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Messages - Silverionmox

Pages: 1 ... 114 115 [116] 117 118 ... 155
1726
DF Suggestions / Re: Furniture/crafts realism
« on: January 27, 2009, 11:44:03 am »
I think that the idea of building skills out of their components (material, tool, product) is the most flexible, allowing everyone to use whatever he wants. Much of the confusion between skill names stems from the fact that there exist words for professions derived from all three components (eg. coppersmith, miller, bowyer). Those who want coopers, chandlers and wheelwrights can have them. Those who want to reduce their skills to less than a dozen can do that too. And a limited set of skills might be the best for noobs, but the game shouldn't be lobotomized for them.

1727
DF Suggestions / Re: DF Eternal Suggestion Voting Suggestion
« on: January 27, 2009, 11:35:18 am »
Also, people with a large disposable income aren't necessary people with the best ideas.. Let Toady decide what to code and what to code first. It's a suggestions forum after all.

1728
DF Suggestions / Re: Announcement message for starving/dehydrated dwarves
« on: January 27, 2009, 10:59:35 am »
We're being spammed with messages of lost/destroyed items and nobles changing prices, things we can't do anything about - that's worse. Wel need a customized message system.

Non-suicidal wallbuilders would be nice too.

1729
DF Suggestions / Re: Announcement message for starving/dehydrated dwarves
« on: January 27, 2009, 05:05:14 am »
And rather sooner too, "Urist can't find path to (food/drink/bedroom).

1730
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: January 26, 2009, 05:21:08 pm »
Hiding the tallied votes would give a more objective picture. But it would remove a lot of the interest too :)

1731
DF Suggestions / Re: Eroding
« on: January 26, 2009, 12:54:46 pm »
If anything, walls would become smooth by exposure to running water.

Erosion is more something for worldgen. In the timespan of a fortress game, only the likes of food rot, rust, mold etc. would play a role. That ginger bread house is fair game, however.

1732
DF Suggestions / Re: Underground Diversity
« on: January 26, 2009, 11:14:30 am »
An underworld, where the dregs of the overworld wash up.. that should give the opportunity for some interesting quests. And finally, we know where all the stuff we dump into chasms ends up.


http://www.stanford.edu/dept/HPST/MayorGeomythology.pdf

Short article with much relevance for the subject of UD.

1733
DF Suggestions / Re: Nobility Killing Penalty Idea!
« on: January 26, 2009, 07:52:17 am »
Other options: court jester, court astrologer (who conceivably will peer into the depths of a chasm rather than at the sky), court alchemists, falconer or dwarven equivalent (maybe a role filled by the DM already), and basically a whole slew of regular professions, just for the court or the king (cook, clothier, etc.).

1734
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: January 26, 2009, 06:27:40 am »
I think these are serious issues. I didn't bother to vote for any suggestion that was more than a fifth of the way down the list as I expected my votes to lose power the further down the list the suggestion was.
On the contrary, you can really make a difference there. Twenty votes don't mean much for the first ten spots, but it really makes a difference down the list. Some suggestions have been gaining votes one by one, and it will at the very least put them in a good poll position after the votes of the handled suggestions are reset.

Also, I think Toady is just as, if not more likely to put in a suggestion with few votes, but easy to implement than a suggestion with a lot of votes that will be a bitch to code.

Finally, campaigning a bit to give a suggestion that deserves it some attention can't hurt.

1735
DF Suggestions / Re: Depth by darkening
« on: January 25, 2009, 12:09:57 pm »
As a figure of speech, of course. Real trees at dwarf height aren't much more than saplings, unless they're bonsais.

1736
DF Suggestions / Re: Depth by darkening
« on: January 25, 2009, 07:16:00 am »
Another advantage might be to make it possible to designate trees for cutting on a hillside more easily.
I don't really like the idea, but this is a valid concern.

Wouldn't it be better to make trees really tall and selectable from any level?

I'm looking forward to non-bonsai trees, too. Selecting at any level would work as well, as soon as that is implemented. Especially since one wants to cut down mature trees, not saplings.

1737
DF Suggestions / Re: Depth by darkening
« on: January 24, 2009, 05:01:23 pm »
Another advantage might be to make it possible to designate trees for cutting on a hillside more easily.

1738
DF Suggestions / Re: Recognition for legendary feats of engineering.
« on: January 24, 2009, 05:00:12 pm »
And after that? (Hey, I can keep asking. And coming up with new decorations each time is the fun.)

But you're right, the game might require at least 10 or 20 % more value for a room or building to convincingly pass for the next big thing. Or make the AI of your previous fortress able to improve existing rooms, drawing you in a prestige projects arms race. And you can always go wreck your previous fort.

1739
DF Suggestions / Re: Named weapons
« on: January 24, 2009, 04:54:22 pm »
The story is more important. Giving it 17 different damage bonuses isn't necessary.

I suppose so.  I agree that the story is incredibly important, but I also think that story seems more relevent to the actual gameplay when story events actually have tangible consequences.

It might not even be a positive effect.  Maybe the sword that struck down the undead king carries a curse.
Occasionally, that might happen. It will become a story driver in itself then, much like the One Ring.

The main function of the backstory is to make this weapon special, not a *bronze battleaxe* like you have seen hundreds before, and that are completely interchangeable.

1740
DF Suggestions / Re: Named weapons
« on: January 24, 2009, 02:43:52 pm »
The story is more important. Giving it 17 different damage bonuses isn't necessary.

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