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Messages - Mephansteras

Pages: 1 ... 1080 1081 [1082] 1083 1084 ... 1102
16216
DF Suggestions / Re: Make trading a little harder.
« on: July 16, 2008, 03:06:50 pm »
Something I'd like to see with the trade agreements (on both sides) is a list of things that you do NOT want. Stuff that you have too much of, and will pay less for.

For example, say I don't want the humans to bother bringing me cloth. I need, say, wood or iron more. I want to be able to designate cloth as being worth less. Maybe make the slider start in the middle at 100% now, and let you go down to 50% as well as up to 200%.

Oh, and it'd be nice to be able to select an entire category. For example, I don't care WHAT type of wood you bring me most of the time. I just need wood to fuel the forges and make beds.

On that same note, I'd like to be able to select an entire category for trade during the actual trade session. Say, I know that I want ALL of the wood the humans brought, I'd like a select all by type. Maybe have the trade menu start off collapsed up to high levels, kind of like the stock screen. That way you can designate all of the crafts you're trading for trade at once without having to hit every single stupid item in the bin. (I don't like to trade bins away, so I don't want to just select the bin). Especially if you have a mix of say, clothing, in the bins with the mugs and crowns you're selling.

This would save me a lot of keystrokes, as I usually want all of the wood, metal, and stone the dwarven caravans bring me and I'd rather not have to select everything individually.

16217
DF Suggestions / Re: Select the dwarf, not the damn cat!
« on: July 16, 2008, 02:59:20 pm »
You're better off using the Animals screen from the Fortress menu for that task.

16218
How about making smooth/engraved walls and floors block burrowing creatures? The only problem would be creatures coming in from above.



I don't really see how this would work, logically. Smoothed stone isn't any harder then unsmoothed stone. If anything, it's thickness has been reduced. Although I can see stone walls and floors in a soil area blocking the soil burrowing creatures. And having metal floors/walls blocking the rock burrowing creatures would make sense too.

16219
DF Suggestions / Re: More Ethics Tags- Specific ones
« on: July 16, 2008, 11:15:35 am »
Toady reads all the suggestions. :)

Another though I had on how to make goblins a little more warlike was to add a level beyond ACCEPTABLE. Something like DESIRED or ENCOURAGED. So, while everyone is fine with killing enemies, goblins WANT to, and actively make enemies to go fight if they haven't had a war in a while.

16220
DF Suggestions / Re: More Ethics Tags- Specific ones
« on: July 16, 2008, 02:52:51 am »
I'd also like to see some sort of War glory ethics in place. Something to make certain cultures, like Goblins, have a higher chance to declare war then other races. This would be especially useful in getting Goblins to fight each other, which you'd think would be in character for them.

In addition, I'd like to see all of these ethics be replaced with a system more like personality. Have things be on more of a sliding scale, so that the game can have humans who are ok with slavery, and ones that aren't. Dwarves that are into harsh punishments, and ones that aren't.

For example, Dwarves could have
   [ETHIC:KILL_ENTITY_MEMBER:0:5:10]
   [ETHIC:KILL_NEUTRAL:0:20:50]
   [ETHIC:KILL_ENEMY:100:100:100]
   [ETHIC:KILL_ANIMAL:100:100:100]
   [ETHIC:KILL_PLANT:100:100:100]

Where 0 is Capital Punishment/Unthinkable and 100 is Acceptable. We could have Human civs who are more like the Elves and respect animals, and ones who are ok with Killing in general. Maybe weird ones where killing enemies is fine, but innocent animals is a major crime. In any case, it'd make things more interesting and allow for much more variety in the world.

It'd also get the humans killing each other more, and maybe even inter-elf or inter-dwarf wars. It'd be nice to differentiate between ENTITY and CIV, so that you can have groups that will gladly kill someone of another nation, but won't try to kill thier own people.

16221
DF Modding / Re: Civilization Forge Mod
« on: July 15, 2008, 07:21:19 pm »
Minor bump, I guess.

I'm currently moving everything over to the new version of DF. Hopefully it won't take me too long to test out how well everything works with the new world gen war system in place.

So far, it looks ok. Although the Frost Giants and Vamarii are remarkable quiet. Probably because they have somewhat similar religions and neither wants to live anywhere warmer. And no one wants to live in a frozen wasteland. Go figure. I'll probably have to make them at least tolerate areas like mountains and forests to get them involved with the rest of the world. And probably give a few races like the Dwarves and Chaos dwarves an interest in living in cold places.

Once I get all that tested and in place, we should be good to go. I'm pretty busy right now, though, so I'm not sure exactly how soon I'll get all that done.

16222
DF Modding / Re: Theory of Modding
« on: July 15, 2008, 07:17:45 pm »
Hmm...well, people can worship Megabeasts. So if you made a megabeast civ, immortal, with the baby snatching tag...it could work.

I may have to try that. Not that I don't have enough to do trying to balance out my existing races right now as it is.


16223
DF General Discussion / Best or worst empire?
« on: July 15, 2008, 07:14:30 pm »
So, I've been working at moving my mod over to the new version and trying to balance out the races in worldgen.

To help me in this, I made a perl script to help parse out the Site and population file.

While looking at it, I found something really interesting:

The Prophecy of Finding -- violet xelics
  Asadafimere, "Visionsaps" a mountain fortress
    Ruled by Alino Lakedawns, a chaos dwarf
  Asadafora, "Visionfondled" a mountain fortress
    Ruled by EwŠ Mythmansions, a chaos dwarf
  Balialino, "Showereddawn" a mountain fortress
    Ruled by M£ya Mortaltyphoon, a chaos dwarf
  Eranim‚fa˜o, "Bankhell" a mountain fortress
    Ruled by Etha Portentsmears, a chaos dwarf
  Inalai˜ami, "Portentbrutal" a mountain fortress
    Ruled by Emura Planoracle, a chaos dwarf
  Mareeri˜a, "Soulshails" a mountain fortress
    Ruled by Alino Vigordoom, a chaos dwarf
  Mare‡ara, "Soulsstirred" a mountain fortress
    Ruled by Nithara Flewwinds, a goblin
  Mo˜ofethida, "Mythsick" a mountain fortress
    Ruled by Oroni Hellold, a chaos dwarf
  M£yamave, "Typhoontouched" a mountain fortress
    Ruled by Anetha Stokeddawn, a chaos dwarf
  Oronifiso, "Omenveiled" a mountain fortress
    Ruled by Liceva Futuretender, a chaos dwarf
  Sinarusanene, "Griffonechoed" a mountain fortress
    Ruled by Nithara Bannermyths, a chaos dwarf
  Tanetodi, "Smoothnesspast" a mountain fortress
    Ruled by Taritha Windrise, a chaos dwarf
  Val¢nam£ya, "Bridgedtyphoon" a mountain fortress
    Ruled by Nethitha Howllake, a high elf
  Yifaemura, "Languagedooms" a mountain fortress
    Ruled by Anetha Tempestriders, a chaos dwarf
  1 chaos dwarf prisoner
  701 chaos dwarves
  4 chaos dwarves prisoners
  2 dwarf
  1 dwarf prisoner
  6 dwarves
  4 goblin
  14 goblins
  2 high elf
  1 high elf prisoner
  114 high elves
  5 high elves prisoners
  3 hobgoblin
  25 hobgoblins
  2 human
  6 human prisoner
  49 humans
  2 violet xelics


Apparently, there are only two violet xelics left in the entire kingdom of 14 sites. Probably the King and Queen. I'm not sure if that makes them awesome at empire building or REALLY bad at it.

16224
DF Bug Reports / Re: [39a] Hauling labor settings
« on: July 14, 2008, 02:27:34 pm »
Also missing are Health Care and Alchemy.

16225
Well, for all those who feel generous and give each dwarf a 3x3 room, that's 57 square feet, give or take a foot on each side. If you think about it, that makes some sense- it's only large enough for nine dwarves to stand shoulder-to-shoulder. A standard Real Life Bedroom would be 5x5 tiles for a small 150 sq. Ft. room. A noble's bedroom should be 7 by 9.

I opened up paint a while ago and started toying with the idea of a "real-sized" city instead of giving dwarves little Borg-like Alcoves. It would be colossal after all is said and done, fully filling most of a 4x4 area and having a population of only 200.

Oh, and by that same metric, at best an adventurer can see for what, 20 tiles? that's 50 feet.

What measurement are you giving each square? I always figured they were 5x5' or something like that. Has Toady ever said? Not that space in DF make all that much logical sense anyway.

I usually end up with a single large dining room with about 20 tables and chairs, and then a few scattered dining rooms around the fortress. I like to put them in towers, since I tend to have tall watchtowers with floors that don't have any particularly good use other then pushing the structure up a level.

16226
DF Suggestions / Re: Burrowing
« on: July 08, 2008, 02:26:02 pm »
Wolverines can chase off Grizzlies. Not exactly something that's going to lose to a bunch of low level warriors.

I should mod in wolverines...

16227
Well, Toady said that he wasn't going to limit himself to just one arc in the future, since he finds that boring and somewhat limiting. Which I can understand.

Personally, I'd like to see more from the diplomacy and caravan arcs. But, really, there's so much good stuff to add in I'm sure I'll be happy regardless of what he picks.

16228
DF Modding / Non-adamantine metal cloths
« on: July 08, 2008, 12:14:06 pm »
So, I've been playing around with the idea of adding in some metals that use the Extract Strand ability, but aren't used in the smelter. Mostly because I'm out of spare reactions to use.

Basic idea is to let me add in some metal cloth, use the Extract ability, and actually have metal clothes in my fort. Since I never seem to want to waste my real metals on that, when I have ones that can be turned into clothing.

Anyone played around with this sort of thing? Any issues I should know about?

16229
If we let the various [EAT] tags take specific values, you could get interesting monsters who only ate one type of thing. Like Sand specific monsters, or rust monsters.

16230
disastrous, unavoidable cave-ins

Sounds like Dwarf Fortress to me. But if rockworms avoid damp walls, you could have interesting behavior. Like players rigging up giant moats around their fortresses. Which people might do anyway, once sappers are in the game.

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