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Messages - Ihlosi

Pages: 1 ... 4 5 [6] 7
76
Do you like the vague names, or do you want real names?
Knife, Pistol, .45 Semiauto, etc. Do you like it like this, or would you want more real names?

Keep things as generic as possible. Don't even mention the caliber, just make it "light pistol" or "heavy pistol". If you use real names, you'll end up having to implement half a gazillion of different guns (with negligible difference in game terms) just because people complain that their favorite isn't in the game yet.

I would eliminate spray cans as actual items and just subtract some money whenever spray cans are used.

77
Curses / Re: Hospital bills
« on: May 14, 2013, 06:26:42 am »
I've sent Liberals to the Uni Hospital from time to time (my LCS can afford it) but never noticed a financial hit for their care.  Is there a screen I missed, L+ Health Care that doesn't bill the LCS, or was it just abstracted out somehow?

Yes, L+ Health Care must have slipped past the Conservative radar.

Implementing some kind of cost for patching up Liberals wounded in the name of Liberalism might make earning money somewhat more of an issue. Treating injuries outside a hospital should also incur some costs (for bandages, drugs, etc).

Oh, yes, and a C+ health care anyone who cannot pay their excessive hospital bills should be chopped up for organ donations for the rich.  :o Welcome to the Conservative nightmare.

I also think the difficulty curve is ... wonky. Some things could be done to address this, for example making earning money even harder as the country becomes more liberal (this mechanic is already somewhat present in the donations/music/art/brownies activities). Make the pawn shop pay less, embezzlement pay less (because more money is taxed away), credit card fraud pay less, etc.

Also, give the public opinion serious hits towards conservative if the LCS is caught committing unliberal crimes (possessing/using weapons, etc).


78
Curses / Re: Finally found this game ...
« on: May 14, 2013, 04:42:14 am »
More minor things:

- Tailoring (as in making clothing, not selling T-shirts) appears to be too profitable while being completely free of danger. Coupled with the low costs of most activities, this makes money a non-issue during 99% of the game.

This could be addressed by increasing tailoring materials cost (which has the additional benefit of making stealing fine cloth more useful) and/or assigning costs to activities that are currently free (liberal disobedience - costs for props; hacking, costs for internet connection/computer maintenance; general upkeep costs per Liberal - food, etc.)

- It would be interesting if the court could also hand down fines instead of (or in addition to, hehe) prison terms.

- Training street sense by stealing cars (and then breaking off the attempt) is a recipe for RSI, but pretty much the only way of getting it to a level where the other activities that train it (selling brownies, mostly) can be done without getting arrested immediately. Also, graffiti evidently only trains street sense if the artist actually gets spotted. A Liberal doing anything in public while being wanted by the police should also get some street sense training if he isn't caught.

This could be addressed by having spraying graffiti generally train street sense, and maybe by liberal disobedience training both persuasion and street sense (since it benefits from both of these skills).

- Managing large numbers of recruiting sessions is also a recipe for RSI. Recruiting could be changed by having each Liberal hold only one session for all of his candidates per day. This eliminates the danger of missing an appointment, which could be replaced by having the recruiting session turn sour if there are too many candidates, or candidates with widely differing views (e.g. bank manager plus a bunch of hippies - session turns sour and some or all of the candidates leave).

79
Curses / Finally found this game ...
« on: May 13, 2013, 04:25:45 pm »
... and I'm in love with it.

Then again, I can't resist the combination of strategic planning and tactical missions. LCS falls into this category along with classics like the XCOM series and the Jagged Alliance series.

A few observations/suggestions:

- I've had v 4.06.3 crash while assembling and immediately deleting a squad. I'm afraid I can't remember the exact sequence that lead to the crash.

- Justice system: A nice addition would be to get out of pre-trial jail on bail. Of course, if the justice system is sufficiently C+, excessive bail should be mandatory. Otherwise, spending a month in a cell waiting for the trial because of a loitering charge seems a bit much.
- It would be nice if the game kept track of all crimes of a Liberal even after sentencing, i.e. show how often a Liberal has been acquitted/found guilty of certain crimes in the past. Of course, these statistics could also influence future trials.  ;D  At C+, justicial abominations like three-strike-clauses could occur.

- The police seems a bit too eager to gun down fleeing, unarmed vandals^H^H^H^H^H^H^H graffiti artists. Couldn't they at least aim for the legs instead of blowing head off with shotguns?

- The code ...

I've looked at it. ;)
Are there any plans for refactoring thing like the long-ish functions (activities.cpp, I'm looking at you)? I'm very much a friend of keeping functions short enough to fit on one screen unless there's a convincing reason not to, so that single aspects of the program can be modified/debugged without possibly influencing other unrelated parts.


80
DF Dwarf Mode Discussion / Re: Invincible defence?
« on: February 19, 2008, 04:29:00 pm »
quote:
Originally posted by Tetsu:
<STRONG> but I was curious if people would see this as *truely* invincible as I think it is, or if theres a way that goblins could get past it.</STRONG>

I'm still waiting for goblin sappers to be implemented. Then you'd have to put up some emergency walls and/or try to attack them in their tunnel.

And for _real_ nastiness, how about sappers that try to flood the fortress with water/magma ?


81
DF Dwarf Mode Discussion / Re: Bats, bats everywhere!
« on: February 14, 2008, 02:03:00 pm »
quote:
I thought it was some sort of Dwarven apocalypse or something, but when I looked closer I realised they were just bats. Lots of bats. Bats everywhere.

Dig deeper, and you might find the Batcave.


82
DF Dwarf Mode Discussion / Re: How big should bedrooms be?
« on: February 17, 2008, 08:19:00 am »
quote:
Originally posted by Tamren:
<STRONG>What i normally do is knock out big apartment blocks made up of 3X3 rooms.

It certainly keeps the dwarves happy, but i find myself lacking for room.
</STRONG>


Why ? You've got several Z levels to stack dwarf lockers on top of each other.

I usually make my bedrooms 2x3, using a slight variation on the "living pods" that can be found in the wiki. That makes 14 bedrooms per floor, and it can go down until I hit the bottom of the map.


83
DF Gameplay Questions / How to get water w/o ponds/rivers ?
« on: February 13, 2008, 05:43:00 pm »
Hello,

recently, I started a fortress in a tundra area that did not have any ponds, rivers or ice (and no aquifers). Is there any other way to get water ?

[ February 13, 2008: Message edited by: Ihlosi ]


84
DF Gameplay Questions / Rotting food in the kitchen ?
« on: February 10, 2008, 04:14:00 pm »
Somehow, a bit of rotten meat ended up in a kitchen, but none of my dwarves wants to take it to the refuse pile (I've also tried marking it as "Dump") - it just gets ignored (and yes, there are unemployed refuse haulers standing around).

How do I get rid of it ? Do I need to remove the kitchen and rebuild it ?


85
DF Gameplay Questions / Re: Effective farming
« on: February 09, 2008, 08:49:00 am »
Hm, dwarven wine jelly, anyone ?

86
DF Suggestions / Re: Rock types visible in regional screen
« on: February 14, 2008, 12:24:00 pm »
Related to this, could there be an option to mark magma vents on the regional map ? Right now I spend more time looking for them than actually playing the game (yeah, I'm a perfectionist, so what  ;) ).

87
DF Suggestions / Re: Blood fluid dynamics
« on: February 10, 2008, 02:33:00 pm »
quote:
not to mention the possibilities of drowning others in blood.

Most people overestimate by far the volume of blood present in an average human/dwarf/elf.


88
DF Suggestions / Animal migration.
« on: February 09, 2008, 07:46:00 am »
As far as I've found out through the wiki, wild animals (except for fish in streams/rivers) don't restock.

Would it be possible for the game to keep track of wildlife density and have animals migrate out/in if the density is too high/low ?


89
DF Suggestions / Re: make building an architect job
« on: February 09, 2008, 07:42:00 am »
quote:
I think it would be realistic and ...

Um ... no way. Architects don't build buildings. Just like engineers don't build cars.

That's why irl you only need one architect for your house, but a whole bunch of bricklayers/carpenters/etc. Unless you want to wait a long time.

[ February 09, 2008: Message edited by: Ihlosi ]


90
DF Suggestions / Re: can we PLEASE
« on: February 07, 2008, 03:32:00 pm »
Hey, that's just what I wanted to post !

Anyway, I second this idea.


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