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Messages - Othob Rithol

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256
Whereas I don't really want this suggestion, I wouldn't dismiss it (or its cousin, the door profile) based on the lack of existing code in pathfinding. That module clearly needs more work anyway, and such work is planned (ie Burrows). Integrating this suggestion into that work is clearly possible, but up to the Toad.

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The pocket-lint item category is one that I would like to see. I can think of no reason why a bag slot is not added into every dwarf to carry such items. My personal pocket-lint item is every dwarf should have a mug/flask/goblet they carry and use to get a drink from a barrel before sitting down in the dining hall and drinking it. I just don't see (Opinion as a player) it as a priority by any stretch.

257
DF Suggestions / Re: Aquifers
« on: August 24, 2008, 01:33:45 am »
I'm adding the "aquifer ponds" to the Underground Diversity thread (it has fallen off the front pages but you can access it via the link in my sig).

I'll link this thread into the topic.

I'll be leaving out the main suggestion. I agree that the issue with a flow that large would kill FPS and make aquifers unplayable.

258
DF Suggestions / Re: Dwarves should be smarter around the drawbridges
« on: August 23, 2008, 07:07:39 pm »
If it weren't for the flashing lights and those nifty automatic bars that block the road, I am sure humans would be just as prone to driving into the river.

Best workaround I have is to make the bridge over a shallow (1 level deep) pit, that has access to the direction stragglers should go.

259
Old Topic. Same Opponents. 5 gazillion recommend methods. No consensus. Utility contingent on planned but not developed game aspects.

Thread found by searching for "keys". Page One.


260
DF Suggestions / Re: Make anvil a smelter item
« on: August 23, 2008, 01:15:33 am »
How about the abstraction of requiring a couple of stone blocks and 3 suitable metal bars (iron or steel) at the smelter? The assumption is (coupled with a longer task duration) that the blacksmith first made the stone anvil and then used it to make the metal anvil. The stone anvil is assumed to have been destroyed in the process. This eliminates the need to create a unique "stone anvil" object, the coding hassles associated with it, as well as any and all potential exploits.

When was the last time you made lye? Does it kill immersion that we can go from ash->potash directly?

Draco18s is correct. The Not-Chicken laid the Egg. I am suggesting the Not-Anvil made the first anvil.

261
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 21, 2008, 09:49:01 pm »
Links to 2 long posts made.

The excavating plants added and Tamren's was linked as a start position for the discussion
.
I ONLY added in the rock hardness because it is often talked about and Toady mentioned dig speed when talking about UD. I really don't want this thread to be about game mechanics. Hence a more realistic "pile of stone" idea and the "underground embark" aren't up there. I like (and want) both but I want to keep this thread about the central topic. Getting derailed is WAY EASY. If you post a formal suggestion for them, please do advertise here (that goes for any UD related, but not UD, topic)

Cookie to Mephansteras...I also never realized that the word for noble was also made up of bell and mud...odd but somehow ironically fitting.

edit Aug 22 - added geodes
edit Aug 24 - added exposed aquifers as stolen from here.

262
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 18, 2008, 09:40:50 am »
@zagibu:Glowing shrooms for light sources is already in: saw it in another thread (maybe your top 10)

@PoH: Good choice

@Tamren: Hard Read, but excellent detail. I like your vision of a 3D tower cap forest w/spider webs etc. That is exactly the kind of thing we need.

@Everyone. Out of town until Friday. Going to the Grand Parents. Inner-net? Was Innernet?

Cookie to anyone that can tell me what my name means. My sig has clues.

263
DF Suggestions / Re: Improved Farming
« on: August 17, 2008, 05:56:00 am »
One of the problems I have been running into is that with GROWDUR at x3 or x4 normal values (thats 900/1500 and 1200/2000) the fall and winter season I can not plant. Obviously there is some sort of "is there enough time left to grow this season" check.

Also it seems that the Fall is short in "grow time" and that the winter is even shorter. For instance... when I had a plot set to helmets in fall and winter, it could plant on the 1st day of fall (and for about a month after), but was unable to plant on the 1st day of winter.

I worked around the above problem by going back to the 2D; I removed winter from helmets. Everything is at x3 GROWDUR, except pigtails is a bit faster (they weren't able to grow at x3 in fall)

264
DF Suggestions / Re: Be able to assign petlessness to dwarves
« on: August 17, 2008, 12:40:11 am »
Best quick and dirty solution : Butcher Pet option so you can kill excess population. This would have to generate a negative thought 2-3x as bad as the pet dying "naturally" for balance.

265
DF Suggestions / Re: Council of dwarves
« on: August 17, 2008, 12:36:22 am »
That sounds like a much better role for the Mayor in all honesty.

It seems to me the Baron/Count/Duke line should be military / rulership. Toady has hinted that they might have military aspects as well as control of a region around the fort.

I've been meaning to write up a proposal for Guildmasters, but the UD thread is enough forum work for me as is.

This is the best nobles thread I have read, so might as well dump my ideas here:

---

All these are not immigrants: The best (or most popular among the profession) in your fort get automatically selected and become nobles. Requirements on par with the Dungeon Master.

Ber (Farming) - control of minimums/maximums of plants/seeds to be used for a given purpose. IE...cook seeds over 50, brew pig tails over 50, grind all cave wheat over 50 etc... the jobs will still need to be cued however.

Fer (Animals) - You can set max populations of a given animal type.

Rash (The Dead) - Assign tombs to dead dwarves. This noble requires a really nice tomb.

Mining - Prospecting (many threads discuss this, I like the less 'magical' ones that don't reveal tiles)

Smithing - Set auto smelt functions (IE if I can make bronze out of ore, do so automatically) for both bars and ore. Auto-cue melt jobs. Set minimums for all bar types. Repeat jobs that attempt to break this minimum get canceled.

Crafts, Masonry, Carpentry - No idea

Military Orders - Based on # of Elites (10-15+) instead of weapons made. Serve as instructors, leading their squads in training (improved skill gain, less injury)

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In addition to all of this the Guild Reps would mandate jobs, take complaints, sit on council meetings etc.

266
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 16, 2008, 06:20:41 pm »
hehe we were editing simultaneously...I removed my copy of your OP to save space.

I like the natural ramps/bridges on the chasm....but I think they are not there now to prevent 100% of that population from making a beeline for your dwarves....maybe not.

I see the chasm as potentially the big unifying element of the underground world...sort of an interlinking highway between the caverns, rivers, ant hills, ratmen warrens, etc etc

edit: Found a good entry in wikipedia about an endolithic bacteria that metabolizes iron and sulfur in pyrite to produce sulfuric acid. http://en.wikipedia.org/wiki/Acidithiobacillus

267
DF Suggestions / Re: Permanent Rock
« on: August 16, 2008, 06:06:47 pm »
You're welcome to bring this discussion over to Undergroud Diversity where it would fit in completely.

268
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 16, 2008, 06:03:12 pm »
List updated. In true wiki style I have started to merge entries that are related to conserve space.

I noticed a large DF hole in the list : the chasm. (ha I love puns)

Any nifty ideas for the chasm-type features? I'd love to give it its own category

Edit: Noticed this new thread and invited the discussion over here. Someone mentioned un-mine-able crystal formations a few pages back. Maybe we could work out a really good entry from these.


269
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 15, 2008, 11:50:05 am »
Whoa! Nice....a rapid barrage of good ideas. I;ll be off work in an hour or so and update the list.

The trapped spirits of fire can answer one of my dilemmas....how to make bauxite a little more dangerous to mine.

Love the "Lost Champion" - It could be done sloppy really fast, but a good implementation would involve a few legends. He/She should also be decked out in exceptional+ gear (maybe an artifact weapon to boot). On that one though, maybe there is a chance every spring that the champion moves on to new adventures. Once history/legends unfold during play, it could makes some really badass legends.

In 102 Urist McFrozenpants slew a nasty dragon.
In 107 Urist killed 173 goblins, and destroyed their tower.
In 109 Urist disappeared without a trace.
In 476 Urist was released in Moaning Halls of Stupid Nobles
In 477 Urist was made Captain of the Guard in moaning Halls
in 481 Urist left Moaning Halls
in 482 Urist killed 124143 goblins.
etc
etc

utoh boss coming

270
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 15, 2008, 02:24:00 am »
I've finished separating out water and magma specific suggestions. Water is pretty endowed, but magma could do with another suggestion or two. I thought about putting in fault subduction zones for an interesting twist, but these can be easily handled via the magma aquifer if it gets in.

Broke the list up some more, added color to some sections to make the wall easier to read.

Seeking ideas on flora, non intelligent creatures (maybe a semi or mega beast?), magma features.

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