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Messages - G-Flex

Pages: 1 ... 660 661 [662] 663 664 ... 672
9916
DF Suggestions / Re: Movable wagon
« on: September 14, 2008, 02:47:00 pm »
The simple facts are that a player will often start with a wide variety of goods, and that it's silly to take so long to haul everything to the site where you know you want to build, when you could just start there in the first place. :/

9917
DF Suggestions / Re: Possibly-misguided happiness-related suggestion
« on: September 14, 2008, 02:45:37 pm »
You make some good points.

The problem with this subject is that this is about personality, so you can implement something arbitrarily complicated and still be very far from reality, and complicated systems are likely to have more holes anyway.

I think your idea of having long-term mental states actually affect happy/unhappy thoughts themselves is a good idea, though.

9918
DF Suggestions / Possibly-misguided happiness-related suggestion
« on: September 14, 2008, 01:39:46 pm »
Currently, it's too easy for dwarves to be happy, or for certain thoughts (e.g. death of a loved one) to be canceled out entirely by other thoughts (e.g. the ur-example of a royal dining room).

I don't know if simple numeric balancing could fix this, so I'm thinking:

What if dwarves had slightly more complex mental states, broken up into short-term (i.e. moods) and long-term states. After all, people tend to have long-term psychological trends related to happiness and such as well as having shorter-term trends; a person who's been pretty depressed can still have his good and bad moods, for instance.

I'm not sure how to implement this, but perhaps thoughts could have different values for how much they influence each scale. For instance, eating a great meal probably shouldn't affect their long-term trends much, but might put them in a better mood.

Thoughts?

9919
DF Suggestions / Re: Rock Furnace
« on: September 14, 2008, 01:34:15 pm »
Honestly, I don't see how this is much better than producing block, which you can already stack ten-per-bin. Slag would be messier and more difficult to handle, I would think.

Also, you would have to assume that dwarves have the capacity to melt down every single type of rock they come across and turn it into generic sludge.

9920
DF Suggestions / Re: History updating discussion
« on: September 14, 2008, 01:11:30 pm »
Seasonal might be more or less of a headache, depending.

9921
DF Suggestions / Re: Movable wagon
« on: September 14, 2008, 01:08:34 pm »
I think a better solution would be to simply allow players to embark where they want to within the local area.

9922
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: September 14, 2008, 01:04:01 pm »
I'm totally going to catch flak for this, but I'm going to have to play devil's advocate with regards to the premise here.

I've noticed a lot of democratic suggestion threads, and honestly, I think people put too much faith into the idea.

I mean, I get the point of checking out what kinds of suggestions people want the most. But I don't think it's necessarily going to result in the best possible suggestions, for a few potential reasons (some of which I'm probably wrong about, and some actual reasons I probably haven't considered).

For one, the more cool-sounding/trendy suggestions can snowball votes pretty easily.
Secondly, the people who play a game aren't necessarily people who develop games, and don't necessarily know how to best implement a change or fix a problem. This includes me! So you end up with suggestions that are too specific, or too broad, people tend not to take feasibility into account, or whatever.
Also, there's the basic fact that popularity doesn't necessitate quality or anything like th at.

I don't even think I'm actually trying to argue against suggestion voting. I just think it can only be taken to a certain level of relevance/seriousness. At least it can give an idea of what people want.

9923
DF Suggestions / Re: Statues
« on: September 13, 2008, 04:07:38 pm »
There's really no reason statues shouldn't depict *exactly* the same kind of stuff as engravings.

Sure, you end up with some slightly more abstract stuff sometimes (shapes and symbols), but there's no reason you can't have statues of those.

9924
DF Dwarf Mode Discussion / Re: What shouldn't be eaten?
« on: September 12, 2008, 12:32:29 am »
A mechanical, vascular response is far-flung from the pain response in animals. It's completely apples and oranges.

A mouse trap reacts noticeably to getting hit with something; it snaps shut. I sure as hell am not about to say that mouse traps feel pain.

Pain is defined as the ability to suffer due to physical trauma, and if you don't like that definition, then come up with another one, but I guarantee you it's going to involve neurology.

In fact, I'm not even sure why I have to argue this. A plant having a mechanical reaction to being cut does not involve any sort of thought or neurological processes. Seriously, this is just getting silly.

9925
DF General Discussion / Re: Best moding idea ever.
« on: September 11, 2008, 10:36:40 pm »
I was messing with some ridiculous monster name generator and it came up with "Wingcat Ray".

I'm thinking it's a sea ray (you know, as in manta), relatively large, that can fly through (and breathe) the air and acts like a cat.

9926
DF Dwarf Mode Discussion / Re: What shouldn't be eaten?
« on: September 11, 2008, 08:42:30 pm »
Anybody who thinks a plant can "feel pain" needs to seriously read up on neurology and remind himself that plants don't have any.

9927
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: September 11, 2008, 04:24:12 pm »
- More flexible siege engines. Ability to catapult/shoot *anything*, including flaming kitten heads and vomit-covered pig tail socks. And while we're at it, allow siege engines to fire across z-levels.

Whoa there. First, wouldn't it be a good idea to let siege engines actually AIM at things? :P

Seriously, right now they more or less can only fire in the cardinal directions. Maybe a few degrees of variance. Personally, I think an operator should be able to aim (based on skill/quality) at anything within, say, a 90-degree arc, so that you still have to orient it properly. Or, just let the dwarf aim at anything, and have the machine auto-rotate in the best-fitting direction for display.

9928
General Discussion / Re: The long-term effects of ASCII violence on children
« on: September 11, 2008, 04:19:05 pm »

Perhaps you meant to use the word experience instead of imagination here?  If not then please include an actual quote, because I've never written anything remotely similar.


I already included the part about experience (exposure) and if you want to know where I got "it's okay because it requires imagination" from, here are your own words:

Quote from: ravensgrace
The term, excessive, can obviously be interpreted a thousand different ways, and everyone has their own opinion.  To clarify what I mean when using it, here's my definition:  Anything clearly stated in the game that goes above and beyond simple descriptions, or isn't left up to the imagination.
(emphasis mine)

9929
DF Modding / Re: Garbage?
« on: September 11, 2008, 04:16:30 pm »
I'm confused. Edible plants ALREADY leave seeds behind when eaten; that's how you keep getting them.

Also, you might be able to make vermin die immediately if you mess with their raws to do something like, I don't know, make them aquatic but spawn out of water. However, anything that makes them die immediately MIGHT screw up their world populations, if the game goes by that at all.

The problem is that these vermin would spawn in weird places, whether there should be trash there or not. Although, actually, some might spawn closer to things like food (flies and such). So try it out.

9930
DF Modding / Re: 'Natural' Glass mod
« on: September 11, 2008, 04:13:54 pm »
Natural glass is real.  When lightning strikes sandy ground, it heats it such that it melts, and cools into glass.  I actually collect these RL, and know a guy who makes them artificially by shooting off toy rockets with long wires attached during storms.  The wires are grounded in a barrel of sand.

That makes sense, if the sand cools down fast enough after the lightning strike.

Also, you know awesome people.

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