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Messages - Silverionmox

Pages: 1 ... 115 116 [117] 118 119 ... 155
1741
DF Suggestions / Re: Furniture/crafts realism
« on: January 24, 2009, 08:50:15 am »
Bolts and arrows with one-use tips and reusable shafts were in use since prehistorical times. The shafts are the most difficult to make, and the tips were broken or mangled after one use anyway.

Making arrows should be a task for the bowyer. Or better, the fletcher. He could make and collect arrow shafts, and attach arrowheads to them at the bowyer's workshop, made at the smithy by the weaponsmith, or by the stonecrafter from obsidian or silex in a pinch.

1742
DF Suggestions / Re: Let other Dwarves help Architechts move materials.
« on: January 23, 2009, 08:40:03 pm »
I agree with not letting the architect do the hauling, but supervise instead. Roads are an unnecessary building, however. I typically just use tiles - which don't require architects. They do require more stone, but since when is that a problem?

1743
DF Suggestions / Re: Underground Diversity
« on: January 23, 2009, 04:21:12 pm »
Underground rivers draining into bottomless pits/chasms instead of there own little 4x4 'circle' chasm, where applicable.
Hush, the HFS might hear you.

Anyway, they might have sensible origins too: a soil layer, or at most, a chalky layer. With ground water. Or alternatively, in the mountains where we don't see their source being black boxed out of nowhere.

1744
DF Suggestions / Re: Depth by darkening
« on: January 23, 2009, 04:20:00 pm »
I tried this: 9 levels of a tropical forest on a hillside, the picture set at 90% brightness before adding a new level.


I notice the different shades of colours, used for the objects, are messing with the feeling of depth. Also, the small animal kind of falls between the layers.

So:
- A stronger darkening/colouring would show less levels, but make the difference between them clearer. Uniformizing the colours might take care of that too, but diminishes the informative value.
- Objects and creatures will be difficult to pinpoint, but you still get the benefit of seeing them in one 2d-picture, so you can follow a titan going up the hillside without trouble, and send your soldiers without frantically switching views to keep track of everyone.
- And finally, it does give a better image of the shape of a mountain. Alternating the ramp symbol for each z-layer might help to distinguish between them, since one ramp icon is superfluous in this view.

1745
DF Suggestions / Re: Music
« on: January 23, 2009, 11:35:54 am »
I'd love to see urist playing the piano and all the other dwarves not taking breaks from the euphoria generated by that ;D
Pah! Dwarves don't play elvish instruments like piano, violin and flute. Dwarves play metal, industrial and techno. Urist plays a drum solo, and the crowd goes headbanging wild!

1746
DF Suggestions / Re: Surgery/Medicine in DF
« on: January 23, 2009, 10:19:32 am »
If you need your arm to be put back on, it should be an epic quest in itself even to find someone who *might* be able to do it. Even if you manage to find someone who can and reach him, he might not like you, be of a different clan, work exclusively for someone else, etc. And after you have convinced him you still need to negotiate the price, and maybe provide the necessary resources. Restoring your arm might end up costing you and arm and a leg.

So an adventurer could be able to find almost anything, with enough effort. Making insta-healing available for every peasant in every single fortress would indeed diminish the "dynamic range" of interesting stuff. And that's no fun.

1747
DF Suggestions / Depth by darkening
« on: January 23, 2009, 04:30:34 am »
When viewing a fortress, you can see one level and a bit of the second and third. That's cool if there's a lot of mist, but ordinarily you'd expect the deeper levels to be visible from eg. a mountain top. The lower levels could be displayed with appropriate darkening of the tiles to show their depth.

Additionally, instead of a horizontal cutoff, there could be an option for two vertical cutoff modes, for which the same darkening of tiles (or making them more cyan) might be applied to simulate squares further away.

1748
DF Suggestions / Re: Job interface improvements
« on: January 23, 2009, 04:11:10 am »
We also should be able to give jobs the qualifier: "do this whenever appropriate raw materials are available" to avoid all jobs being canceled when the supply chain lags a bit.

1749
DF Suggestions / Re: Banking
« on: January 22, 2009, 06:02:39 pm »
Bankers aren't very dwarven for that matter, since they craft nothing, but just live of the skill of others.

Much like the Haulers that make up 70% of my forts.
And they get a wage to match - so should bankers then.

1750
DF Suggestions / Re: Automatically fill in path costs, ant-style
« on: January 22, 2009, 05:58:25 pm »
I added an entry in the Eternal Voting list: "Automatically adjust pathfinding based on traffic".

We should retain the ability to force an area to be restricted though, if you want your dwarves to stay away from eg. the edge of the river for some reason. Even if only by placing warning signs/totems.

1751
DF Suggestions / Re: Banking
« on: January 22, 2009, 04:39:41 pm »
Bankers aren't very dwarven for that matter, since they craft nothing, but just live of the skill of others. Like mentioned above, a despised race could fill the role that dwarves despise, like jews in medieval Europe - although Lombards did it too. But that's for multi-racial fortresses.

Concerning the economy, the tax collector collects the money, and presumably the mayor hands it out according to need and/or ability. The player should be able to set for each product and job whether it is the business of the fortress leadership, private or both. That way you can control your resources, while still outsourcing the stuff you don't want to micromanage.

Instead of a banker I would therefore prefer a bartering system. The excess value would then translate into favour, so if Cog trades that exquisite GCS sock to Urist for six plump helmets, he can ask Urist for some more in the future, since he owes him one.
That could be hard for memory, because the game potentially has to keep track of dwarves² relations. But I think it's worth it to streamline trading.

1752
DF Suggestions / Re: Automatically fill in path costs, ant-style
« on: January 22, 2009, 03:30:36 pm »
The problems with slow adjustment shouldn't be a problem for normal civilian use. In fact, it might be realistic for dwarves to get confused for a week if the fortress layout changes, until they get used to it. Decay of the path values should be adjustable to see what works best.

It would be a problem when, say, a siege breaches a wall. So all soldiers, guards etc. should use the clean, unmodified pathfinding, just paying attention to the terrain and the enemy at that moment, and not to habits. The same would happen for civilians if you sound the alarm (forbid them to go outside), although they should not do much more than make their way to the residential areas or meeting hall.

1753
DF Suggestions / Re: Some requests to help modding
« on: January 22, 2009, 02:53:05 pm »
Extending that would give a whole editor, with player-created towers of doom to be exchanged. [drool]

1754
DF Suggestions / Re: Gigantic turtles
« on: January 22, 2009, 12:02:55 pm »
Turtles are cold-blooded, you, you... ignoramus!

1755
DF Suggestions / Re: [For or Against] Tunnelers units
« on: January 22, 2009, 04:59:43 am »
Variety is important though, for now only for morale, but later on for nutrition also.

It's the calories that you can get per surface unit that count, by the way, not the size. Mushrooms are mostly water.

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