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Messages - Silverionmox

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631
DF Suggestions / Re: Encrust with...
« on: August 01, 2010, 12:21:20 pm »
It's yet another proof of the versatility of burrows. However, one should be able to tell the dwarves to decorate mugs and low quality clothing with common animal's bones and green glass gems, if so inclined.

632
DF Suggestions / Re: A way to prevent ambushes
« on: August 01, 2010, 05:48:22 am »
One problem with ambushes is that dwarves don't reliably run inside after activating an alert.

633
DF Suggestions / New designation: Undermine
« on: July 26, 2010, 03:46:53 pm »
As a complement to the mine and channel commands, the undermine command. It digs a tunnel, ánd removes the floor/ceiling of the tunnel as well.

Alternatively, it replaces the rock with a support that can then be triggered to collapse, and the floor above will certainly fall down, attached to other stuff or not. This gives your dwarves time to get out, and the floor can cave-in normally.

634
The menu can reside in the free space then, of course.

635
DF Suggestions / Re: Smoother Landscapes
« on: July 23, 2010, 07:04:58 pm »
It's pretty simple to decide what the standard is: a tile is the cube circumscribed around a dwarf. Presumably then long humanoids can walk in 1-square tunnels crouched (with all the disadvantages that implies). Dwarves, kobolds, short goblins can run freely. Which makes sense, they're the underground dwellers after all: they would be 1 square. I tend to see the long humanoids as two squares in height in that scheme. So a square would be appr. 1 m³. That's 150 liters per level, and that means 15 buckets. Workable.

636
...instead of jerking it back to stick to the edge or corner of the screen, every time you move it. It's especially annoying when building long stairs down near the edge, for example. Heroes of Might and magic II used that.

637
DF Suggestions / Re: Smoother Landscapes
« on: July 23, 2010, 05:09:11 pm »
Displaying it would be a pain. Determining how high creatures are vs their surroundings can be a pain too (eg. a dwarf stands on a square with height 2 while adjacent to him is a silk sock on a square with height 5. Can he grab it?)

Besides being a logical step, it carries a lot of disadvantages, not the least of which is the hassle of updating almost every game interaction. And if that doesn't happen it wouldn't be worthwhile anyway.

For brooks there are other potential solutions, like using the floor cover tile on its own as a floor tile, without requiring water to be under it in worldgen. In addition, ramps could be considered half full instead of completely full, so they too can serve as shallow start points for brooks.

Lastly, check out the Depth by Darkening thread. When that is in, you'll be able to see and enjoy more of the already existing terrain. There is terrain variety now, it's just poorly displayed.

638
DF Suggestions / Re: Separate "smooth stone" and "detail stone
« on: July 23, 2010, 02:50:22 pm »
Separating construction and masonry is also very important, since skilledly crafting objects in a workshop and building stuff unskilledly in often dangerous areas are two very different job descriptions - characterized by different levels of expendability.

639
If he doesn't like his job, he'll get a minor bad thought, I reckon. But just for his dislikes. They are, after all, dwarves who engrave for a living and work for clients (in casu the expedition leader, presumably). Bohemian l'art pour l'art types should exist too, but that's something different than your regular engravers.

640
We need more control over engravings, according to their function. Ultimately we'll need to be able to ask specifically which scene or picture to engrave. It would be possible to try to make the game recognize the context (eg. military history in a barracks, a dwarf's preferences in his personal room, etc.) but that will never be satisfactory and lead to micromanipulation by players in order to get what they want where they want it.

In practice, there will be a few big categories  subdivided in smaller ones and ultimately every scene and picture: a hierarchy of scenes where you can pick a big branch, a small branch or a specific picture. Picking bigger branches leaves the dwarves more choice ànd is faster to select, so that will stop the players from micromanaging everything (if that's a concern).


641
DF Suggestions / Re: Giant aphids and the antman society
« on: July 15, 2010, 01:36:44 pm »
The giant aphids could get their energy from giant mushrooms. Let's assume they can digest mushroom fiber. Where mushrooms get their energy, remains a puzzle to be solved.

642
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 15, 2010, 01:34:27 pm »
Removing suggestions that are done is indeed the intention. Because suggestion collections will never be done, they'll never be removed.

I've already addressed this point (at least) twice.
Not to my satisfaction apparently. :) Let's leave it at that.

643
DF Suggestions / Re: Lava Tubes Near Magma Pipes
« on: July 15, 2010, 01:29:17 pm »
I actually loathe lists. You can't tell by the thread title what it's about, and most of them are ignored anyway.
.

644
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 15, 2010, 01:20:59 pm »
Removing suggestions that are done is indeed the intention. Because suggestion collections will never be done, they'll never be removed.

If the list is dynamic, i.e. stuff changes place and/or is removed more often, people will check it more often and they'll see whether their votes are being used or not.

645
DF Suggestions / Re: Engraver Happiness
« on: July 15, 2010, 01:15:08 pm »
During all ages, people were blissfully happy after the seeing or hearing the stories of the dismemberment, torture and death of some of their culture heroes. Artists often have ... atypical psychological states, but that doesn't cause them to make bad art. In fact, the more stable people tend to make less art, if any at all.

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