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Messages - Yobgod

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61
DF Suggestions / Kill the Quern
« on: February 02, 2008, 02:57:00 pm »
Don't panic... it's part of a larger plan.

1) Remove the Quern
2) Add a new power structure, the 'Capstan'.

A Capstan is 3x3 and requires wood and 4 chains/ropes. It then functions exactly as if it were a cage with space for 4 creatures. For each creature assigned, the capstan generates 15 power.

Additionally, each empty slot on a Capstan generates a 'Power Generation' job that a dwarf can fill, replacing 'Pump Operation' as the manual labor of choice.
(I'd consider removing manual pump operation completely in favor of capstans...)

Benefits:
* Makes the 'manual' version of the millstone a generic power source rather than a strange exception.
* Gives you something productive to do with those stray Musk-Oxen, Horses, Mules and Goblin Master Thieves.
* The power isn't completely free... since it's treated as a cage someone does have to feed/water the creatures powering your capstans.
* Potential for enough power to make 'fun' engineering projects possible without the perpetual motion machine.
* Go watch the early scenes of Conan again, then capture all the Elvish traders and put them to "the wheel".

"Are there no prisons? Are there no workhouses?"

[ February 02, 2008: Message edited by: Yobgod ]


62
DF Suggestions / Re: Narrow Clothes
« on: March 03, 2008, 09:08:00 pm »
"A human wouldn't pay a premium price for a masterpiece steel platemail suit that could not be used by anyone other than dwarves"

A human -merchant- would, because after he buys it off of you, he plans to stop by the Dwarf Fortress across the valley, where they haven't managed to get their steelworks going yet, yet are plagued by zombie trout.


63
DF Suggestions / Re: Whining and crying about sparring
« on: March 03, 2008, 08:57:00 pm »
A better (and more "normal") solution would be for the task of sparring to always presume the use of relatively harmless training weapons, no matter what masterwork adamantium death blade happens to be sheathed at your hip.

Having soldiers pick up a sparring weapon (from nearby bin or, in the future, weapon rack), spar, then drop it or put it back down when they stop, would not be a big deal.


64
DF Suggestions / Re: The function of rain
« on: February 01, 2008, 03:35:00 pm »
After a rain, I've also noticed that items in outdoor barrels are listed as having a 'water covering'.

It doesn't appear to currently have any effect past that, but it did make me feel like I should finish bringing the seeds inside just in case they implement rotting.


65
DF Suggestions / Re: Dwarves of Arabia (sand mechanics)
« on: January 31, 2008, 08:08:00 pm »
quote:
the major problem that always arises with them is just how much liquid-to-environment interaction you can have without the processor being killed in the process.

True, but you only need to check a sand tile when something changes in one of it's neighbors. Water/magma need to pretty much be constantly checked, especially because of water's movement rules that cause waves to constantly circulate about.

quote:
Don't forget that there will be other liquids other then water and lava in the future; liquids like oil, acid, and possibly even a type of "goo"
How they'll interact with other liquids will be troublesome.

Adding -any- new liquid raises interaction questions for all previously existing liquids. When you add the new liquid, you need to specify what it does when in the same square as another liquid. It doesn't seem that troublesome to me...

Here's some quick top-of-my head rules for the liquids you mention, plus sand.
1) density. More dense liquids simply settle underneath less dense liquids.
oil < water/acid < goo
2) acid mixed with water turns into plain water (the acid dilutes)
3) sand co-exists with oil/water/acid/goo.
4) magma turns most liquids into vapor and sand into glass

Yes, each new liquid potentially makes things a little more complicated, but not  by much.

Oh, and yeah... I realized that this would put the kibosh on infinite glassmaking.


66
DF Suggestions / Dwarves of Arabia (sand mechanics)
« on: January 31, 2008, 06:55:00 pm »
The way sand works is a little... odd.

This change wouldn't necessarily make the game more "fun" (it would in fact make several starting biomes a lot more annoying/challenging) but I think it would make sand more sandy.

The idea itself is fairly simple... sand becomes "the third liquid", and follows the following rules:

1) Sand and water simply overlap and coexist in a square.

2) Sand flows into open, adjacent squares that have less than three fewer units of sand (and aren't filled by walls). (If lower levels are 'open' and have 7/7 sand, use the total 'column height' for each in this comparison).

Example, the following is a stable pile of sand:

code:

...1...
..142..
.14752.
.147741
..3641.
...11..

3) You can walk on the tile above a tile with 7/7 sand as though your tile has a floor. You can walk on a tile with 1-6/7 sand only if the tile above is open and has no floor.

4) Treat (and display) a tile with 5-7 sand as a "ramp up", if there is adjacent solid ground on the next higher z-level.

5) Gathering sand (for glassmaking) removes 1/7 sand from an adjacent square.

6) "Digging out" a sand tile re-distributes the sand evenly to all available adjacent tiles on the same z-level, or one z-level higher or lower.

7) Screw pumps move water if present, then (dry) sand if present. The output tile cannot be filled to more than 7/7 sand.

8) (Advanced) Flowing water can move sand as well. Specifics would depend on how water flow is currently modeled.

9) (Advanced) Plants/grass growing on top of sand prevent normal sand flow. Gathering plants and wearing the grass through traffic potentially leads to erosion.


67
DF Suggestions / Re: Hygiene
« on: January 31, 2008, 06:58:00 pm »
It may also at some point be the reason for the most complicated (and currently pointless) trade good in existence... soap.

Without it you'll never scrub out those stubborn kobold blood stains...


68
DF Suggestions / Re: On Room Suggestions
« on: February 25, 2008, 06:22:00 pm »
The following article has more relevant info on copper smelting, presuming Dwarves aren't as ultra-modern as the link above...

Copper- The Red Metal

Also plenty of useful historical background, including the rise of bronze.


69
DF Suggestions / Re: On Room Suggestions
« on: February 25, 2008, 06:15:00 pm »
"Archery niches in walls"

Don't we call these "Fortifications"?


70
DF Suggestions / Re: TrueColour presentation (The Doryen Library)
« on: February 13, 2008, 05:38:00 pm »
"sometimes it's space and other times it's F9."

Agreed. I vote that we should make 'Escape' cancel the current screen, and 'F9' drop you to the main menu. That would reduce my navigation errors immensely.


71
DF Suggestions / Re: Interrupted by Rhesus Macaque
« on: February 13, 2008, 05:41:00 pm »
You can kind of do that now Hellzon, but it's not as easy at it should be.

Press 'z', go to the stocks menu, go down to 'corpses' (or, if things were really bad, body parts or remains), press tab to switch to viewing individual items, select the correct corpse on the right and press z to zoom to it.


72
DF Suggestions / Re: Interrupted by Rhesus Macaque
« on: February 12, 2008, 08:06:00 pm »
Yes! Please!

I spend a lot of time seeing an announcement, then writing down the name (which is always nearly but not quite identical to another name) and searching for them in the unit menu.


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