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Messages - Silverionmox

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271
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 31, 2012, 01:55:56 pm »
I think that it might be a good idea to track poop for animals, but just have the game assume that sentients are capable of cleaning up after themselves. That way you could have things like fertilizer, weaponization, irrigation, etc. without immersion-breaking details like dwarves pooping in the middle of combat.
Just like happens now with sleeping, eating and drinking in the middle of combat you mean? :/ That needs work, but I don't see a problem otherwise with some regular watercloset visits, preferably right after dinner or before bed.

272
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 30, 2012, 12:41:54 pm »
It's not the content, it's the graphic nature.  I mean, I don't object to people doing whatever IRL.  But I would object to them doing it on my lawn.  We all know that dwarves reproduce, but there are a ton of games/videos/whatevers you can go to for graphic content.  We don't need to make all the non-graphic playstyles more awkward to cater to an already over-served demographic, just like we don't need to make DF's 3D graphics better to cater to the Call of Duty gamers.
Since when is text graphic? Why didn't you object to the combat reports as well? And as I said, detailed mating reports are simply not on the list, nor will they be.

If it's in the announcements lists, people have to see it.  Job-cancellation spam is annoying enough, we don't need to make announcements more cluttered and useless.
Announcements are intended to be fully configurable, and the standard settings will change every version for now.

You may play violent, corpse-filled, concentration camp forts - I don't. And DF supports both of our playstyles.
I don't either.
Adding graphic content into vanilla would support your playstyle at the expense of mine, which is what I object to.  As I noted, there is a mod for that if you really, really want it.
I hate to break the news to you, but the current DF does include the aforementioned possibilities, and you weren't put off by it, even though it was theoretically against your style. You won't be put off by putting more stuff like that in either.

The point with the Warhammer mod was that even a tiny, niche gaming system is more popular than graphic content.  It's a tiny fraction of a tiny fraction.
Are we talking about the same game? Every other thread on the forum has someone delightfully describing a different way some creatures died in their fort.

273
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 30, 2012, 12:21:23 pm »
Reports:

"Urist McLadiesboy is having sex"

And after that veeeeery accurate description of that.

Nice idea guys.
Never crossed my mind.

I would not play a DF version where that was possible.
Chances of that going in are nil, if only for the work required. It still wouldn't force you to read them. But rest assured that amourous involvement will be in, as it is a fundamental drive in many stories. We'd never have the Illiad and the Odyssee, were it not for dozens of bearded, bronze-clad warriors lusting after Helen of Troy's hot tush.

I recommend this game to my friends because I feel certain that it's never going to descend to that kind of thing.  And I know that at least a significant minority of other players feel the same way.
But pus, vomit, hallways lined with rotting corpses, systematic civilian execution for fun, concentrations camps of sentients for profit, and non-stop carnage are all ok?

Plus, there's only 1 sucubus mod, vs 2-3 Warhammer 40K mods. I think the point is clear - DF players don't play DF for this.  And at least a few of us play it specifically because it doesn't include this.
That's 25% that does want more of the succubus stuff, if you want to go by that metric :p. Anyway, I'm mainly in favour of this for the closing of the nutrient cycle and some synergy with other industries, let's not needlessly conflate issues, even if some people have trouble keeping their defecation and copulation separate.

274
DF Suggestions / Re: Smooth & Engrave Wall - Different Skills
« on: January 30, 2012, 12:08:21 pm »
All skill grouping ought to be changeable in the raws. Also, composite skills would solve the conundrum whether stonecrafting belongs under the crafting skill group, or under the stoneworking subgroup, and similar problems.

For the time being though: smoothing ought to contribute to the mason skill - even though it should be a separate job. Engraving is more a form of stonecrafting.

Other job couples that ought to be split up are:
weaving - collecting silk
making mechanisms - loading and installing traps
and, in general: hauling the material to the workshop - working in the workshop.
Most of these are annoying because they put your skilled craftsmen in the line of fire.


275
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 30, 2012, 11:43:55 am »
Reports:

"Urist McLadiesboy is having sex"

And after that veeeeery accurate description of that.

Nice idea guys.
Never crossed my mind.

276
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 25, 2012, 05:14:59 pm »
Apparently the poo problem lies with the community, not the game, with or without feces. Why aren't you complaining also about the people killing traders for fun, or farming merfolk for profit? Because that's exactly the same phenomenon.
I think you misunderstood. I wasn't complaining... I think this community is hilarious and fantastic.
Yet you argue against manure because of what the community would do with it?

277
That reminds me: There are certain common announcements, especially job cancels, which should be zoomable to but aren't. Examples are:
- Urist has created a masterpiece.
- Urist has become a recruit.
In addition, the various stages of caravan presence aren't all available to pause the game upon. Especially the one where "the caravan from ... is leaving soon" would be very useful if you let DF run in the background.

278
I don't think that's necessary, as you are the one activating the alert, and you might just as easily activate the lever while you're at it. With improved mechanics, you ought to be able to connect a lot of stuff to that lever, so let's push there first.

a lot of things in the world are not necessary, is it useful though? i think yes
To put it bluntly, I think it's almost completely useless as its effects can be replicated with a few keypresses on behalf of the player. I'd rather have a permanent marker for trade goods, that would save 70 to 85% of trade-related keypresses.

279
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 25, 2012, 02:03:02 pm »
Knowing this community, the instant body waste is implemented we will have threads with such titles as:

"How to maximize dwarven urination? I need more tannery chemicals!"

"My dwarves are shitting all over the dining hall omg!"

"Why won't my dwarves haul shit to the farm?!?"

"Hey when did they implement poop?"

"LOL i modded elves to shit rainbows"
Apparently the poo problem lies with the community, not the game, with or without feces. Why aren't you complaining also about the people killing traders for fun, or farming merfolk for profit? Because that's exactly the same phenomenon.

280
I don't think that's necessary, as you are the one activating the alert, and you might just as easily activate the lever while you're at it. With improved mechanics, you ought to be able to connect a lot of stuff to that lever, so let's push there first.

281
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 25, 2012, 12:59:02 pm »
I don't want dwarf fortress to be half about dealing with shit. which is exactly what this suggestion would do to the game. (seeing goonstation players in here honestly doesn't reinforce the 'for' side of the argument.)
I don't see how goonstation players affect your game... unless you are one yourself.

For example, you designate a defecation zone. If it's in a river, preferably downstream your drinking zone. If it's in the woods, you might need to zone a new one once every five years if your population is large. You might have more dwarves annoyed by flies. But that's about it: no more than you need to do to to provide water, just in the reverse, and similarly with the option to dig a well, but in the reverse. Most importantly, you'd get the option to build a compost pile building, that spontaneously deconstructs into a few items of fertilizer after a four or five months (automated like render fat would be nice). It really wouldn't be much more than this in a basic form. I'd prefer to add the liquid, for the tanner and various chemical applications, too.

282
DF Suggestions / Re: Realistic Aquifer flow rates?
« on: January 23, 2012, 05:45:06 pm »
Also, Fort Mode is 72 times faster then Adventure Mode. So, the 'real' flow rate of a Aquifer is a trickel already.
Not quite, since we can't build over that trickle.. One of the reasons why a siege mode with slower time would be appropriate.

283
DF Suggestions / Re: Realistic Aquifer flow rates?
« on: January 23, 2012, 12:45:05 pm »
Right now the flow rate is either 0 or 7. I see no reason why we can't have a variety of flow rates. For a challenge, we could let them go as high as 15 or so.

284
DF Suggestions / Re: Adding more Tiles to use for Tile sets?
« on: January 22, 2012, 04:25:02 pm »
The first thing we need is the ability to assign tiles and foreground and background colours to all things in the game. The exact number of tiles needed can be determined afterwards.

285
DF Suggestions / Re: Why dwarves do not poo or have (almost) no sex?
« on: January 22, 2012, 11:17:12 am »
Ineed, it really goes to show how strange our society is these days... A movie can include people being gunned down in droves, decapitated and split open by battleaxes and only garner an M or MA rating, but one graphic sex scene? Oh noes! :P

Actually, unnecessary violence pisses me off just as much as unnecessary sex. That's why all violence that takes place in my forts is completely and unquestionably justified.

As much as some people may not want to hear it, there is a point in games where realism must be sacrificed for fun. I'm sorry, but managing dwarf shit isn't what most people would consider a fun and exciting activity.
The same can be said for any part of the game. It's the combination that makes it fun.

Besides, you'll probably just have to designate a different kind of dump zone, where the dwarves will go to once in a while. Downstream of the drinking zone, preferably. That's all the effort you have to make. It's a well in reverse.

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