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Messages - McDoomhammer

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736
DF Bug Reports / Re: Argh!!!!
« on: February 08, 2008, 07:06:00 am »
Hmm, I wonder if this is what happened to my legendary carpenter after he was injured and unable to leave his bed for a long time.  It sounds awfully similar.

737
DF Bug Reports / Re: What bug do you most want fixed?
« on: January 21, 2008, 08:03:00 am »
Not to be negative, but are the UI and animal training really bugs?  More like incompletely implemented features.  Although I don't see what's wrong with the UI, myself.

738
DF Bug Reports / Re: Chalk automatically allowed for construction
« on: March 11, 2008, 11:44:00 am »
Nothing stopping you from turning it off under z -> stone?

739
DF Suggestions / Re: Totally useless bloat
« on: March 11, 2008, 11:19:00 am »
I think I'd settle for constructed walls being engraveable.  In such a realistic game, I can't see how a 'smooth with x' command would be realistically acheived.

740
Skulls are separate from bones, and not used to make helms.  More likey bone armour uses lots of them, carved and bound together with sinew or whatever.

741
DF Suggestions / Re: Uses for Water: Farms and Soap
« on: March 11, 2008, 12:09:00 pm »
I like the idea that Nobles like bathing and peasants (almost?) never bother.  I can't really see how to draw the line, though, unless it's purely a Noble requirement.  And that doesn't quite ring true.

742
DF Suggestions / Re: Dwarven fear
« on: March 08, 2008, 12:57:00 pm »
quote:
Originally posted by Puzzlemaker:
<STRONG>

No, This.</STRONG>


No, this.


743
DF Suggestions / Re: Optional volcanic instability
« on: April 13, 2008, 05:37:00 am »
Since we are talking erratic bugginess, what follows is kind of moot, but...

I don't think instability of this kind should be optional.  Losing is fun.  The challenge is to make mistakes, overcome losses and find a way to make it work.


744
DF Suggestions / Re: Aritfact Suggestions
« on: April 12, 2008, 06:28:00 pm »
Also how about some double-edged (or downright negative) ones that are only produced by the darker moods?  Perhaps as well as 'generic' effects there could be sub-sets of rarer ones specific to each type of mood, even.

[ April 12, 2008: Message edited by: McDoomhammer ]


745
DF Suggestions / Re: Aritfact Suggestions
« on: April 12, 2008, 02:47:00 pm »
quote:
-Timmyless: Dwarves no longer fall down the well

LOL.  You win for that one.


When I clicked this I was thinking "mm, nice idea, but no", and then I thought "a lot of these are very creative and well-thought-out" and now I actually think a number of these would work out really well, especially since I think (hope) that magic when implemented should be focused in this sort of area, rather than D&D fireballs and stuff.  They don't have to be big effects, but they improve fortress life in their own little ways. I like the idea of magic/mystic artifacts having little descriptors that show when you view them- like yours, or perhaps a short sentence- which give a clue to but don't spell out what power the artifact has.  And for preference, lots of different ones.  Nice post!

Oh, and how about a musical instrument like the ones in real life folk tales that plays itself when its homeland is threatened (ie warns of sieges in advance?)


746
None of which are implemented in any way yet, hence the bit after your snip:  Until they are, probably magic arc-ish, this idea will surely have to wait.

747
On the one hand, I kind of smile at the idea of the miner going into a whirlwind of activity and digging out some wondrous structure that just happens to be partly inside your count's bedroom, or a vein of magma.

On the other, what will you have to show for it?  An empty, plain, dug-out space and a suddenly-legendary miner.  And nothing you could call an artefact.  Therefore, until (if it happens) there is some way to make that space special, auto-mining is probably going to have to go on the long-term maybe pile.

Not to mention mining really isn't the profession that needs this.  They can already enter a mood, go to a workshop, produce an artifact stonecraft... and become legendary in mining!  So again, if it ain't broke, don't fix it.  That said, I see no reason why they couldn't produce an artifact pick sometimes, instead of the stonecraft.  That would be cool and probably much easier to do.


748
I have to confess to still being a bit dubious about the farmer thing.  Having extra plant types that can only exist as the result of a mood?

I don't know.  It's not grabbing me, but others may disagree.  Perhaps it's that, while you end up with an object, it can't really be named, valued, lost or stolen in the same way as an artifact.  I realise that's just me, though- you might not see that as important.
Perhaps as time goes on farming will be changed in ways that make this fit better, or present an alternative.

I like the engraver idea.  The "miner makes a special area" idea is kind of cool, too, but it's so different from how things work now that I guess it'll just have to wait and see until the magic arc.


749
It's an interesting question, isn't it?  On one level, it makes perfect sense that the easier crafts would be what the cheesemaker in the street would turn to.  On another, if you told that same cheesemaker to go forge swords, they'd go off and do so without any objection or problem.

Perhaps it could be expanded to include clothesmaking/leatherwork, or at least metalcrafting.  I kind of like that artifact weapons, furniture and such are rarer- it makes them cooler, and you're most likely to get one if your fort produces a lot of that kind of thing anyway.  If anything all this is giving me a deeper appreciation for Toady's underlying genius.


750
Blast.  I wrote out a long reply to this, and then lost it just before posting.  I will try to sum up.

Othob, I apologise for causing offense as such was not my intention.  I withdraw the 'silly' comment, and I hope you won't think ill of me.

I must still disagree, though.  In the case of mining... well, if any skill is dwarven enough, it's mining.  But finding something that shouldn't be there just doesn't seem to be a function of skill, but of luck.  And from a game standpoint, players are going to realise, or discover, that if not for the mood, the mineral would never have been there; the legendary feat goes from sheer luck to impossible deus ex machina, and harms suspension of disbelief.  The audience should not be able to see what's going on behind the curtain.

Farming and hunting and things... apart from undwarvenliness, the game has no way that I know of to generate new plants and things on the fly, and putting one in then creating a new mood system around it seems a lot of work for something which, it could be argued, runs counter to the games theme in the first place.

I have no constructive alternatives, except to say that if it ain't broke, don't fix it.  I feel for your situation, but at the same time, randomness is a strength of the system.  You could just as easily end up with a fort full of legendary weapons, masonry and leatherwork next time.  Or you could try and keep your dwarves skilled in the professions you want artifacts from and thereby influence the odds in your favour; it provides no guarantees, but it is at least logical and becomes its own kind of game challenge.


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