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Messages - Lyrax

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31
Lead Head Bled Dead?

32
DF Community Games & Stories / Re: Shipnet [Community]
« on: September 28, 2009, 08:26:45 pm »
Rakustilrom can certainly be female.  It's a gender-neutral name, after all.
Er, it is now.

33
DF Community Games & Stories / Re: Ork World Fortress
« on: September 27, 2009, 09:27:24 pm »
... dare I ask what the idea is?

34
Not having any orcs around is usually the opposite problem I tend to have.

35
DF Suggestions / Re: Useful Nobles
« on: September 25, 2009, 10:18:37 pm »
...Being able to group the FG sensibly and place them at certain locations would be a nice touch.

I'm not sure how to keep them from just being used as de facto military. Maybe they can't be arbitrarily stationed, but have to be at specific places - the jail, the barracks, meeting areas(zones or room-designated), the trade depot. Also, they WILL go off-duty to spar on their own time. That would keep them from being the lynchpin of a defense(they wouldn't be reliable enough), but if there were a way to issue a call to arms during a siege, megabeast attack, or ambush, they could still be stationed at, say, the trade depot(which in many defensible forts is the first thing invaders will encounter), and would be more likely to stay there while the hostiles are (known to be) on the map.
Sounds good to me... They could be a sort of 'last line of defense' at the trade depot and meeting area.  The game already has the ability to designate an 'entrance' or a 'gate' area, so that's why I suggested using that... but a Trade Depot is something the AI is already trained to find and it is very commonly vulnerable.  A 'call to arms' of sorts would also be very useful.

36
DF Suggestions / Re: Useful Nobles
« on: September 25, 2009, 09:48:26 am »
I really like the idea of useful nobles.

Historically, the 'warrior nobility' was common to feudal societies.  I think that would be an easy way to make the nobility useful - tie them into combat.  Either by being better leadership (perhaps use superior squad AI when the Duke is around?)  or by being good warriors themselves (a 'knight' noble might be a welcome addition... especially if he's considered an active soldier).

If the Captain of the Guard were the permanently designated Squad Leader for all the Fortress guards, people would like him a lot more.  It would make the Fortress Guard useful (rather than a job for all disabled and permanently injured dwarves) as well as providing incentive to let good soldiers be the Captain of the Guard.

Perhaps Guards could patrol areas that are designated as 'Entrance' or 'Gate' by the player.  Maybe even allow the player to make a 'Patrol' area that FG and RG will frequent.

The philosopher might increase XP gain?  Grant XP gains in random skills?  Wouldn't that be cool?

Of course, the full use of nobility is tied to higher game functions that don't yet exist, like being able to invade other nations.

37
DF Modding / Re: what in the name of god
« on: September 17, 2009, 02:38:48 pm »
What in the name of mod
Fixed it for you.

38
DF Modding / Re: Beginner - To Mod, or not to mod?
« on: September 17, 2009, 09:46:08 am »
I suggest you play vanilla for a while to see what you want to add.

It's very hard to mod a game or download the right mod when you don't know what you want.

39
DF Modding / Re: Dwarven Pokemon, gotta catch them all! (WIP)
« on: September 17, 2009, 09:35:39 am »
Are you in a cold environment?  IME, that'll do it.

40
DF Bug Reports / Re: [40d] Dwarven Caravan No Longer Visits
« on: September 15, 2009, 06:22:01 pm »
Agreed w/ Derakon.

Maybe I just need to change the Orcs' active season... which would make this a more appropriate topic for the modding forum.

41
DF Bug Reports / Re: [40d] Dwarven Caravan No Longer Visits
« on: September 15, 2009, 09:04:38 am »
Similar report here.

I have had one caravan since game start.  My second caravan might have come, had I not been under siege by some orcs.  No caravan even showed up.

I haven't gotten one since, even when I'm not sieged that autumn.

42
DF Modding / Re: Giving the Elves Culture-Appropriate Weapons
« on: September 10, 2009, 10:09:24 pm »
Making a wooden mace (or 'club') is easy as pie.  In fact, they may well be the oldest weapon in existence.  I'm constantly surprised that the game doesn't have them already.  It just seems wacky that the only people who make wooden weapons have swords, but not clubs.

43
DF Suggestions / Re: Evolving tech levels over time.
« on: September 10, 2009, 09:13:46 pm »
And if mechanical efficiency is controlled by the quality of the parts...

then it's a big, awesome change with relatively little work on Toady's part.  I like that.

44
DF Suggestions / Re: Evolving tech levels over time.
« on: September 09, 2009, 04:24:10 pm »
There is some "soft" progression in-game already in that most advanced tech - such as steelmaking or glassmaking - requires more dwarves and resources to be run with any amount of efficiency.

I think people underestimate just how powerful this force can be.  There's good arguments that this is predominantly responsible for Earth's technical progress.

QFT.
Much of ancient "technology" was not increased by discoveries of facts previously unknown, but rather by labor and economic progress being sufficient to implement known theories, practices and techniques.  And I like it how the PLAYER gets to invent most of the great dwarven creations, like the magma-spewing Ultimate Weapon of Surface Destruction.

45
DF Suggestions / Re: Toggle for Metal in Construction Menu
« on: September 09, 2009, 03:57:24 pm »
^^

This sounds good.  It also sounds quite workable.  I don't know how much work it would be, but it could be done for certain.

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