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Messages - Sunday

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256
Heh.  I remember when I was first on the boards, I kept having these great ideas for new features to implement.  Luckily, I read the dev pages first.

The things I thought of suggesting were things like boats (yeah I know.  At least I didn't start a topic on it), and scars (which are, I believe, going in this next release).  So, yeah.  You aren't alone.

257
DF Suggestions / Re: Seige in a box/ Play by email makes a comeback
« on: October 08, 2009, 08:47:16 pm »
You responded before I could edit.  But yeah, it isn't a bad suggestion, it's just that there isn't a whole lot to discuss.

258
DF Suggestions / Re: Seige in a box/ Play by email makes a comeback
« on: October 08, 2009, 08:38:46 pm »
I have definitely what was basically this exact suggestion before.  It isn't just Capntastic.

Like here:
http://www.bay12games.com/forum/index.php?topic=2977.0

and here:
http://www.bay12games.com/forum/index.php?topic=5318.0

Quite frankly, I don't really see the point of it, but I could see why others might want something like this implemented.

Edit:  I don't actually think this suggestion has been suggested extremely often, but it has been suggested before.  There's no reason not to start a new topic, however.

Part of the reason there might not be a huge discussion in this thread is because the suggestion is pretty self contained.  You could export a file from a fortress and trade invasions or commodities, but there isn't a whole lot to add to it.  It's the sort of suggestion you either agree with or disagree with - it isn't that it's necessarily a bad suggestion, per se.  And I can see why some people might want it implemented.  My tastes don't run in that direction, however.

259
DF Suggestions / Re: Civilization Goals
« on: October 07, 2009, 07:33:14 pm »
It would be interesting if a mountainhome "mandate" was that you capture an immigrant that arrived in the last immigrant wave because he'd been accused/convicted of a crime in some other fort.  Then you could either give him over to a caravan (or perhaps later send him in chains with an escort to the other fort), kill him, or decide not to hand him over.  This last one could have variable consequences based on the seriousness of the crime, the particular dwarven culture, and the personality of the king.  The consequences could range from attempted kidnapping to replacement of nobles to embargoes to nothing. 

All in all, I would like some more contact with the civilization other than the single-yearly caravans.  Right now dwarf civilization is very much on the city state side of things, and it would be nice to have it feel a bit more kingdomy.

Edit: basically, I like the idea, but just having 'make 250 picks' could get boring.  Also, I think that there should be interesting consequences to both success and failure.  With success perhaps there could be increased raids on both the fort and the caravan, with failure there could be weakening bonds with the rest of the kingdom.  I'm obviously not really putting a lot of thought into this right now (tired), but you get the idea.  TSB's idea would tie into this idea, too - if you fail to make the 50 warhammers, then perhaps the dwarven kingdom would lose a fort on the other side of the world, meaning you'd have less stuff in the next caravan, and possibly increased elven raids.

I also really like the idea of 'focused' forts (penal colony, etc.).  Those sound awesome.

260
Dwarfgrees?

261
What if a dragon's heart is brought to life through magic and forced to eat another dragon's heart?

What if a dragon's heart is cut in half, and half of it is forced to eat the other half?

262
Ah.  For some reason I didn't think to search for 'antidote'. 

I guess I could see negative poison effects working for some things (damage to a specific organ, necrosis, etc.), but not others (what would a negative value of blood-vomiting or blisters give you?).

Also, I doubt they had huge numbers of antidotes pre-1400s.  I think (with a few exceptions) poisons were mostly uncurable back then.  Though gameplay-wise it might be fun to play around with antidotes.  But they aren't really essential, I guess.

263
DF Modding / Re: Boats
« on: October 03, 2009, 08:18:21 pm »
Also, when some people say 'this decade' they mean the 80s, 90s, etc.  In which case this decade will be over in three months.

Still, I'd say boats are a long ways off.  Maybe not 10 yrs. . .but it's going to be a while.

264
Venoms are going to be sweet!  Shutting down lungs!  Yes!

I don't remember if this has been asked, but:
Are some of the extracts (Golden Salve, frex) going to be able to cure/help cure certain venoms?  If you have a venom that shuts down something's heart, could you feed it an extract to kickstart the organ?

265
Bruising is the fracturing of small veins I believe.

Though there is still a difference between Blood Thinning and Sevear Bruising.

Yep.  This is true.  If Toady hasn't added in blood thinning (is that anemia?  Or something else?), perhaps he will in a future update.  I'm not sure what the symptoms would be, though - perhaps general tiredness & hugely increased vulnerability to other wounds/poisons?  With the possibility of a critical, dangerous health complication sometime down the road?

266
I always thought bruising and internal bleeding were pretty much the same thing.  However, upon looking it up on wikipedia, this might not be the case.

Still, serious bruises can be severe.  And technically the brain can be bruised, with the possibility of coma and/or death.  So technically bruising can cause death, if it happens to your brain.  Perhaps other internal organs as well.  Wikipedia isn't very clear on that point, at least with a cursory read through.  There is a pretty cool chart about the severity of bruises, though.

Edit: I'm dumb.  Below the article it links to pulmonary contusions and myocardial contusions, which are bruises to lungs and hearts, respectively.  I would guess that they could be fatal.

267
DF Suggestions / Re: Aritfact Suggestions
« on: October 01, 2009, 07:49:51 pm »
Jeez, man.  You're an idea machine.

These are awesome.

268
DF Suggestions / Re: Quality Booze
« on: October 01, 2009, 10:18:52 am »
Sunday: that sounds an awful lot like the stockpile modifications I suggested.

Sorry 'bout that.  Either I saw it, internalized it & forgot, or else missed it entirely.  Either way, I (obviously) agree with what you said.   :-[

But I also think that it doesn't have to be connected to dwarf thoughts.  Having aging booze would just be cool.  It's like those food mods that add stir-fry & curry & such in addition to roasts - it doesn't add anything to dwarf happiness, but it helps a bit with making the players happier.

269
DF Suggestions / Re: Quality Booze
« on: September 30, 2009, 03:40:03 pm »
Or the more traditional 'lock it in a room for 7 years'

This is also an excellent addition & could tie into gameplay as well. 

I might be taking this too far, but while we've had a lot of talk about taverns, it might be interesting to have both public and private cellars.  In the latter case, say, a noble buying/requisitioning certain booze to age it, or to save it for him/herself.  For the former case, eventually it would be awesome if there was a sort of 'cellar' room designation (or stockpile option) - you could micromanage it so that alcohol was:
a) put in there at a certain age (including 'anything immediately after brewing')
b) alcohol in the stockpile is or is not drinkable, and
c) alcohol is either designated to be taken out of the stockpile at a certain age, or made available to be taken out at a certain age.

It's sort of micromanaging, but you might be able to set it up so that it doesn't require constant micromanagement - you set it up once, and it's semi-automated after that.

Edit: see Derakon's post above.

270
DF Suggestions / Re: Quality Booze
« on: September 30, 2009, 12:37:37 pm »
You could possibly have different modifiers depending on the type of wood, as well.

Or do you mean... Tower cap wood [VALUE:2], Feather tree wood [VALUE:1], as an extra modifier even, apart from flavour?

Hehe. Why not. Then some dwarves will have expensive tastes.

Yeah, sorry, that's what I meant.  It would be a way of differentiating the different types of wood, so there would be an incentive to trade for or harvest certain woods best used for barrels (like, say, maple or apple wood - I don't know which woods are usually used).  Just so if you want to get super-high value liquor, you can try and grow high-value plants and age them in high-value barrels.  It'd be yet another mini-challenge.

Alternatively, if you wanted to complicate things, you could have different liquors age better in different wood-types.

Personally, I always end up with far too much liquor (in DF, not real life), so I wouldn't worry about some of it, at least, end up getting aged.  I think, though, that eventually preferences will be rehauled, so if a dwarf has a preference for a certain food (or drink, in this case), they might select it over another food-item, even if that one is closer.  Then perhaps you could have nobles preferring the longer aged, higher quality stuff.  Or even reserving it for themselves, breaking the knees of the peasant that drank the last of the premium 12 year Sunshine.  But that's all pretty far down the line, methinks.

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