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Messages - Soadreqm

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3436
DF Suggestions / Re: Origin Tracking Options
« on: September 09, 2008, 02:09:21 pm »
How about a setting in the options screen for how much detail you want about objects? Or just restricting it to adventure mode, like engravings do by default? Interface problems aren't that hard to solve when compared to, say, tracking the source creature in the first place.

This might open some nice options. Like a dwarf buying a bracelet made of some spesific goblin because the goblin killed his brother. Or a necromancer collecting skulls and talking to them to learn things they knew in life. Or a ghost returning to haunt the owner of an earring made of the ghost's fingerbone. Or, as suggested before, shooting someone to death with bolts made of his own arm.

3437
DF Suggestions / Re: Creating a magic system?
« on: September 09, 2008, 01:50:50 pm »
I think something to the style of Lord of the Rings would fit DF quite nicely. There's a grand total of about seven wizards in the whole world, and instead of tossing fireballs they mess around with politics and own towers. There's also a bunch of gods and demons around, and they occasionally bestow blessings, curses and quests. And in the case of demons, control goblin civs. A few magical creatures here and there, dragons and trolls and talking trees and so on. And by far the most visible form of magic is the plethora of magical weapons, armour, et cetera made by legendary craftspeople of old. Magic swords. Magic seeing stones. Magic rings. Magic bottles of starlight.

Anyway, knowing Toady, whatever he finally implements will probably somehow involve procedurally generated content and have world generation parameters and editable raw files to alter its behaviour.

3438
I wasn't thinking and I tried to trade, to elven merchants, wooden armor from the previous, murdered, elven merchants.  Guess what I was told...
...Yeah, I think this is pretty much the intended behaviour. Real-world merchants tend to get a bit prissy if you try to pay them with the looted possessions of their dead countrymen.

3439
DF Suggestions / Re: Sunglasses
« on: September 04, 2008, 10:06:42 am »
I think cave adaption has to do with a lot more than just sight.

Agreed, I also think it might have something to do with the fact of no longer having a ceiling over them. Think of it, some people get very nauseous from looking down long drops because their brain is used to having a floor beneath them. With dwarves it would be the opposite, they are used to always having a ceiling above them, and then when they walk outside their brain freaks out because it is just empty above them with no ceiling.
Quote from: H. P. Lovecraft
And now Atal, slipping dizzily up over inconceivable steeps, heard in the dark a loathsome laughing, mixed with such a cry as no man else ever heard save in the Phlegethon of unrelatable nightmares; a cry wherein reverberated the horror and anguish of a haunted lifetime packed into one atrocious moment:

"The other gods! The other gods! The gods of the outer hells that guard the feeble gods of earth!... Look away... Go back... Do not see! Do not see! The vengeance of the infinite abysses... That cursed, that damnable pit... Merciful gods of earth, I am falling into the sky!"

3440
DF Suggestions / Re: About Obsidian
« on: September 01, 2008, 12:39:07 pm »
I think this should wait for general wear and tear. Then we could have all weapons (except artifacts, by virtue of being artifacts) get worse with use, and some would get worse faster than others.

3441
DF Dwarf Mode Discussion / Cowardly elves
« on: August 31, 2008, 09:46:07 am »
Some elven traders just came, and as I'm fairly low on food and booze, I'm really looking forward to trading some fine rock crafts with them. But they spawned to the corner of the map with the magma pipe, and now they are dancing in circles around it. My guess is that they get repeatedly spooked by the fire imps around there. Nothing wrong with that, I'm sort of scared of them. But the odd part is that the imps also seem to be scared of the elves. Instead of shooting fireballs, they also run around in circles. And the elves aren't getting any closer to my trading depot.

Are there any obvious ways of avoiding this next year, other than killing the imps?

3442
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 31, 2008, 08:01:59 am »
How about bringing back the magma rivers of old?

From wikipedia:
Quote
Lava tubes are formed when an active low-viscosity lava flow develops a continuous and hard crust,which thickens and forms a roof above the still-flowing lava stream. Tubes form in one of two ways: by the crusting over of lava channels, and from pahoehoe flows where the lava is moving under the surface.
Apparently these are only found very near the surface, but volcanism isn't really all that realistically handled anyway.

3443
DF Gameplay Questions / Re: Lever/Bridge linking taking infinite time?
« on: August 31, 2008, 04:53:17 am »
Yeah, sounds like you have a problem. I don't think that has ever happened to me. Try everything: Can the mechanic in question still do other stuff? Link other levers? Build other levers? Does he do things if you enable some more labours? Can other dwarves link the lever to the bridge?

Also, make sure he can actually reach everything relevant to the process. Although if he can't, he should just give up the job and inform you of a pathfinding error, so you still have some other funny thing going on.

Also also, back up the save file in case this turns out to be an unreported bug and Toady wants to take a look at it.

3444
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: August 29, 2008, 04:04:42 pm »
I think using steam for power might make the game too steampunk. It's a slippery slope, you add a simple steam hammer and suddenly it's all rusty pipes and zeppelins and steam-powered robots. Some kind of natural and artificial geysers might be nice, though. I can see dwarves harnessing geothermal energy for steam traps, central heating and pretty steam clouds in the dining hall, but going too much beyond that might be thematically inappropriate. I disagree with mechanised training dummies for the same reason.

Logic gates, on the other hand, are simple. If you can build an automated crossbow trap, you should be able to make it trigger or not trigger based on any number of conditions. They obviously weren't called logic gates in the fifteenth century, but that doesn't mean clocksmiths couldn't make them.

3445
DF Suggestions / Re: Cooking with sand (for sand actually)
« on: August 29, 2008, 03:23:25 pm »
How about washing it? With water? I'm not sure how this would translate into game mechanics, maybe the dwarves could lower it into water in a bucket. Being able to do something like this would be nice. Or just trading for sand.

3446
DF Suggestions / Re: Make anvil a smelter item
« on: August 29, 2008, 11:55:07 am »
They're abundant back at the Mountainhomes, so they would be reasonably cheap to buy.
Comrade, are you suggesting the capitalist falacy that increased supply might reduce price?
Well, reduced supply increases price, does it not? So tools would be far more valuable to you and the lesser races than they are to the glorious motherland. And don't forget the government subsidies you get for being a developing settlement with notable military importance.

3447
DF Suggestions / Re: Make anvil a smelter item
« on: August 29, 2008, 11:22:16 am »
How about some kind of "tool" item, representing all the tongs, chisels, hammers and files usually found in workshops. Can be imported from the mountainhomes with relative ease or made yourself, if your dwarves are skilled enough. Also make decent trade goods.

Each and every workshop would have a menu where you could designate the amount of tools present in the shop. You could do this at any time, so you if you really liked micromanaging, you could take just a few of them and have the dwarves haul them to whichever workshop you are using at the moment. The number and quality of tools in a workshop give hefty skill bonuses and penalties to dwarves using the workshop. They could also be needed at kitchens and fisheries and the like, representing knives and cheese graters.

This would be abstract enough to avoid excessive micromanaging, while still portraying the simple tools -> complex tools progression. A metalcrafter can make tools, which he can use to make -tools-, which he can use to make +tools+, and so on. Unless you get a fey metalcrafter, you will have to do this for quite a long time to get sufficient metalcrafting skill to get higher on the tool ladder. I think a mediocre no-title skill, the kind you sometimes get from immigrants, should be sufficient to make serviceable tools that allow you to manufacture anything, if at a penalty to quality.

If you don't want to bother, you can import them. They're abundant back at the Mountainhomes, so they would be reasonably cheap to buy. They could be further sold with profit to the elves and humans, who have a greater need for the things because of their less developed industry. Just like Sid Meier's Colonization.

As an added bonus, this method would also be unnecessarily complicated, especially if we have wooden or rock tools for the very early stages of civilization. It is the dwarven way!

3448
DF Suggestions / Re: Make anvil a smelter item
« on: August 26, 2008, 12:24:14 pm »
looking at the wikipedia article

"The common blacksmith's anvil is made of either forged or cast steel, tool steel, or wrought iron (cast iron anvils are generally shunned, as they are too brittle for repeated use, and do not return the energy of a hammer blow like steel). "

sounds like you can make it game balancing by making cast anvils shatter after a couple uses.
I think this would be a good approach, at least once general wear and tear is implemented. A blacksmith can cast himself a poor anvil, and then use it to make a proper anvil. Or grind out a few copper goblets before the thing breaks. I can't decide wheter I think rock anvils are a good idea or not. Maybe a single-use item. And it gets even more complicated if we allow artifact rock anvils, since artifacts are generally assumed to be nigh unbreakable.

What really made me think about this was an offhand comment in the original Fallout about how "any blacksmith can make their own anvil". I suppose we could require that the blacksmith in question have a certain skill level, but it shouldn't be the kind of bottleneck it is now.

I think the biggest problem in bootstrapping yourself up from nothing should be the creation of your first pick. Mining rock with rock tools is theoretically possible, I guess, but not really feasible unless you have an infinite amount of time to spend. And because the current material system can only handle large chunks of ore, you could never ever mine for metals with one. I think real-world civilizations did it by finding ore lying on the ground. Creating wood shovels to dig dirt and stone axes to chop down trees could be possible, but unless you found a native copper boulder on the ground, a bar of metal should really be a must. Either that or wait until the goblins bring you some.

...Can ore boulders exist in the current game? Because using one to make your first pick would be kind of cool. Once it's possible to dig up a boulder to get a chunk of rock, that is. Which, I think, was in the dev notes somewhere.

3449
DF Suggestions / Re: Building and escape route
« on: August 26, 2008, 11:49:02 am »
Something like this would be nice, make the dwarf check if there will be a route back to some starting point after the wall has been built. Should also be used for channel digging. One problem I can see is that it would create a bunch of new pathfinding tasks, and use system resources. I don't really know enough of the algorithms involved to say if it will actually be a problem, though. Another is choosing a location to path to, what with the possibility of open drawbridges and forbidden doors in the way. And often you will actually want to isolate a part of the fortress with walls, and don't want the mason to pick the wrong side.

3450
DF Gameplay Questions / Re: Natural Forming Trails
« on: August 25, 2008, 12:29:44 pm »
One thing that would be an interesting addition would be to tweak the pathfinding to prefer foot-travel created pathways. That way, dwarves and animals would tend to stay on the already-trampled areas, creating natural roads.
I think actually increasing the movement cost on grassy tiles would be even cooler. Foliage slowing your dwarves down. Make exeptions for elves and skilled ambushers.

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