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Messages - Othob Rithol

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271
DF Suggestions / Re: Top 10 suggestions
« on: August 15, 2008, 01:31:28 am »
Thanks for the quick responses Toady... I hope I didn't come across as demanding.

Now that we have Toady's input on the current list, we can more intelligently decide to start an new one up. Regardless, we prolly should decide to 'table' some of them (stacks, forbidden areas, entrance dance) since clearly these can not be resolved so simply.

According to the log, one common complaint issue with stacks (seed bags) seems to have been resolved for next release.

272
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 14, 2008, 09:24:14 pm »
GCS: aren't the "baby" GCS just CS? And how does making the GCS intelligent affect the player? Also, spiders don't have any lore around them concerning domestication: they catch in webs and eat hapless intruders.

River Lairs: Would these be water filled? Would they be connected to the river already? If not: what has the !Carp! been eating?

---

These are both avenues that could be developed more into solid additions. However just making an inside carp joke has about as much impact on the game as making an inside elephant joke. The race of intelligent spiders is something I have been trying to work out as well, but they need to have a unique identity other than "is bad for you". Otherwise we gain nothing over the already well implemented GCS lairs.

273
DF Suggestions / Re: First Aid and Nonmagical Healing
« on: August 13, 2008, 08:57:46 pm »
Alcohol thins human blood. We know little of dwarven physiology. I suspect dwarven blood thins alcohol.

Seriously, we can draw on the real world for inspiration, but this is a game. We have dragons.

As long as the system is balanced, and plausible enough to not suspend disbelief, Toady doesn't have to worry about realistic constraints.

Example: We have 3 types of iron ore inspired by their real world counterparts. However, for game mechanics, the ore becomes one lump for ease of hauling. It can then be smelted in a Magma Furnace.

274
DF Suggestions / Re: Top 10 suggestions
« on: August 13, 2008, 08:50:05 pm »
Actually the idea of associating specific skills to specific stats makes perfect sense...and would actually retroactively confirm one the great myths of DF (soooo many new players actually think that crafters gain agility, miners gain strength etc)

As far as a redo of this process (brainstorm and poll) I can think we can do it anytime we feel like it. I'm for waiting until next major (non letter) release. We play it for a bit, see what he has done, then start talking. Like Draco18s pointed out, only 3 of 10 have been planned to be addressed.

It would be nice if Toady would give us his opinion on the list...even in brief
IE (and not related to our list)
1. planned
2. planned
3. Memory hog
4. No idea on how to implement.
5. Don't like it
6. Impossible
7. Will break arc
8. planned
9. Donate more
10. Worship me

In the meantime, maybe we could flesh out some of this list like we're doing for UD.

275
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 13, 2008, 12:34:41 am »
It would really depend  on the soil. Sandy soil can cave in from very deep depths (IE the sinkhole that ate our garage when I lived in Florida). Thicker soil, particularly clay, has incredible resilience, and is only likely to collapse with heavy rain.

But....that is the real world. In a game like this we need to juggle the realism vs playability.

If we add burrowing creatures in without some mechanism to refill their tunnels, we end up with a swiss cheese play area.

276
DF Suggestions / Re: First Aid and Nonmagical Healing
« on: August 12, 2008, 04:50:49 pm »
Under my concept the quality of the medication/skill of the healer would augment the chance. Shortening the healing time is good too, but is a lot more difficult to balance. Take for example missle weapons. Toady admitted at one point that mediocre marksdwarves with really good crossbows could shoot like legendaries. the equivalent here with shortened healing time is the possibility of wonderdrugs that heal virtually instantly, whereas if they only increase the chance to heal per unit of time, then you just get a guaranteed heal.

@Brendan: It will take two caregivers to help poor wounded Urist do a keg stand, however.

277
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 12, 2008, 04:20:35 pm »
and my own suggestion:
I would like soil tiles to randomly "caving/filling up". Occasionally a tile dug out of soil would "cave in" and the tile become soil again. this does not affect tiles above as in a normal cave in. If creatures burrow in soil, golbins dig through it it would "clean" the tunnels after a while, and rooms in soil would have to be redug every one and then or walled and floored properly.

Excellent addition...I'll add that one in immediately. The collapse should come from the walls, not from the ceiling. That way if you buttress up the walls in say, a dirt farm room, the area will remain intact.

Your thoughts on ventilation are also a good turn. Perhaps you and zagibu could discuss it a bit and get us a really elegant improvement.

How about Oil?
I'll also add in an oil entry, but don't expect much... we need to flesh it out a bit. Take a look at what I write and see if you can improve on it.

Thinking about it, Kobolds might fit into the Olmen/Magmamen/whatevermen catagory... should they be treated the same as them, but simply be able to survive in more environments, or what?

I don't follow you. Kobolds are currently far more advanced than any ____man race.

If some of these changes happen, that may not continue to be the case... especially if ___man races get more organized, like ant men.

I don't play adventure mode much, and have never found a kobold lair. I have always envisioned them as dirty little scavengers, living in ruins, caves, and any other abandoned shelter. i also get the impression (due to there lack of presence in chasms) that they are mostly a surface race. I would not put it past them to use a cavern system to sneak in, however. Do you have any specific ideas?

EDIT: additions done. It is starting to get a little unwieldy, and connected ideas are now scattered. I'm thinking I will need to organize it a bit. I'm thinking of removing the links section (all of them are already connected to their entries via the * links. Maybe separate out the water and dirt suggestions into their own categories like I did with creatures.

278
DF Suggestions / Re: Auto-forbid items that drop from corpses.
« on: August 12, 2008, 03:57:39 pm »
I'm much more comfortable with the new revision, but still think the better way is just to fix the dance. Somehow the job creation system needs to evaluate the pathing for violation of the "no dwarves/only soldiers outside" command. If it worked it would make us all happy, I beleive. But... if that doesn't happen, then this is a good workaround.

279
DF Suggestions / Re: First Aid and Nonmagical Healing
« on: August 12, 2008, 01:06:41 am »
Yeah, booze for the wounded. Maybe bring it to them in a bucket still...imagine the medic dwarves running around the residence halls with a keg on each arm...sounds like college to me.

280
DF Suggestions / Re: [NOT_SCARY] tag
« on: August 12, 2008, 01:04:07 am »
Maybe some sort of horror rating system.

IE a raccoon is a 3, a giant tiger a 15.

Individual dwarves would have personality traits that adjust their reaction, as would conditions like being a soldier, being legendary, being a child,  being enraged or in a martial trance. Cowards and children would run from a raccoon. Urist McBadass and his idiot cousin won't run from a dragon.

to hit that "fish out of water" aspect, you could have a few extra tags.

[SCARY:X] - the default scary factor, applies to anything on solid ground, exposed to air.
[SCARY_WATER:X] - overides the above
[SCARY_MAGMA:X] etc

281
DF Suggestions / Re: Making construction more interesting
« on: August 12, 2008, 12:57:13 am »
I like how architecture governs the grand buildings. I always drag a single proficient architect on every expedition just to see " admired an excellent bridge lately"

I would love to see the separation of "makes rock cabinets" from "erects stone walls". I usually have a dozen masons building extensive fortifications, during the construction of which, I can't get anyone to make a !@#!%$ coffer or door.

So I guess I am suggesting three skills:
Masonry - makes blocks, furniture etc
Architecture - designs the big stuff
Construction - builds walls, floors etc

282
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 12, 2008, 12:19:32 am »
Thinking about it, Kobolds might fit into the Olmen/Magmamen/whatevermen catagory... should they be treated the same as them, but simply be able to survive in more environments, or what?

I don't follow you. Kobolds are currently far more advanced than any ____man race.

On the subject of housekeeping: In a week or so I am going to convert this into a poll (so we can get an idea of which features are more popular.) Most of my blurbs are intentionally vague for brevity. If anyone thinks they can write up a short (4-5 forum line paragraph) description of any of these that is better, feel free to post it. Barring objections it will replace what I wrote. Only one real rule here: suggest, don't demand. It could, not should. It might, not must.

I'm going to flesh out ratmen based on the suggestions made. I'm also adding a desire I had earlier tonight to have dirt inside a cavern. The two have a bit of synergy (since if ratmen are subterranean and burrow in dirt, having dirt in caverns makes a natural habitat)

283
DF Suggestions / Re: Auto-forbid items that drop from corpses.
« on: August 12, 2008, 12:18:03 am »
Not to the the only objector.....but....

Only if it has a disable option. I've managed to figure out a method to systematically harvest iron and bone off the gobbos, and having to claim each pile would be as annoying to me (if not more) than you experience with your over-eager haulers and sock connoisseurs.

With mass reclaim (d->b->c), you can't complain about claiming each pile being too hard. Plus, you can take your sweet time after the attack is over.
We really need to get rid of the "entrance dance", and the OP's proposition is the best solution I have seen.

By the same line of logic, with mass forbid you can't complain about the status quo.

I'm not against your desire...I just want an on/off switch so I don't have to play like you do. And I don't think it's a game breaker as is.

edit: added the missing quote tag...sorry isitanos

284
DF Suggestions / Re: First Aid and Nonmagical Healing
« on: August 11, 2008, 01:40:03 pm »
Your combination idea is a good one, but there should be a bit more variety then 'common item' and 'not so common item'.  There should be a bit of variety, and the more common ingredients might be needed in bulk.  So say you need one golden salve for your spine healing junk, but you'd need 20+ quarry bush paste or whatever other item needs to be combined.  Also, it would be nice if these things would stack with magical healing to be able to do just about anything short of raising the dead, i.e. restoring lost limbs and such.  This should require insane amounts of skill both in mundane and magical abilities, though.

I kept it vague just to illustrate concept. When dealing with frequency issues you really need a pyramid structure (IE 4x Common, 3x Uncommon, 2x Rare, 1x Very Rare) otherwise common = unlimited supply and the only thing that matters is the rare stuff. The combinations of drugs available would then be highly location dependant. Perhaps our fort has ready access to drugs to treat poisions and bleeding, but we lack the one uncommon plant needed in all recipes to mend bones. Since it is uncommon...we might be able to trade for some, but it will be expensive.

The recipes themselves would not be universally known either. They would have to be traded for (under the ....drum roll.... recipes entry on the trade screen).

I included the limits I'd like to see (except I forgot to put in a stop bleeding)...I think resurrection and organ/limb regeneration should not be possible. A blind dwarf should stay a blind dwarf. Urist "Lefty" McMaimed will just have to choose to carry a shield OR an ax. (this btw is key for the Powergoal mentioning a prosthetic arm).

Anything greater belongs in the magic arc.

As far as removing conditions/wounds, I think the process should be that a caregiver should give the proper tincture to a wounded dwarf once in a given recovery cycle. For instance, if a yellow wound checks for healing at season change (or X days), the dwarf gets a dose every season (or every X days). The medication increases the chance the wound will heal. This mirrors the current system I think.

This of course assumes that you, the benevolent mountain god, have ordered the production of a sufficient stock of said tinctures.

285
DF Suggestions / Re: Auto-forbid items that drop from corpses.
« on: August 11, 2008, 01:05:28 pm »
Not to the the only objector.....but....

Only if it has a disable option. I've managed to figure out a method to systematically harvest iron and bone off the gobbos, and having to claim each pile would be as annoying to me (if not more) than you experience with your over-eager haulers and sock connoisseurs.

If this were implemented into a complex system (where I could say bring me the bones and iron, but leave the rest, sort of like Zombie's idea) then I'd be all for it. But I would much rather Toady spend his time on other things.

OT - Zombie/Nomadic - I don't understand the perks this would have in bringing the ore to be processed... I do the same now (miners have hauling off, ore stockpiles near the smelter block, and the peasant horde (tm) does the hauling)

 

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