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Messages - Silverionmox

Pages: 1 ... 139 140 [141] 142 143 ... 155
2101
DF Suggestions / Re: Naval Options
« on: October 11, 2008, 06:43:56 pm »
It's a bit on the limit of the technological period, but since it has no unbalancing implications there could be room for it. Diving bells definitely are possible.

The biggest hurdle for diving dwarves is cultural, I think. Decent dwarves don't occupy themselves with water, but solid objects :) And humans and especially elves will be better at swimming and diving because of their more hydrodynamic shapes. Exploring magma pipes in adamantium suits, of course, is suitable enough for our crazy dwarves. ;)

2102
DF Suggestions / Differentiated stockpiles
« on: October 09, 2008, 04:49:40 pm »
Instead of just bins and barrels, these chests could be put to more uses. I've always found it strange that jewelry and coins weren't stored in chests with so many of them available. Use containers appropriate to the goods that are stockpiled, and stack these to increase stockpile capacity.

There could be a tag in the raws for each item that primarily gives it a preferential container, and secondarily (as long as items don't have size tags) the number of these items it can contain. Since containers are also items, this also facilitates putting containers in containers.

The behaviour of stockpiles can be improved. There are the ones we have now, which are ok for quick storage. A second kind of stockpile can be one where containers are stacked in a framework. Differences: increased capacity (depending on the container), requires wood or bars to construct, functions more or less as a fortification when filled: because it is not passable, it must be designed by the player with walking space in mind.

(Most, if not all, of this has been suggested before by various persons at various times.)

2103
DF Suggestions / Re: rhenayas fortress suggestion compendium
« on: October 09, 2008, 03:34:23 pm »
Forumdwarves cancel read post: hit by wall of text.

(I actually read it, mind you.)

2104
DF Suggestions / Re: Barbers
« on: October 08, 2008, 04:38:13 pm »
Implementing cultural preferences like this is critical to differentiate races/civs and to endear the pawns to their player. Great!

2105
DF Suggestions / Re: Feces and Urine
« on: October 07, 2008, 02:25:57 pm »
Don't bother; I'm just making fun of the very selective tastes of some.

Maybe I should make fun of trying to use someone else's authority?

Here are the reasons why some biowaste has a place in the game:
- It would fit with the level of detail which apparently is aimed for.
- It would fit with the level of realism which apparently is aimed for.
- Using night soil and urine is an essential part of the medieval economy, which is explicitly taken as a model for the DF economy.

2106
DF Suggestions / Re: Feces and Urine
« on: October 07, 2008, 08:27:33 am »
You might find it difficult to believe, but there actually are people that finds excrements distasteful.
While vomit trails, frequent outbursts of violence, starvation of the sick by lack of care, chopped off body parts and eternal torture aren't?

Basic game design (or any design) tenet: if you have a non-essential feature that some love and some hate, you remove it.
Striving for inoffensiveness is striving for mediocrity. Let's replace dwarves with care bears, goblins with snugglebunnies and megabeasts with teletubbies.

2107
I was just thinking of it being an automated expansion - you got a spare barrel, then the game will place it in a kitchen to keep food from rotting when dwarves are being stupid.  I don't think it is anything complex, especially considering how scattered brained the dwarfs tend to be.  Right now, if you make items at a workshop, they fall onto the ground, which is just a bad thing with rotting items or moving new goods to the trading depot.  Besides, isn't constructing beer cellars and dining rooms at least as difficult as toggling a storage bin in a workshop?  That said, if Toady could fix up dwarf priorities in the next version, then I would be ecstatic.  I just want my dwarves to stop wasting so much time with pointlessly long treks.
I don't mind difficulty in construction, but complexity in the interface. I'd rather piece together workshops lego-style, so I know what it does, than having them pre-fab with integrated but hidden storage etc. Putting finished items directly in storage and returning would be best - it's up to the player then to place storage space sensibly. Nevertheless, kitchens and the like should indeed have facilities to prevent the ingredients from rotting, I agree.

2108
DF Suggestions / Re: Mark Items for Decoration
« on: October 07, 2008, 04:16:49 am »
Tagging items for any decoration is good for common products like trade goods. A general order is needed to refine the choice of objects to decorate: "decorate until value exceeds x", to avoid all decoration material being spent on a single mug.

Decorating a specific item could be a separate workshop order or something for the manager, which should also claim the necessary items for the job and ignore any tags.

2109
I already place a beer cellar and small dining room near remote workshops; I think there's no need to complicate the workshops further. If the stockpile relations are allowed to be more complex  (take from this stockpile to the main stockpile, etc.) and hauling is more responsive filling a bin before moving it to a storage stockpile will also be satisfactory efficient.

2110
DF Suggestions / Re: Dragons - Age, abilities, and value.
« on: October 05, 2008, 05:31:02 pm »
If the lifecycle idea is implemented, it would be nice to try out the dragons like they are in Robin Hobb's Liveships trilogy: They start out as sea snakes, living in solitary in the ocean, growing steadily. After a period, they gather together and swim up a certain river, where they make themselves a cocoon. When their final transformation is complete, they eat their cocoon and are ready to take to the skies.
Or with the various explanations why dragons hide in caves for long times: hibernation, digesting their food, shedding their skin, etc.

2111
DF Suggestions / Re: Digging Enemies.
« on: October 05, 2008, 05:26:07 pm »
You are overreacting this situation. Just think a bit. Only "intelligent" creatures are forming civilizations. Thus, I don't really understand your problem. Intelligent creatures shouldn't be able to dig a tunnel? This isn't rocket science you know. No one would like to see as the various creatures are digging tunnels all over the map. "Special" units should have this ability. Just think about a troll for example. That is a special unit for the goblins. It is their building destroyer. Now what if the goblins will have a new unit, what will be able to dig tunnels?
This would be quite realistic and FUN in the same time...but of course we should be able to turn this on/off in the RAWs, so everyone will be happy.



Digging tunnels like dwarves is rocket science, as far as the typical goblin is concerned. Like I said, there needs to be differentiation between the races, why else bother putting them in? Surely they'll let dwarven prisoners dig a tunnel on occasion, no problem. But random goblin penetration at every angle, through granite and gneiss alike, is silly. The sensible thing is trying to breach a hole in a place where they know the rock is relatively thin, i.e. near the entrance.. which is typically well-defended, so you need trebuchets and catapults for that.
It really should depend on the digging capability of the siegers: they're not going to dig ten tunnels of hundred squares through granite for the chance that they might hit a corridor is their mining isn't on par with dwarves. And it shouldn't, because of racial differentiation. Of course, if rival dwarves put their mind to a siege..

2112
DF Suggestions / Re: Digging Enemies.
« on: October 05, 2008, 04:03:14 pm »
Let them DIG!  Let our fortresses be breached!  If you want to build mega-forts with perfect symmetry, then embark somewhere without digging enemies (put them under "other features" or some such), or put a global "enemies_dig" in the raws somewhere. 

Adamantine, obsidian, bauxite constructed walls should rarely fall. 

Now, one thing I would be concerned about is the capacity of the bad guys to completely undermine a fortress.  It would be a truly terrible thing to have your entire fortress drop 10 z levels into a pit constructed by a goblin legendary Miner. 

Doesn't even need to be a gobbo..  Hostile races have snatched dwarves in their armies all the time, right? 

Good reason to dig "tickler" shafts deep into the ground, complete with sentry beasts or traps. 
I don't give a kitten biscuit for symmetry. Why not give them nuclear weapons, just to make sieges more difficult? I'm not against digging enemies per se, but to give every kobold and his grandma digging because sieges need to be more difficult is lazy. At least think of something typically goblin, like massive numbers: instead of raiding parties, sieges means a legion of goblins. Or let them bring diseases into the fort: dwarves working in goblin blood have a chance of getting infected (random wound to random body parts). Or let them take a lone dwarf hostage, and force him to reveal the location of all the traps.

If the most common menace breaches your fortress habitually, it defeats the purpose of having a fortress in the first place. Goblins normally aren't expected to have legendary miners. What would the difference with dwarves be otherwise?

Goblins capturing dwarves to dig sounds good, but is the dwarves' digging ability and craftsmanship inborn or taught?

2113
For the digging, I know som hate when their perfect fort is dug into.But how about a carrison. For none dwarfs they can dig right and need support. But what if the stone they just dug didn't come out? A carrison lets you dig in front and a few tiles behind for people to crawl in.
And now in plain old English.

2114
DF Suggestions / Re: Conveyances
« on: October 05, 2008, 11:06:05 am »
Conveyor belts are best built out of parts the size of a square. It's probably easier to program, more flexible and allow expansion when and where needed.

For the gondolas, and large lifts, steel cables of the right length should be required. That's a lot of tension you're putting on it, especially the gondolas.

2115
DF Suggestions / Re: Underground Diversity
« on: October 05, 2008, 10:48:27 am »
Dwarves would tend to still be able to deal with both of them, especially once dwarves have any kind of magic power to deal with the treants. human cav can't run foverever and marksdwarves can get in shootouts if they try to pull partian shots. they've got the advantage if dwarves split up, though. other than the elven magical allies and domestic animals, the dwarves have massive weapon superiority to the elves, plus if they really, really feel like it they've got the stuff to incinerate the forests. relese a few caged fire imps and the forest vanishes in flame
Of course they will.. but it will be hard when they're out of their element. There has to be some reason why different war-prone sentient species still exist in the same world..

Magic power, that's a big if. Cavalry just needs to cut off the supply lines to starve an advancing dwarven army of beer. Minor weather magic can deal with burning forests, and the same can cause landslides over fortress entrances, or flooding if they're built on flat land.

The problem with a race that has all the good stuff is that the game becomes predictable, and ultimately, boring. All the other races are just steam cannon fodder then. Why even bother to trade or conquer them if dwarves are just as good or superior in everything? Homeground advantage stops the game world from becoming one big empire in a few decades. Not that world-spanning empires should be impossible, but they should require commensurate effort and a policy intentionally focused on annexation. And after a few centuries at most it should fall because of internal weakness, because empires rise and fall like tides...

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