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Messages - Granite26

Pages: 1 ... 14 15 [16] 17 18 ... 286
226
DF Suggestions / Re: [For or Against] Tunnelers units
« on: February 28, 2011, 03:48:22 pm »
M a g (Gee it's hot in here) m a

227
DF Suggestions / Re: Honeybees Buzz'n Beard
« on: February 28, 2011, 03:45:24 pm »
Ok, I'm willing to follow this simulation fetishism down a lot of rabbit holes, but simulating individual bees is just too much

228
DF Dwarf Mode Discussion / Re: Proper Use of Ballistae
« on: February 28, 2011, 03:00:50 pm »
How wide is the hallway?

229
DF Suggestions / Re: Random/set pets for cultures/civs
« on: February 28, 2011, 02:47:42 pm »
Knight,  search pulls up a version of that post with civ/pet ties, but it wasn't in the actual post.

230
DF Suggestions / Re: Random/set pets for cultures/civs
« on: February 28, 2011, 01:55:45 pm »
I kinda like Silver's 'animal determines what it can be used for, civ determines if it does (or/and how common it is)' idea.  Especially with your long list of various uses and frequencies.

How would gnomes riding dogs work in a rqndomized setting?

231
DF General Discussion / Re: Real-life child used as shield. In real life.
« on: February 28, 2011, 01:50:45 pm »
So, you're saying that, given the police's need to subdue any and all individuals who aren't respecting their authoritah, we should be greatful they are limiting themselves to tasers?
Basically, yea. Are you the don't tase me bro?

e: I promise to you that if you don't do anything to hurt or endanger ANY police officers and follow the instructions police officers give you, you'll never see violence from police officers in your life. Never. Not even from the worst of them.

Did you read the article about the 7 year old girl?  Or the story about the (innocent) mayor who had his house raided when drugs were sent to his house because of a wrong address(it was only his dogs that got shot, there).  More exqmples of how your statement is demonstrably false if you require them.

You literally just said 'do what they say and nobody gets hurt'...  wtf?

EDIT :Shhhh just let it happen

232
DF Suggestions / Re: Solution and Future Proofing Digging for Gems\Ores
« on: February 28, 2011, 01:41:04 pm »
Wait, what?  You mine out a random tile and there's a random chance it drops ore loot from it's random drop table?


233
DF Suggestions / Re: Random/set pets for cultures/civs
« on: February 28, 2011, 01:38:48 pm »
Hmmm. Good points...  what do you think of all the people bitching about lack of metals 'ruining their ability to play the game'?  Not that I agree, mind you.

234
DF Suggestions / Re: Stacking and Hauling Improvements (optimization)
« on: February 28, 2011, 01:35:57 pm »
Im a big fan of slower mining, and reforming walls makes a lot of sense(not as living stone, but maybe as 'granite conglomerate' that is looks the same as living granite.), esp. For processor speed.

I don't think 1 walls worth of granite should make one walls worth of G.C. though.

Also,  makes for more interesting veins if a square can contain 1-7 units of ore.  Makes them easier to follow too.

_________
As for carts, I know they are planned, I know they are popular, I just think they are a bad idea.  I wasn't trting to 'replace carts function with barrrows', because I didn't think thqt was carts job to begin with.

235
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?

236
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.

237
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@

238
DF Suggestions / Re: Honeybees Buzz'n Beard
« on: February 28, 2011, 10:50:02 am »
Honey effects from nectar consumed sounds... like a lot of work to program.

239
DF Suggestions / Re: Stacking and Hauling Improvements (optimization)
« on: February 28, 2011, 10:47:19 am »
Honestly, I think carts are a bad fit for DF.  No way to lay tracks that is at all efficient.

240
DF Suggestions / Re: Stacking and Hauling Improvements (optimization)
« on: February 28, 2011, 10:18:38 am »
What IS the difference between a mine cart and a wheelbarrow?  Cart holds more and is on tracks. That's it.

The point is allowing micro of certain mass hquling jobs.  Everything else is implimentation details.

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