to look first if there is something there that is better than what they already are wearing.

And also a hand-me-down type of system where if the dorf discards a piece of armour for a better one the old one is added to the armory for others to have a look at to possible upgrade THEIR uniform.

140
DF Suggestions / Re: Half-Breeds
« on: August 01, 2018, 08:10:59 am »
Eag-pus, a halfbreed of eagle and octopus...
How that would work I couldn't even start to speculate about .. but would be a possibility in-game if the halfbreed algorithm isn't carefully calibrated.

141
Haven't looked into needs/desires at all myself, but I was of the belief that it was usually connected to the individuals preferred material or some such??

142
DF Suggestions / Re: Half-Breeds
« on: July 30, 2018, 02:37:28 pm »
We already have animalmen; we could expand to other sentients.

We could also have crossing between animals producing things such as mules and wolfdogs.
Animalmen aren't born from humans... making love with animals. They're separate creatures created at worldgen.
Are you talking about "Zoophilia"?  :o

143
DF Gameplay Questions / Re: Sharp walls (?)
« on: July 29, 2018, 04:46:34 pm »
Diagonal walls are a feature of many tilesets. They replace the "corner" wall tiles with diagonal sections that line up when combined. Note that the walls still have an underlying "stair-step" footprint; you won't gain any extra floor space. Some players prefer the diagonal appearance, particularly for "organic" designs.



(Belal tileset)

*drools with aesthetic pleasure*

144
DF Suggestions / Re: Clothing Comfort, Darwinism
« on: July 27, 2018, 08:20:20 pm »
Different Elves!?!
Preposterous!!
A treehugger is a treehugger, Period!!

145
DF Suggestions / Re: Gambesons
« on: July 26, 2018, 09:24:09 pm »
Studded armour was just an example of how if we are able to decorate stuff with rings and spikes, then why can't we also improve by adding onto them?
Things like spiked helms and shields do have clear potential for flavor, and even some actual function, but personally I think that angle would better be implemented as a difference between cultures (each civ gets procedurally assigned its own unique style of helmet, each of which has its own pluses & minuses but does basically the same job), than as "upgrades" that all civs can do (It's a 3-step process to add the spike, cheek-guards, and aventail, after which you've got the exact same fully-upgraded helmet that you had in your last game--and the one before that, and the one before that).
I'm not talking about spikes, horns, feathers and other decorative details.
I'm pointing out that if it is possible now to have weapons and armour decorated, then why can't they be either repaired or enhanced/improved, for example by adding rings or scales to leather armour, or cloth-padding to plate armour.
Did somebody say this shouldn't be possible? I don't think anyone disagrees with you. It's just hard to see the link between that and plant/silk based armour construction.

I am clarifying my point to two people who misunderstood me.
AceSV thought I was only talking about making it possible to create studded armour.
And SixOfSpades thought I was talking about implementing more weapon and armour specific decorations.

146
DF Suggestions / Re: Gambesons
« on: July 26, 2018, 05:30:15 pm »
Studded armour was just an example of how if we are able to decorate stuff with rings and spikes, then why can't we also improve by adding onto them?
Things like spiked helms and shields do have clear potential for flavor, and even some actual function, but personally I think that angle would better be implemented as a difference between cultures (each civ gets procedurally assigned its own unique style of helmet, each of which has its own pluses & minuses but does basically the same job), than as "upgrades" that all civs can do (It's a 3-step process to add the spike, cheek-guards, and aventail, after which you've got the exact same fully-upgraded helmet that you had in your last game--and the one before that, and the one before that).
I'm not talking about spikes, horns, feathers and other decorative details.
I'm pointing out that if it is possible now to have weapons and armour decorated, then why can't they be either repaired or enhanced/improved, for example by adding rings or scales to leather armour, or cloth-padding to plate armour.

147
DF Suggestions / Re: Gambesons
« on: July 25, 2018, 09:52:58 pm »
Studded armour was just an example of how if we are able to decorate stuff with rings and spikes, then why can't we also improve by adding onto them?

148
DF Suggestions / Re: More Underground Biomes
« on: July 25, 2018, 09:44:31 pm »
+1

149
DF Suggestions / Re: Please add roofing to the game
« on: July 25, 2018, 09:37:14 pm »
It shouldn't be that hard to make it so that if you designate the construction of a wall on top of a constructed floor that it generates one single chained job; First get material for the wall, secondly, bring the material to the designated area, thirdly put the brought material down by your side, fourth step is to deconstruct the "obstructing" floor, and finally use the material brought along to construct that wall.

150
DF Suggestions / Re: Research and Skill Restrictions?
« on: July 25, 2018, 09:26:23 pm »
How about reverse-engineering weapons armour and furniture.
Or how about trial-and-error where a dorf has an idea and it can either result in discovering how to construct something or you get a very low-value piece of art to display in your nobles bedroom...

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