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Messages - SimRobert2001

Pages: 1 ... 42 43 [44] 45 46 ... 58
646
build bed. you need someplace to sleep.

then dig a bedroom.

647
DF Suggestions / Re: Large Wine Cask
« on: June 22, 2009, 02:44:57 pm »
I agree with others that mushroom alchohol is really unneccessary and unbalancing, especially since we might someday soonish get hallucinogenics in the game, at which point alchohol from shrooms would really become superfluous, anyway.

you're assuming there's going ot be recreational drugs. has toady said anythign about this?

648
well, i mean, this is something that should have been too dangerous to begin with.

649
I was designating a dig area to empty a lake, when i accidently ordered a staircase to be dug inside the lake itself.  IT would have been underwater.  I didnt' notice it, and when i ran the game, it started to blink as if the dwarf was going to mine it.  I cancelled. 

IN addition, there was a hunter who refused to arm himself wiht a cross bow, and he actually Jumped INTO the water chasing a squirrel.  how is this possible? other than the facts that they're dwarves?

650
DF Gameplay Questions / Re: Lost another liaison
« on: June 20, 2009, 05:03:16 am »
The human liaison was most likely injured from world gen and was unfortunate enough to pass out on a cage trap. diplomats that are caught in a cage trap immediately go insane/berserk/melancholy.

thats probably true.

I still go by the thoery that he was too kind to the elves, so armok cursed him. HATE THE ELVES! Except when its dramatcially/economically convenient...

651
DF Suggestions / Re: Cave in suggestions.
« on: June 19, 2009, 11:00:56 pm »
The problem with many collapse suggestions is that if they're too complicated, they'll be no fun for the player.  Absent some random disaster like an earthquake, the player needs to understand why a collapse happens whenever it occurs -- it shouldn't just feel random and arbitrary, and players shouldn't have to blindly spam supports at random to prevent it.

I did put that in my secon post in the thread.  BUt i need to think o fa few things to this.

Dwarf Fortress shouldn't require a degree in advanced structural engineering in order to play, basically.
There should be a pressure view, regardless of the system that will be implemented: a map view where all structural elements are coloured according to the strain placed on them. That can be unique for dwarves (maybe tied to a noble), to represent their edge in mining.

As long as that is available, any consistent system will be learnable (if you can see the strain on your pillars gradually increasing while you are digging out more and more of the surrounding rock). Digging under a supporting pillar deserves to be punished with a cave-in. What are we, elves? (fanning the fires of bigotry, jay!)

I already suggested a overview. its in my second post of the thread.

652
DF Suggestions / Re: Fishing
« on: June 19, 2009, 10:53:14 pm »
I'm kinda against more tools as a matter of principle.  Axes and pickaxes make sense because they are viable weapons, and they need metal to make.  If you start requiring fishing rods, and then requiring fish hooks, etc., then you get Settlers and you stop having fun.  Also, masons don't need to have ten different tools to do their stuff, it's all abstracted...same with fishermen, if you start with poles, next you start needing fish-cleaning knives...

thats not true. there's already poles. they're just sticks dwarves find. and you CAN  have a fishign pole made out of wood, and assume that there's a bent piece of scrap metal for the hook.

653
allright, cool. don't worry about it. i was just curious.  It happens.

shijen's turn. 

654
there's also a plant cap that includes both plants and trees. 

To get by this, you'll have to collect plants. try collected 30 or 40 of them, and see if you get a few more trees.  after a few years, you've probably already hit the cap.

655
DF Suggestions / Re: Fishing
« on: June 19, 2009, 05:02:56 am »
i don't think that'll happen.

Whats to stop us from putting at 100%

games like this are made so that we don't keep it.

Yes, you CAN catch all types of fish with a net.  Problem is that a lobster can cut through, and it requires cloth to make. however, it has a chance of catching more than one fish at once.

The harpoon requires wood, but would destroy small fish, so it can't be used to catch them. It also counts as a spear weapon. (actually on that note, just use a spear to fish) They're quick to reload, but only catch one fish at one time.

Lobster traps can be made out of wood, but dont' require any baby sitting. Dwarves just make 'em, and then leave them.  They'll check them (say, once a week) and its revealed to see if they caught anything when a dwarf passes by a 1 square radius.

656
DF Dwarf Mode Discussion / Re: Tilesets
« on: June 19, 2009, 04:48:51 am »
I use mike mayday. I Just cna't spend the time to get used to ascii.

657
DF Suggestions / Re: Fishing
« on: June 19, 2009, 04:35:02 am »
I like this idea. Though, it should be that different methods catch different fish.

for example, the harpoons catch teh big fish, like carp, sturgeon.

Nets catch vermin fish.

The lobster traps catch, well, lobsters. and cave lobsters.  Of course, this might be better once we have boats.  though, in  the mean time, we probably could use them from shore. 

658
DF Gameplay Questions / Re: map bug? am i doing something wrong?
« on: June 19, 2009, 03:09:20 am »
jsut tell me how to get them.

659
what else is going on in here? did you give it to shihjen already?

660
DF Gameplay Questions / Re: map bug? am i doing something wrong?
« on: June 19, 2009, 12:23:05 am »
yea, i meant glass. But i resized the map several times. i know there's marble there.

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