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Messages - SirHoneyBadger

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631
DF Suggestions / Re: Making HFS scarier
« on: January 23, 2010, 07:20:39 am »
"Listen well, young Urist! Mighty Armok demands payment for the gifts he grants us. By the toil of our miners we are granted metal ores, and by the toil of our metalsmiths we are granted armor, weapons and *Platinum Statue*s. But there is one gift so great that we must pay an even greater price..."

632
DF Suggestions / Re: Wood farming improvements
« on: January 23, 2010, 02:15:47 am »
It would be more common for termites to infest wooden objects, like logs etc. than healthy living trees.

I'm also guessing that before serious industrialization of the lumber industry, that termites were nearly as common. A good woodcutter should know enough not to choose an infested tree, in the first place. Termite infestations are pretty easy to spot, afterall.

633
DF Suggestions / Re: Making HFS scarier
« on: January 22, 2010, 09:34:16 pm »
Legolord, please refrain from making personal attacks.

And then please look up the word "consequences", as in for the choices the player makes.

My point, if you'll bother to read what I said, ever, is that undoing the work of the gods themselves might have bad, "screw you over" consequences, exactly because you're going against the gods. Which would seem to be a more serious than normal action.

If you willingly choose to lead your dwarfs into what for them is blasphemy, then maybe the result won't always be a bunch of super treasure and good LULZ. Maybe there will be some real actual risk for the player, to go along with the reward.

And for that matter, maybe those risks can be mitigated through actions the player can take, so that we have choices about when and how to open the HFS (and it's a spoiler, however meaningless in this thread, and I choose to maintain it as such), along with whether or not to.

Not that this is anything more than a suggestion, so why it's being treated as more than such I have no idea. I'm a badger, not a toad.

634
I dunno...I know what immediately springs to mind when someone mentioned a plump purple mushroom with a soft edible helmet.

And that is the time-honoured game of golf.

635
DF Suggestions / Re: Making HFS scarier
« on: January 22, 2010, 04:56:31 am »
Screwing you over randomly is kind of the point. The gods have turned against you.

That means walking outside during a thunderstorm while wearing metal armour should be of greater concern than previously.


636
DF Suggestions / Re: immigration office?
« on: January 22, 2010, 04:51:50 am »

Except i prefer to keep things relatively simple and not complicate them too much so its more feasible to add without spending months just to implement it.

Yeah, all I want is a list to check off of who we're accepting at the legendary dining hall. And I'd make do just fine with an in-game migration on/off switch.

637
DF Suggestions / Re: In game link to wiki.
« on: January 22, 2010, 04:27:17 am »
Lot of "if"s here, but...

What if the third party allowed the Wiki to be downloaded, so that it could be accessed easily offline? Boards/updates/mods aside, DF is an offline kind of game.

If it could be, then ToadyOne, if he so chose, could go on to provide whatever necessary support-code to potentially make the Wiki work in-game, without the necessity of clearing it for use, since the game and the Wiki would both still exist separately.

638
I am ok with ropes being used by creatures without "grasp", at least for some time. Another solution would be to allow up-down stairways to be constructed under other stairs.

I hope creatures with tentacles will be able to use rope ladders. Maybe even have a preference for them over stairs?

639
DF Suggestions / Re: Wood farming improvements
« on: January 22, 2010, 02:08:15 am »
The 3x3 model is a good one, but I think there should be some benefit to careful selection when harvesting your trees. They should be able to grow on a single space, but only achieve full height/width when they have enough room to grow.

640
So by that logic, this may/will go hand in hand with improvements to the way the game handles doors, or maybe even an overall AI improvement?

641
DF Suggestions / Re: Making HFS scarier
« on: January 22, 2010, 12:30:04 am »
What if the HFS got breached and all your alchohol turned to blood, and all your food rotted, and all your iron/steel rusted, and all the trees on the map died?

642
I'm not quite grasping (no pun intended) what these exceptions for rope ladders are, precisely. We can build stairs out of rocks already, so why not the same from rope, make them hardcoded passable/impassable for certain creature types, and then give them a down/up function?

It seems like it would require some coding, but I'm not really understanding what's going on here that isn't already somewhere in the game, in some form.

Ofcourse, ToadyOne is the only one who knows for sure, but has anything out of the relative ordinary been mentioned?

643
people are going to have to add their two cents

644
DF Suggestions / Re: Search Dwarves by Profession & Skill Level
« on: January 21, 2010, 11:20:52 pm »
That would be a good option, although I could see it leading to a lot more micromanagement.

In combination with filters, though, it would be perfect.

Infact, being able to add descriptive Player notes to individual dwarfs could help with roleplaying.

645
Maybe something akin to the canyonlike bottomless caverns were currently get, only ones you can walk, or maybe climb, down? With paths and caves leading off from main entrances?

That way, you could readily explore X,Y,Z levels. Which makes sense in the context of the game.

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