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Messages - Soadreqm

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3451
DF Suggestions / Re: Bulk import orders.
« on: August 25, 2008, 12:09:26 pm »
What I thought of when I saw the topic:

Instead of just altering how much you want something on the Trade Agreement screen, you would actually negotiate quantities and such. Thus you agree that the next time the caravan comes, you'll trade them (for example) 50 iron maces for 100 large gems.

Then, in the meantime, instead of just thinking "I guess I should make a few more maces in case they bring what I wanted", you'd be cracking the whip on your production lines to be able to make that order in time. It'd add alot more pizazz to the trading system. (and failing to meet orders could harm relations)
Yes! This sounds great! Toady has promised us more diplomacy, and this is just the thing!

Only activated at certain size/negotiation skills also sounds good.

3452
I think there is one reason to make the keys actual items, that the dwarves can leave lying around: Adventure Mode. Having to hunt down a key before you could access some part of the site sounds nice to me. I think there's something to that direction in the Power Goals. Of course, it should be possible to leave them abstract in Dwarf Mode, and only materialize the items when an adventurer comes skulking around. Although then the keys couldn't be pickpocketed from your dwarves.

3453
DF Suggestions / Re: Brewing should require water
« on: August 23, 2008, 04:57:15 am »
Sounds good. Right now, surviving without water is far too easy. It might also be a good idea to add the ability to collect and store water in barrels. And buy it from the traders, for those no-water locations.

3454
DF Dwarf Mode Discussion / Re: Trapping wild animals
« on: August 22, 2008, 05:12:10 pm »
If the animals in question are naturally violent, could you use a live pet (or dwarf) as bait? build a 3*3 square of cage traps, and chain a kitten to the center. Replace kitten as necessary.

3455
DF Dwarf Mode Discussion / Are oceanside murky pools salty?
« on: August 22, 2008, 05:08:36 pm »
I started a fort on an island, confident that the dwarves could survive a few seasons drinking water. And a bit later everyone was thirsty, and a bit later dehydrated, and then I got a message that the fort had crumbled to its end. I expected the sea and the aquifer to be salty, but the murky pool water comes from rain. Am I doing something wrong, or can pools be saltwater? Also, would a request to change that belong to the suggestions or bug reports, and has it been made before?

3456
DF Suggestions / Make anvil a smelter item
« on: August 22, 2008, 05:03:16 pm »
Anvils are extremely simple. Just a big blob of metal you hammer other metal against. Why does it take a forge to make one? Why can't I just cast it into shape or something?

I was thinking that switching anvils to be made at the smelter would increase realism, be somewhat convenient, and solve the philosophical implications of every anvil needing another anvil to make.

I don't think it would be very unbalancing. Forcing the player to buy an anvil might make the early game harder, but this is easily negated by just giving him less starting resources. Indeed, being no longer able to leave the starting anvil behind for a load of extra points may even make the beginning slightly harder.

3457
I also always pondered about pitchblende (and failed to look it up), shouldn't the dwarves that mined it atleast not get sick from it?
Maybe that's why they're so short. Birth defects caused by radon poisoning.

3458
DF Dwarf Mode Discussion / Re: Pillars - I miss caveins.
« on: August 17, 2008, 04:15:43 am »
I can think of a few non-peaceful uses for a space elevator. A launch platform tall enough to just glide anywhere in the world is far from useless. Perhaps it would be a bit vulnerable. The mental image of a few ICBMs reducing to rubble the giant tower that it took three decades to build (and utterly destroying whatever it falls on) might deter investors.

Anyway, the materials are causing some trouble. I'm sure three trillion dollars would help with that, unless of course it turns out that carbon nanotubes just aren't strong enough.

3459
Other Games / Re: Planescape: Torment
« on: August 16, 2008, 03:15:57 pm »
This is the best game ever! Alas, I have LOST the second CD! Oh, woe!

I think everyone had at least two or three lines for trying to remove unremovable equipment.
Annah: "Get yer mitts off, ye dirty [word obscured by accent]!"
Morte: "I'd part with it if I could, chief, but it's a part of me"
Fall-From-Grace: "I only take my clothes of, when... come to think of it, never."

3460
DF Dwarf Mode Discussion / What was 2D like?
« on: August 16, 2008, 02:03:12 pm »
I have heard some disjointed stories of zombies and cave-ins and river floods and other wonders of the old version. Could some of you veterans list me all the things it had that are (at least temporarily) removed from the current version? Also, is the 2D game downloadable anywhere, and does it have any game-crippling bugs that make it nigh unplayaple?

3461
DF Dwarf Mode Discussion / Re: Pillars - I miss caveins.
« on: August 16, 2008, 01:59:04 pm »
It'd be night impossible to make anything truly grand with such limitations
The real world has limitations. That hasn't stopped engineers from creating very large and beautiful buildings. They say that if we really put out minds to it, a space elevator would be feasible within a century.

Anyway, I never played the 2D, but cave-in mechanics would be nice. Maybe with some more advanced material strenght calculations to fit the new and improved building. Or just a crude "only collapse a roof"-rule, so that a 15x15 room with a 5x5 empty space in the level above does not collapse.

3462
DF Dwarf Mode Discussion / Re: Goblin Tower Drops are TOTALLY whack
« on: August 16, 2008, 01:49:17 pm »
No, no, he's using another meaning of the word.  It's not "Good", as in "Good and Evil", it's "good", as in valid.

So the argument of "Good and Evil" is no longer valid.
But he used all caps text with eight exclamation marks. He's not merely making an observation, he is agitated at people who disagre with him and wants them to think as he does. He's applying his lack of value systems as a value system; something that everyone everywhere should follow.

That is assuming I read it right. If I did not, and the shouting was there merely to aid those with poor hearing;

Why
THERE IS NO GOOD OR EVIL! GOOD OR EVIL IS MORAL COMPASS, SO BOTH OF THEM ARE GOOD!!!!!!!!
[/rant]
Well, this is realistic. No one really good (goblins steal them, dwarves, as you said, conspiring against the Goblins), and no one really bad (Goblins raise them to full goblin citizen. While the Dwarves want to avenge their stolen babies.)

The Good vs Evil is good no more, we must see it from every side, every angle.
Why should we look at the issue from every side? If evil does not exist, it cannot be evil to accuse others of being evil. The dwarves are (sometimes) at war with the goblins because the goblins are evil. Why should they stop? If it is philosophically impossible for either side to do anything evil, do they have any reason to stop slaughtering each other?

3463
DF Dwarf Mode Discussion / Re: Goblin Tower Drops are TOTALLY whack
« on: August 16, 2008, 12:18:38 pm »
Everything is friendly now. When you embark in a settlement, the inhabitants are automatically your friends. Doesn't make much sense, and will probably be corrected eventually.

Also, yes, the people here are crazy. Some theorize that Dwarf Fortress attracts insane players, while others claim that it makes sane players insane. Neither school of though is getting anywhere with their arguments, since they're both too busy trying to find the best way to kill kittens.


THERE IS NO GOOD OR EVIL! GOOD OR EVIL IS MORAL COMPASS, SO BOTH OF THEM ARE GOOD!!!!!!!!
[/rant]
Well, this is realistic. No one really good (goblins steal them, dwarves, as you said, conspiring against the Goblins), and no one really bad (Goblins raise them to full goblin citizen. While the Dwarves want to avenge their stolen babies.)

The Good vs Evil is good no more, we must see it from every side, every angle.
But by saying that "Good vs Evil is good no more" you are simply positing that the concepts of "good" and "evil" are evil, and that abandoning them is good. Which gets us nowhere, except into a rather headache-inducing paradox.

3464
DF Dwarf Mode Discussion / Re: Songs that sum up dwarf fortress for you
« on: August 16, 2008, 11:57:05 am »
Still Alive By GlaDos  ;D(!!PORTAL!!) ;D
all my Fortress needs now is the portal gun and my fortress shall be complete with the endless loop stonefalls.
that and Carp with lazors attached to their heads
*Evil Laughter* 8)

I don't see what a game about teleportation set in a futuristic laboratory has to do with dwarves.
By the way, the song is written by Jonathan Coulton and sung by Ellen McLain.

"This was a triumph
I'm making a note here: Huge success
It's hard to overstate my satisfaction"

Or, in other words, Losing is Fun!

"Aperture Science
We do what we must, because we can
For the good of all of us
Exept the ones who are dead"

This echoes my approach to the game, at least. Why does the fortress need to be made entirely of glass? Why not? The last bit is a reference to the high death rate in most forts.

"But there's no sense crying over every mistake
You just keep on trying 'till you run out of cake
And the science gets done
And you make a neat gun
For the people who are still alive"

Regardless of the high death rate, the fortress can keep going, as long as there's "cake", or high-quality meals to keep everyone happy. And the "neat gun" is an artifact crossbow. Okay, I'm maybe streching this a bit.

3465
DF Dwarf Mode Discussion / Re: Engraving bedroom walls
« on: August 11, 2008, 11:43:00 am »
Yeah, the dark blue squares are included. I think engraving a wall between two rooms increases the value of both.

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