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Messages - Duke 2.0

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16336
DF Suggestions / Re: Harder To Please
« on: May 24, 2008, 08:35:00 am »
Solution for fortress guards: Have your milkers and soapmakers start butchering kittens and puppies 'till they just don't care about anything anymore.

Their whole family died, their god just fell out of god-hood and their parent civilization just crumbled? Meh, don't care about much anymore.

But yes, some balancing is expected. Hopefully soon.


16337
DF Suggestions / Re: World gen options
« on: May 22, 2008, 10:46:00 am »
Been suggested. Grand idea.

I want my treeless scorching volcano-ridden hellhole!

I imagine it would be set like the dimensions of a world when generating a specific world.


16338
DF Suggestions / Re: Mode Switch
« on: May 22, 2008, 10:12:00 am »
I can see myself doing this with dwarves I want to die hilariously.

Urist McDwarfy: Huh, the new hammerer has just jumped off the cliff. Why do they all do that?

But which time scale will you use? In adventurer mode there is actually time instead of rapidly changing dates. I imagine you could get a lot more done in a fortress if you just have your dwarves go into adventurer mode after designating a heckload of work.


16339
DF Suggestions / Re: Always Water
« on: May 23, 2008, 07:19:00 pm »
I have an idea:

Waterproofing: Makes it so a floor tile won't make a 1 depth water turn into muddy ground. Evaporation takes a while. Rain generates water on a waterproof tile it lands on.

Thus you can catch rain, but on regular rgound it is absorbed. On waterproof tiles it generates a little water.

It makes sense. In regular places if you can make a large area of rain-catching you can get quite a bit of water that way. And deserts in a rain-shadow don't get much water.

Waterproofing has other purposes. Making ponds and cisterns, making chanels and making a place easier to flood without puressure.


16340
DF Suggestions / Re: Big Compiled List of All Combat Ideas
« on: May 21, 2008, 08:02:00 am »
Different attack focuses.

Basically, it would increase the chance of hitting specific body parts. Want to make the enemy prone? Aim for the legs. Want to take out their weapons? Aim for the arms. Just want to kill 'em? Aim for the body/head. This would get rid of he random appendage flailing done now.

Naturally it would be a chance, as the enemy is moving around and has body parts getting in the way. Units with high defensive stats would be better at steering hits away from wherever the enemy is aiming, and any hits not hitting the preferred appendages would be a bit weaker.

Now when I want to just slash the sleeping guards head off, I won't go chopping off his fingers.


16341
DF Suggestions / Re: Combat Suggestions
« on: May 21, 2008, 08:12:00 am »
If we do get more small-arms, then the larger weapons might need to get a slight increase in cost. You know, so that people don't just outright ignore smaller weapons except for those who can't use heavier weapons.

Also, when dealing with the DF universe there are many things that can be made into chucks.

Swordchucks, Hammerchucks, axechucks, spearchucks, crossbowchucks and blowgunchucks.


16342
From what I heard, Toady is putting off some major optimization 'till the game is developed enough that he won't need to work terribly hard with the basic structure. I get the feeling when a UI is added, framerate issues will be drastically reduced.

16343
DF Suggestions / Re: Dwarf Fortress MMO???
« on: May 20, 2008, 02:00:00 pm »
Illogical.
DF2 will be robot Jesus. The source code will hold the cure for cancer, and printing a screenshot of it will make $100 bills.

What would be neat would have a computer controlled by two people(I THINK there is a program for that) with DF running on it. Then it would be an interesting game where you contemplate design ideas with others. Heck, there could be a REAL community fortress. All we need is somebody with a great computer and a program to see their monitor alongside a chat room.

I'd be cool with that.


16344
DF Suggestions / Re: Dwarf Fortress MMO???
« on: May 20, 2008, 09:49:00 am »
quote:
Originally posted by Inquisitor Saturn:
<STRONG>MMOs, by nature, sacrifice freedom for social interaction.</STRONG>

And oddly enough, cause their forums to be trashed.

- freedom
+ social interaction
- social interaction
= MMO


16345
DF Suggestions / Re: [Minor] Allow gems to stack
« on: May 19, 2008, 09:05:00 am »
Indeed. The only problem is dwarves hauling piles. This can be solved by giving dwarves a weight limit proportional to their strength and toughness.

Thus a pile of diamonds can be hauled by a peasant, but a pile of rocks? Nah, impossible. This only helps with small light things that are annoying, but doesn't give any way of exploiting heavy things we are annoyed by.

And coupled with the suggestion of having a tile have a weight limit where going over would produce a wall of crap...


16346
DF Suggestions / Re: [Minor] Allow gems to stack
« on: May 18, 2008, 09:45:00 am »
I think any tile with more than five items in it should automatically get its own abstract container called a pile. The name of the pile would be determined by whatever makes up the majority of whats in the pile. If it's random crap, then it won't have a prefix.

16347
DF Suggestions / Re: Beekeeper + mead
« on: May 15, 2008, 09:46:00 pm »
Urist McHauler cancels Being Item To Stockpile: Interrupted by bees

Another way to loose and doom a fortress. Although I like the idea of using swarms of bees for defense.

Gobbo McSpearmaster: Augh! They are bees! And are on fire! They breathe fire! What unholy god would have them breathe fire!?

Armok: Man, I never stop amazing myself with my ideas.


16348
DF Suggestions / Re: Slippery chute - buildable long slopes
« on: June 01, 2008, 07:19:00 pm »
quote:
Originally posted by Draco18s:
<STRONG>My only issue there is that 7 mugs aren't the same size as 7 beds.</STRONG>

Perhaps SOME mugs and beds.

Think of those large German tankards and small cots.

But I support this. I see it working like this:

code:
 
Side View
         
#S____ ######
######S__ WWW
#############

Top View

z 1
###########
#######WWW#
#-___S WWW#
#######WWW#
######## ##
######## ##

z -1
###########
###########
#S#########
#_#########
#_#########
#-#########


Just a bridge that can move things, but only if a dwarf puts it there or it falls on the beginning from the above z-level.

Creatures can take slopes up, but they would be slowed. Now if the surface is slippery, the creature has a chance of slipping and sliding down the slope. Now if you could rig a slope to release oil to suddenly make it slippery, that would be a great trap.
Imagine a fortress entrance with a long slope leading to the main gate. Enemies detected? Pull a lever and release some oil. Then any gobbos that try to climb up will slip, and fall into their friends. This will cause most squads to be stuck there. Then when everybody is trying their best to get into the fort, the drawbridge at the bottom opens up to a lava pit.

...We really should not think of deathtraps for EVERY feature. I'm sure if Toady were to put electricity in there, we would first think of a way of frying things.


16349
DF Suggestions / Re: No technology cap.
« on: May 18, 2008, 07:27:00 pm »
I figure technology in terms of skill. Dwarves could pick up most basic things for most any job in the course of their life, but some things need to be specifically learned. Perhaps a library where books with specific skills could be had, so if you want your blacksmiths to be able to make metal wires or metal hollow cylinders you would have them taught the skill over time.

That way technology isn't so much a tree where everybody can discover something for the hundredth time instead of somebody knowing the skill/upgrade coming to your fort. It's more of a skill.

Urist McSwordsmith: Bah! How the heck do I make these things stronger?
Kogan McTrader: Hey! Here is a book on swordmaking techniques. And some bloke just immigrated here with some ideas about putting some carbon-rich rose in a blade.
Urist McSwordsmith: Genius!

Immigrants can come with skills relevant to their job, and books can be sold by caravans(Expensively mind you), along with being available on the dwarf menu in the embankment screen. Naturally skills would be worth gold because these are trade secrets, and can only be taught to people skilled enough to understand.

Thats how I see technology.


16350
DF Suggestions / Re: Spore-like content
« on: June 01, 2008, 06:06:00 pm »
quote:
Originally posted by Neonivek:
<STRONG>DAMN You EA for doing EXACTLY what the Fans want... It is all your fault!!!

Note: This sarcastic comment doesn't refer to the many OTHER complaints that EA deserves</STRONG>


I think I know a more fitting one.

"DAMN you EA for doing what OTHER people want! Do what I want and what I want alone!"

Note this is poking at the complaint, not the complainers themselves.

Actually, Spore seems a lot like DF. DF just allows more small things to be done. Then again, you need to look at who makes these things.

DF: One-man team. No obligation to finish this any time soon except for money constraints. Then again, money isn't much of a problem. It can come and go rather freely.

Spore: Made by a HUGE company. If they don't ship it out soon, crap will hit the fan. This won't hit as many users unless we cutify it? Okay, we need to draw in those potential customers.

Actually, you need to look at the core systems:

DF: One man's love-child with brilliance. A Dream, for a grand game.

Spore: Will Right's concept, worked over for many years before he got the creature editor to work on most everything. Probably resembled DF's earlier 2D versions, except in crude 3D.

The core is basically the same, but Spore shows us what DF could turn into if it is bought by a company.


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