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Messages - Normandy

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331
DF Suggestions / Re: Make Carpentry more like blacksmithing
« on: May 06, 2008, 09:55:00 pm »
I don't see undead elephants mauling dwarves in reality either.

Perhaps give the unpowered version of the sawmill to the carpenter's workshop.


332
DF Suggestions / Re: Make Carpentry more like blacksmithing
« on: May 06, 2008, 01:38:00 pm »
I like the idea. It sounds much more realistic and could solve many problems without us knowing (something like making potash and charcoal viable sources of fuel).

As far as potential problems I see, there aren't really any that aren't already the norm of other professions (e.g. farming, mining, etc...). If the tree results in a big log that has to be brought back to be processed into multiple logs, then there wouldn't be a problem with hauling, as compared to mining.


333
DF Suggestions / Re: Notify when herds of animals arrive
« on: May 05, 2008, 07:03:00 pm »
It would also help for the game to announce when a wandering dwarf early-game is ripped to shreds by a fish. I can't tell you how many times before I've gotten a good meeting hall up that some stupid dwarf decides to wander by the river and get torn limb from limb by a fish. All you ever see is "[Dwarf] has died." No other warnings.

334
DF Suggestions / Carpets, and related Ideas
« on: May 02, 2008, 04:07:00 pm »
Come on. When's the last time you've ever imagined a fortress without lavish carpets made of kitten fur? Never, I suppose.

Carpets would be built like roads, and act like engravings. They're made of cloth, and cannot be built outside.

The real idea, however is to have orders sent to workshops to make a specific item for a building, or other task. Carpets are a great example - since they can be variable size, you couldn't really have a single 'carpet' good. So, if you choose to build a carpet, you'll go through the normal building process (select the cloths you want to use, etc...), but then the clothier goes to the clothier's workshop and makes the carpet, and then puts it down. This way, you could roll up the beautiful carpet with the image of dwarves striking down kittens and sell it to the merchants.


335
DF Suggestions / Re: Fire and Firedwarfs
« on: May 02, 2008, 03:48:00 pm »
Perhaps we don't need spontaneous combustion.

Perhaps fire can also be expanded on, in order to make your fortress more flammable. Give dwarves happy thoughts for viewing fireplaces, much like waterfalls ("Normandy was comforted by a warm fireplace lately"). Soon, you'll want to place a fireplace in your dining room, right next to your lovely waterfall. And should something ever catch fire from that fireplace, then you've got your ignition source.


336
DF Suggestions / Re: Pathing Suggestions
« on: June 11, 2008, 09:49:00 am »
That could simply be achieved by using traffic zones. Sure it's not automatic, but it provides better control.

337
DF Suggestions / Re: Personalized rooms
« on: April 28, 2008, 08:29:00 pm »
It's also important that we should also still be able to place furniture and tell dwarves not to. Those Fractal Designs just wouldn't look the same if they were all rainbowy and different colors, and OCD people wouldn't be all too happy.

338
But that could also be reversed. If your fortress doesn't produce cheese, then an aspiring immigrant may choose to go since if he/she's the only one making cheese, they'll feel more... special is the term, I believe.

339
DF Suggestions / Make Stone Invisible
« on: April 20, 2008, 10:40:00 pm »
Instead of making better transport systems, better stack control, or even more complex tweaks to stone, why not simply add a designation to make the stone invisible? I mean if you really admit it, the only problem with a lot of stone lying around (other than FPS, but there are bigger FPS drains out there) is that it's ugly. Not seeing stone would make OCD people much happier, and the rest of us slightly happier, until more permanent measures can be taken.

340
DF Suggestions / Re: Immigrants
« on: April 20, 2008, 10:29:00 am »
Or perhaps use the Colonization system of immigration. Sometimes immigrants will automatically appear on docks, but if you really needed some immigrants, you had to buy them. They would go up to a certain price (400 gold in the beginning), then slowly go down back to their lowest price (70 gold or something). If you bought more colonists before it reached this lowest price, then the maximum price would go up.

341
DF Suggestions / Re: Murals
« on: April 18, 2008, 09:22:00 pm »
quote:
menacing spikes don't make a whole lot of sense.

Not if it's in a noble's room.

That'd be a pretty cool idea. Perhaps all engravings could be decorated with things like gems, glass, precious metals, etc...


342
DF Suggestions / Re: Celebrations and Holidays
« on: April 17, 2008, 03:03:00 pm »
An 'urgent' status for jobs could solve that. Just that dwarves doing urgent jobs when they want to do something else (eat, drink, sleep, party, take a break) get bad thoughts.

343
DF Suggestions / Re: Hunting:Crossbow Fishing:Spear?
« on: April 17, 2008, 03:11:00 pm »
Well, this would fit in with the other 'outdoor' jobs. Both woodcutters and hunters carry weapons (if you will overlook the herbalists for a moment, but they're not being drowned by schools of carp, are they? But even them could be armed with daggers/short swords, as to cut the plants), and fishermen could logically carry spears when fishing (rods back then weren't as strong as our carbon-fiber rods, so one might choose to kill the fish while it's still in the water with a spear or something and bring it back to shore on the spear instead of the rod).

[ April 17, 2008: Message edited by: Normandy ]


344
DF Suggestions / Re: Elven Koi Ponds...
« on: April 16, 2008, 07:28:00 pm »
Unicorns and Elephants come to mind.

345
DF Suggestions / Re: Push blocks
« on: April 15, 2008, 10:10:00 pm »
Well, if you were to completely replace floodgates with these, it would differentiate doors and floodgates a little more, as well as making water systems harder to build (and consequently, making farming at least a little bit harder).

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