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Messages - Normandy

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316
DF Suggestions / Re: Migrants of Nondwarven races?
« on: June 10, 2008, 02:30:00 pm »
Well, it isn't necessarily a bad thing to get a fresh new topic where people can't be yelled at for repeating something said on a previous page.

Humans I can understand living underground, but maybe not elves. Elves would have the opposite of cave adaptation, so they'll throw up upon entering caves, maybe? And elven merchants are specifically trained against throwing up upon entering caves?

And if you were a human or elf civ, I could imagine that dwarves and elves could both live comfortably in cities (to a point, especially as far as 'elves' and 'wooden houses' go), but dwarves could not tolerate forest retreats at all, being so far up from their beloved ground.


317
DF Suggestions / Re: It's always the little things
« on: June 13, 2008, 07:28:00 am »
Another small suggestion: Make animals not stand on top of their owners when the owners are working.

318
DF Suggestions / Re: Urban Architecture and Design
« on: June 04, 2008, 03:47:00 pm »
There seriously needs to be an 'ask around' option to find out what is where and, in the case of shops, what they sell (including specific items, if you're lucky). And custom order shops (DF has far too modern of an economic system, which is based off of a middle class. In the medieval period, chances are you got your armor by ordering it from the armorer and waiting a while, rather than waltzing on into the neighborhood store and seeing if there was any in stock).

One question is how would this apply to dwarven/goblin/elven cities? Would they follow the same rules of urban design?


319
DF Suggestions / Re: Selecting objects to be encrusted/decorated
« on: June 04, 2008, 03:38:00 pm »
I see your brilliance shining through too, you know. Don't exactly think things through, do you?

I like Name Lips' idea. You can (emphasis on CAN) bring items towards the workshop, and those items at the workshop already will be prioritized since they're the closest. You'd just have to make sure they don't automatically get hauling jobs back to the nearest stockpile again.


320
I'd say crossbows and bows have to miss more. If you have ever tried it in real life, you'll realize that it's incredibly difficult to hit even a human sized moving target at any appreciable distance, with any appreciable speed [of firing]. The killing power in my opinion, is just right.

321
DF Suggestions / Re: Pie in the sky daydreaming: DF as an AI testbed
« on: April 25, 2008, 11:36:00 am »
I am against such an implementation. What would become of my elaborate trap system built to take advantage of the AI? Those spike traps don't fill themselves with corpses, you know.

322
DF Suggestions / Re: Megabeast: Dire Carp
« on: May 26, 2008, 09:42:00 am »
Pihrana, that seems to fit the carp more.

I don't know about you, but I rather like seeing the occasional fisherdwarf being mauled by a carp, rather because I am completely non-dependent on fish as a food or material source.

Perhaps deadly carp could be left as an easter egg, or left in the so called 'elven koi ponds' suggested a while back, or related areas.


323
DF Suggestions / Ideas for Fleshing Out Adventure Mode
« on: May 24, 2008, 04:26:00 pm »
Well, it was the first time I tried adventure mode. I was primed and ready to go out on epic quests for helpless villages, and destroy entire keeps of goblins, single-handedly. Sadly, I was disappointed. Then, upon wiping out the majority of a cave's population of troglydytes and named ettins, and for all intents and purposes, destroyed a goblin keep, I found myself with absolutely nothing else to do. That is in stark contrast to my Fortress experience, where I could always come up with crazier engineering projects. In adventure mode I can only wipe out so much, and then I become a legendary swordelf and can't find much else to do. Here are my ideas for fleshing out Adventure Mode:

1) Have people actually wear/carry things worth killing them for. As an adventurer, you can occasionally buy jewelry to wear. But you also happen to be the only one who wears jewelry. I'd like to see it so that everyone who can afford it has at least a little bit of jewelry, or other personal effects, whether at their house or on their person. Other suggestions would be bags of coins, bags of seeds, etc...

2) Make houses worth robbing. Right now, robbing a house gives you a fine bounty of a barrel and some meat. I'd like to rob a house for some actual money, if you don't mind. This will probably be implemented in the Town Arc, but I felt the need to get it out there.

3) Have more house variety. My vision would be a bunch of possible 'room configurations', and then 'furniture configurations'. There would be base 'room configuration' modules, e.g. a plain 3x3 room, 3x4, 4x4, L-shaped 2x2/4x2, etc... And then furniture configurations, such as having a cabinet next to a bed, or the cabinet on the opposite side of the room, etc... You could have a bunch of room configurations put together to have multi-room houses. That was probably very confusing, and I suggest that you forget it promptly lest you lose your menta faculties wondering on it.

4) More loot. Sure, I find it realistic that a cave won't have random chests of loot laying around. But when there is a kobold settlement there, I expect at least some loot. And sure, I don't expect a peasant's house to have much more than the basic necessities of life. But I do expect the royal palace to have at least furniture worth stealing. The only way to settle my treasure crave is apparently to break into my own fortress. But that requires a lot of planning, as far as puzzling traps that I have to do in order for me to get my kicks, as well as having to produce the treasure itself. I'd like to raid a goblin fortress and actually find a stockpile of gems, weapons, or bone totems, what-have-you.


324
DF Suggestions / Re: 1x1 fortress size
« on: May 19, 2008, 07:51:00 pm »
Lies, I experienced a siege of around 7 goblins with 7 dwarves in my fortress. It said "*SIEGE*" in the corner, so I'm pretty sure it was a siege.

Other than the not being able to fit the screen, a 1x1 would be pretty interesting.


325
DF Suggestions / Re: More challenge / action
« on: May 15, 2008, 09:45:00 pm »
I'm sort of curious, what exactly does the 'lose' screen look like? I always abandon my fortress right before losing, then go 'damnit, I just remembered I wanted to go see the 'you lost' screen'.

Anyways, I love DF since everything else is so easy, I can concentrate on making what I want to make. Make a bunch of plump helmet fields, and cook dwarven wine roasts all day and night gives me more spare time to say, design that herb-garden-lit-by-skylight-that-doubles-as-statue-garden-and-execution-chamber. It's sort of like art. Doing art is easy - you draw lines, you make coherent figures. However, making art is the hard part, the part that everyone looks for. You take that inspiration, and you turn it into reality in DF. If that dream may be surviving relentless herds of zombie elephants? Then so be it. If that dream is creating a floating fortress 3 or 4 z-levels above the ground? So be it. You can't say that you lack a challenge, because DF isn't about overcoming challenges, whether set by yourself or by the environment. It's about turning your confounded dreams into reality.


326
DF Suggestions / Re: Fruits!
« on: April 15, 2008, 10:13:00 pm »
Perhaps that would also finally make the elves not so hypocritical. They would eat fruits, instead of eating... whatever the heck they eat.

Not only trees should give fruits, but also those plants you can designate. So you'd have two types of plants, one which when gathered disappears (like the normal plants), and one which when gathered will still remain, but you won't be able to gather from it for a season or two.


327
DF Suggestions / Re: Increasing Dwarf Survivability.
« on: June 14, 2008, 09:30:00 am »
Or perhaps training dummies. That aren't alive. And don't the word 'goblin' in their name. They'd give relatively very little expierience, but are completely risk-free.

Then, once you think your recruits have progressed enough, set them to sparring. The higher their weapons skill, the lower chance they should have to hurt eachother (a sword master would never allow his sword to touch a fellow soldier, but a dabbling sword user might not have that sort of ability to... stop his sword short of their partner's head.)


328
Well, at least caves, and underground rivers/lakes need to be possible outside of mountain biomes (as well as higher up, a less 'important' commodity). I really hate how I can't grow tower-caps because I have no such river or lake. Almost everywhere there is a somewhat extensive cave, there should be an underground lake/river. They would connect to the cave, but not be visible from the outset (cave must be explored some more first).

And caves can occur outside of mountain biomes, namely sinkholes and bat caves.


329
DF Suggestions / Some Social Suggestions
« on: May 09, 2008, 09:16:00 pm »
Dwarves will eat just a little bit earlier or later if they see someone eating before or after they do. It's like synchronized fireflies (saw a discovery channel documentary on them). Each firefly watches the a few other firefly's blinks, and slightly tunes the timing of their flash to those ones. Slowly but surely, eventually all of the fireflies are synchronized, and they all flash in unison. It kind of doesn't make sense for all of the dwarves to eat at random times: dwarves should want to eat together. The same could go for sleeping.

Dwarves should use their social abilities far more. While they're on break, while they're eating in a meeting hall, when passing eachother by, etc... This would help to improve the social skill of all your dwarves and keep dwarves just a little bit happier.

Dwarves should go and do something during their break, rather than stand around. They could sit in a dining hall, or in an office, reading the Daily Dwarf, or Dwarf Today. They could actively seek out nice-looking/pleasurable things. They should at least talk to eachother a bit more.

Finally, dwarves should utilize rooms more. A couple getting married? All the friends of those dwarves will sit in the meeting hall, and watch the couple get married. Dwarves could set up plays, play in orchestras (yes, I know I'm getting a little bit carried away here), or hold funerals in mausoleums. It would dwarfanize (humanize) the dwarves, and make social events much more important parts of your fortress. Of course toggling would be nice , e.g. [dwarves are borgs: YES/NO]


330
DF Suggestions / Re: What is a dwarf? Inspiration!
« on: May 11, 2008, 12:58:00 pm »
What about Warcraft III dwarves? I think boomstick-wielding, mortar-firing, gyrocopter-flying, hammer-throwing, arctic-exploring dwarves with Irish accents fit the bill well.

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