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Messages - Jamuk

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121
DF Suggestions / Re: Dwarves with Goals
« on: June 25, 2008, 09:58:01 am »
Quote
The bit i'm more interested in is the idea that dwarves autonomously work towards their goals unless the player stops them. If Urist's goal is to be a metalcrafter, she will prioritise metalcrafting jobs much higher than she would otherwise. I'd love to see flavour associated with this, like Urist hanging out in the metalcrafting area when she is On Break simply because she is interested in forges.

Even better would be some kind of mechanism of dwarves adding their own jobs to achieve their goals. So far I haven't been able to think of how to do this for a crafter withotu problems, but for military dwarves I could see them, say, picking up a weapon they want to become legendary in and training with it on their own time even though it is not their assigned weapon.

This is an amazing idea, and it would also help with the economic suggestions made in other threads.  My main problem with the idea of a dwarf economy is that it is run by the player, meaning it has no purpose other than being "cool."  This would make an economy truly possible as the dwarves would make their own decisions on how to best make money and achieve their goals.  They then would perform those actions, leaving less work for the player as he would focus on projects and his goals while the dwarves would maintain their own happiness.

122
DF Dwarf Mode Discussion / Re: Incredible Woodcutter
« on: June 21, 2008, 07:18:21 pm »
Well, a groundhog is basically a rodent.  I doubt a rat could do massive damage to someone in a fight either.

123
DF Dwarf Mode Discussion / Re: Challenge: Imported Wealth
« on: June 20, 2008, 11:12:32 pm »
Give them a fixed temp and douse them in lava.

124
DF Dwarf Mode Discussion / Re: Kitten is destroying my fortress!
« on: June 20, 2008, 11:10:18 pm »
I just collapse the roof in the fortress grid space next to the food stockpile, that way the refuse has a really short trip.  Sure I may lose a miner in the process sometimes, but not a big deal.

125
DF General Discussion / Re: DWARVES HELP THE ENVIORMENT TOO!
« on: June 20, 2008, 06:52:36 pm »
Quote
Here's my Uberdwarfen.  Nothing fancy really, I kept the name the same cause I was too lazy to touch the civilization file as well.

Code: [Select]
[CREATURE:DWARF]
[NAME:dwarf:dwarves:dwarven]
[TILE:1][COLOR:3:0:0]
[GENPOWER:3]
[BUTCHERABLE_NONSTANDARD]
[AMPHIBIOUS]
[NOEXERT]
[NO_DRINK][NO_EAT][NO_SLEEP]
[INTELLIGENT]
[trANCES]
[BENIGN]
[CANOPENDOORS]
[PREFSTRING:beards]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[STOUT]
[MAXAGE:150:170]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
[DAMBLOCK:2]
[FAT:3]
[SIZE:6]
[EQUIPS]
[CAVE_ADAPT]
[DIURNAL]
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]
[FISHERMAN_NAME:fisherdwarf:fisherdwarves]
[HAMMERMAN_NAME:hammerdwarf:hammerdwarves]
[SPEARMAN_NAME:speardwarf:speardwarves]
[CROSSBOWMAN_NAME:marksdwarf:marksdwarves]
[AXEMAN_NAME:axedwarf:axedwarves]
[SWORDSMAN_NAME:swordsdwarf:swordsdwarves]
[MACEMAN_NAME:macedwarf:macedwarves]
[PIKEMAN_NAME:pikedwarf:pikedwarves]
[BOWMAN_NAME:bowdwarf:bowdwarves]
[SPEECH:dwarf.txt]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:50]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:VULNERABILITY:0:45:100]
[PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]

I made a race kind of like that, gave them firebreathing and made it so they don't wear cloth, just armor.  And they had size 10 or so, and nobreath, nothink, nobleed, noemotion, ect.  And speed 300.  But, over time I have slowly made them more realistic through tuning them into the lorgons they are today.  Now they are very small and can take little damage, but are fairly swift and can reproduce quickly.  Oh, and they still breath fire.

126
The thing about DF is that because the game resolves around losing, each time you lose you learn something new.  I just recently lost by flooding the map with pumps on purpose.  So, you aren't really forced to know everything to enjoy the game.  If you could do everything in it it wouldn't be fun.  Finding new things and learning is fun.  DF is like having multiple levels to a single game, you learn more each time  you get a little farther or try something new.

127
DF Dwarf Mode Discussion / Re: Pumps of doom!
« on: June 20, 2008, 06:40:58 pm »
<snip>

128
DF Suggestions / Re: Fountains
« on: June 20, 2008, 06:36:52 pm »
Yeah, that was kind of my thought too.  Just have it spray up mist and it would work great.

129
DF Suggestions / Re: More useful Wood and Stone stockpiles
« on: June 20, 2008, 06:33:57 pm »
I usually end up practically hollowing out the mountain because I just use 11x11 grids so I can use the blocks for any purpose later on. I rarely ever have trouble storing wood.

130
DF Suggestions / Re: More useful Wood and Stone stockpiles
« on: June 20, 2008, 12:41:35 pm »

Like this?

131
DF General Discussion / Re: Huge question, unimaginably important.
« on: June 20, 2008, 09:24:04 am »
My nick is just my initials J.M.K. with vowels in it.   JaMuK

132
DF Suggestions / Re: Economy suggestion: Priority based on wages
« on: June 20, 2008, 08:46:11 am »
I just don't think that the player should be in charge of keeping every single dwarf working.  The whole reason for a free market economy is that it is too hard to manage the needs of all of those people.  You have to let them decide on their own.  Which means if they aren't assigned jobs it shouldn't be the requirement of the person.  The government assigning jobs doesn't make the economy run, the people running business do.  Think about how crazy it would be if the government had to keep everyone employed or else they wouldn't have income.

133
DF General Discussion / Re: Future of the Fortress 4
« on: June 19, 2008, 01:26:34 pm »
Hehe, maybe if the road material is based off the materials around it there could be a yellow brick road.

134
DF Suggestions / Re: Economy suggestion: Priority based on wages
« on: June 19, 2008, 10:39:49 am »
One problem I noticed with this plan is that it seems that the player is being given the task of keeping everyone busy working, or else they'll recieve no money.  So, what if you're not doing much for a period of time? Would all of the haulers and crafters get unhappy because they have to sell all of their stuff?  It seems like the "government" or player has too much control over the jobs for it to be similar to a free market econ in my opinion. Maybe if they worked at the shops or did more projects on their own without player interaction it would work better.   For example,
if you stop fishing because the fish run out, why should the player be forced to find a use for those fisherdwarves so they don't get miserable?
I may have just misunderstood, however, so if you could explain it would be appreciated.

135
DF General Discussion / Re: Your idea of a good starting place?
« on: June 18, 2008, 09:21:09 pm »
I usually start in swampy areas, the lack of ore in the upper layers makes getting inside and building the main structure extremely fast, and farming is easier too that way, no irrigation.  I'll generally look for swamps bordering the mountains.

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