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Topics - Granite26

Pages: [1] 2 3 ... 6
1
DF Suggestions / R.A. Salvatore's Powries as seafaring Dwarves/Goblins
« on: March 12, 2011, 10:19:04 pm »
Powries are really more of a goblin race, but in the DemonWars world, they take the place of Dwarves.

They are a primarily seafaring race, they use 'barrelboats', which are basically paddle(footpower) driven u-boats with ramming prows.

(They've also got the red cap stuff going for them, but that's neither here nor there.)

Not necessarily the way it SHOULD be, but it's a neat source to mine if you're looking for an excuse to have dwarven seafarers.  (Or if you want a flavor for goblins)

2


Everything except for his right foot is read, he's tired and winded, and STILL CRAWLING AWAY.

3
DF General Discussion / Crocodile fortress guard
« on: March 10, 2011, 02:03:34 pm »

4
DF Dwarf Mode Discussion / raaaaaaaaaaaaaahh
« on: March 08, 2011, 10:34:50 pm »


There's pages of that....

5
DF Dwarf Mode Discussion / Aquifer Bug?
« on: March 05, 2011, 08:42:54 pm »
Is smoothing walls side based?



Dug out pre-smoothed walls for gems, aquifer started flowing out of the smoothed wall

8
DF General Discussion / Have Aquifers Changed?
« on: March 01, 2011, 06:23:25 pm »
My current embark has an extremely spotty aquifer that is intersecting with the caverns.

There's also either a pierce aquifer, or random underground river running into it.

Is this a normal thing?


9
DF Adventure Mode Discussion / Tomb raiding for fun and profit.
« on: March 01, 2011, 02:35:07 pm »
Any tips or resources for visiting old forts in adventure mode? 

Specifically, how do you find the awesome stuff in all the crap?  How do you best optimize fps?  Etc.

10
DF Suggestions / Random/set pets for cultures/civs
« on: February 28, 2011, 11:31:46 am »
Ok, I'm lovin' all the new animals, but it's hard to get breeding pairs of pets with dwarves showing up with all sorts of weird stuff.

1  maybe it's time to make cows, etc not pets?
2  that doesn't mean a farmer won't show up with stock(like how other professions get their tools)
3  reduce the number of common cultural animals by civ.
   A. Easiest way is to set in raws.
   B.  Second easiest is to pick randomly.
   C.  Maybe this does, maybe it doesn't restrict your embqrks.  Maybe just the price
   D.  Could be tags for common, rare, pet.
   E.  Adds extra value to elves, other civ trading.
   F.  Third option is location/climes
   G.  Could tag for role as well.  Maybe guarantee at least one large grazer(cow,ox,muskox,yak,etc).  Maybe limit to just one per role (additional types have mqint. costs)
 


Maybe more later.  Anyone have any extra thoughts?

11
DF Suggestions / Preferences & moods in caravan arc
« on: February 28, 2011, 11:05:01 am »
Should dwarves prefer or demand substances that aren't available to their civ through production or trade?

It's being tracked now, so why not use it?

Getting rid of the pref when dwarves are genned should fix the mood issue.

12
DF Suggestions / Cows vs Sheep: grazing types
« on: February 28, 2011, 11:00:48 am »
1  elephants can't eat fast enough to survive.
2  historically, sheep farmers and cow ranchers got into it over the animals different eating patterns


Suggestion:
Animals should have bite sizes (more/less grass eaten per eat action) and minimum grass sizes (below this amount of grass, animal won't eat it.)

This would be FUN@

13
DF Suggestions / Bug Tracker
« on: February 26, 2011, 09:48:02 pm »
Does anybody (particulary Toady, Dwarfu and Footkerchief) use the tags system?

Should that be cleaned up, or maybe just special *Tags* for what they think is pertinent?

Any other thoughts?

14
DF Suggestions / reveal ceiling tiles for underground features.
« on: February 25, 2011, 01:47:08 pm »
Tiles don't have a roof ceiling(like they have a floor), so you should be able to see what is one z level up from an open square.

This is extra useful when digging over known rivers or magma pools.(I can see the pool, I know it's not going up that far and I know it's going to be hot/damp.  Why should I have to redesignate every space I dig)

Alternately, allow spaces to be known hot/wet without being revealed.

15
DF Suggestions / Improved Mini Map
« on: August 20, 2010, 01:08:04 pm »
With all the improvements to settlements, it seems like it might be useful to the players and testers alike to have an improved minimap for navigating settlements.

Right now, you've got a tiny corner of the screen with a map showing nearby buildings with a symbol.

The normal viewpoint is something like 100 feet, max, and the minimap is bigger, but is a not very detailed.

Imagine if, rather than a 10x10 minimap, you could pull up a seperate screen with a bigger map, with labels and everything.

Labels could be based similar to the legend information for beings and caves.  You'd be able to see building types from further away, but not the titles (I.E. 'Hut', but not 'Urist's Hut'), since it seems like that's the direction things are heading anyway.

ignore heights and terrain types, and just put rough outlines of buildings with numbered labels, googlemaps style (dynamic list of what's displayed.)

Doing that would let adventurers see the tower in the distance, as well as give a bigger view of what the town looks like for testing purposes.


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