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Messages - Soadreqm

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3316
DF Dwarf Mode Discussion / Re: Most hated: Elves or Nobles?
« on: April 28, 2009, 11:04:12 am »
I've never had any trouble with elves, actually. They are insulting and complain when I cut trees, but no fortress has yet been significantly inconvenienced by their antics. And the nobles are annoying sometimes, but they give some objectives to the game once you have gotten past the "fight for survival" phase of gameplay. So I guess I don't really hate either of them.

DON'T TELL ME WHAT I CAN'T DO! >:(

3317
DF Dwarf Mode Discussion / Re: OCD, enemy of DF fun
« on: April 28, 2009, 10:47:34 am »
Building a fortress around some feature or other tends to give them a nice, organic feel. Build a fortress to, say, a cave river. Pick a long river, and situate all housing, production and whatever other facilities you want right next to it. Try to favour the river as a route from one part of the fortress to another. Use ramps instead of stairs whenever feasible. Pretend cave-ins are still in and have supports in every large room. Maybe some small rooms too. And make some important tunnels too narrow on purpose, and later move all the walls and workshops around or floor over parts of the river to make them wider. And give the dwarves some time off whenever there's nothing vitally urgent to do. That way they'll be partying all the time and ignoring you, making friends, and going insane with anger and grief when anyone in the whole fortress dies.

EDIT: Oh, and also, If you have any extra artifacts you don't like, like basalt mugs or something, leave them outside. The kobolds will steal them, which causes more kobolds to come next time, stealing more stuff. And suddenly you have about ten kobold ambushing parties hopping up from every shrub.

3318
DF General Discussion / Re: Fan art competition!
« on: April 28, 2009, 10:06:42 am »
All female dwarves have beards. It's a fact.
Except when they don't. Ha!

3319
DF General Discussion / Re: Fan art competition!
« on: April 16, 2009, 09:16:03 am »
If it is, they ripped it out of Baldur's Gate / Icewind Dale.

Eheh... ;D Now that is very much possible. Lot of Civ4 modders are ripping out models/gfx from other games.
Doubt it. The Baldur's Gate / Icewind Dale sprites are, well, sprites. That's goblin is two dimensional, with about eight or so directions it can face. And Civ 4 has 3D models.

3320
DF Suggestions / reconciling magma forges with heat convention
« on: April 15, 2009, 11:02:21 am »
In the real world, just walking next to a pool of magma without some kind of heat-resistant space suit will be incredibly uncomfortable and most likely lethal. Adding that to DF might not be a very good idea, messing around with magma is fun, and making your dwarves combust from being near the stuff would seriously limit the applications. But I thought this up anyway and want to share it.

The magma forges (and smelters, and other things) could only require magma somewhere below the building instead of on the level right below the building, much like wells do. The distance would still not be safe, especially since the dwarf would be directly above the magma, but still a lot safer. Magma buildings could require additional construction materials for all those implied structures required to get the magma up. Imps would need some climbing ability to still be threatening.

Having the magma buildings far above the actual magma would also be good if the volcanoes become more active, as I have heard is the plan some day. The magma level could fluctuate a bit without destroying everything.

3321
DF Suggestions / Re: Different Mthodes to "bury" Dead
« on: April 15, 2009, 10:42:30 am »
Well, the dwarves could do it automatically. The game decides a burial tradition for a civ based on gods, spheres and whatever else there is. And when the time comes to bury the dwarf, you'll just need to have whatever resources required to do the burial. Actually, even lack of resources need not be a problem, the dwarves could simply grudgingly decide that the whole gold coin thing was maybe symbolic anyway or something, and use coins made or rock instead. Or just pebbles, if they're really in a hurry. Having some funeral traditions the dwarves prefer over others would add some diversity to the current graves, and possibly give a reason to go grave robbing in Adventure Mode. It doesn't have to result in tantrums if you won't/can't do it right.

3322
DF Suggestions / Re: Seismology (using explosives)
« on: April 15, 2009, 10:34:16 am »
Hot air balloons are scheduled for the Steampunk Arc, which isn't scheduled at all. I expect trains might fall to that category as well. Some minecarts might actrually really make it to the game once Toady finishes all the other parts of the game from his underground fallout shelter following the Robot War of -86.

And whenever I hear of explosives in DF, I think of the battle of Helms Deep in LotR, where Saruman blasts a hole to the wall with something that was obviously gunpowder in the movie, most likely gunpowder in the book, and seen by those present as just another devious wizard trick wizards can do. Explosives can work in a fantasy setting, as long as they are rarely used, expensive, often not worth the effort and only understood by those already up to their necks in esoteric lore.

So, if explosives get put in the game, there should be some strict system in place to see that not everyone gets them. At the simplest it could require a master-level alchemist. Or, if some kind of technological discovery system gets put in, tracking down old books written by some half-forgotten mercury-crazed alchemists of old and interpreting their secret paranoid alchemy code and experimenting with the formula a bit trying to make it usable, all without blowing your arms off (which might still require a master-class alchemist). Or, just give explosives only to wizards, and restrict them from dwarves altogether. Controlling a wizard tower is one of the far future goals, and giving them access to toys others don't get would be an easy way to establish some uniqueness.

3323
DF Dwarf Mode Discussion / Re: Lamest artifact ever
« on: April 05, 2009, 09:29:43 am »
I've had lots of rock/wood crafts with a single rock/wood decoration as well. I don't really mind as long as I occasionally get red beryl statues and steel plate armors as well.

3324
DF Gameplay Questions / Re: Mounting
« on: April 05, 2009, 09:20:56 am »
Well, adventurers should probably be able to ride things, and playing as something other than dwarves (and the gameplay actually being different) is planned for the far future. So I guess mounts will be added as a possibility, whether or not dwarves will be able to use them in the vanilla game.

Right after alien invasions and water molecules.

3325
DF General Discussion / Re: Fan art competition!
« on: April 02, 2009, 06:38:48 pm »
My mental image of kobolds comes from Baldur's Gate mostly. Small human-dog-hybrids that shoot flaming arrows at Imoen. Wouldn't last a single round in a fair fight, which means they have little to no motivation to fight fair.

Attempts to reconcile them with the cute huge-eyed puppy kobolds of 4chan have been, as of yet, unsuccessful.

3326
DF General Discussion / Re: The Infinity Machine: Enough for DF?
« on: March 25, 2009, 04:00:05 pm »
What happens if you leave the infinity part running for three seconds?

3327
DF Suggestions / Re: 2d -> 3d: cleaning up
« on: March 25, 2009, 03:31:38 pm »
The manual material selection when building walls and stuff does proper pathfinding, I think. If I have lots and lots of stone sitting around in the depths, there's a perceptible (quite long in some forts) pause between placing the wall and the game drawing the material selecting screen. And it can tell which materials are available, and which are on the other side of an uncrossable chasm or in the bottom of a river.

3328
DF Suggestions / Re: Dwarf Player mode
« on: March 25, 2009, 03:19:31 pm »
How about randomly scrambling all the keys every minute to simulate... Uh... The evolving language making dwarves misinterpret your orders? And instead of crawling past each other in narrow hallways, the dwarves could be trampled to death. And make all dwarves just move around randomly instead of doing whatever they're supposed to be doing.

On the topic of the actual topic, language selection sounds like a fine thing to add, along with the other interface stuff that will arrive some time after the Space Elevator. And making dwarven a selectable language would be just great, if it ever becomes extensive enough for that.

3329
DF Suggestions / Re: Importing of magma.
« on: March 25, 2009, 03:06:31 pm »
How about the Army Arc, being done right now? One of the features planned (possibly coded already!) for the next version to be released is making military dwarves sort out their belongings. Since unclaimed clothing items are already taken to the stockpile, and civilian dwarves store owned items whenever they're not busy doing something else, the shoe should be gone eventually as long as you give your dwarves some time to devote to hauling shoes around. Using molten rock as a cleaning agent is incredibly silly. What's next, dwarves eating magma to gain fire resistance? Farming magma for fire flowers?

3330
DF General Discussion / Re: Fan art competition!
« on: March 19, 2009, 11:48:20 am »
Deon, there might be some cheap-ass way to make it look better. Like combining everything once you're done and giving it some gaussian blur. Or placing some kind of muck layer above everything else, giving the image a unified color scheme. Or just prodding at the seams with the smudge tool. There might even be a special filter for just that.

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