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Messages - sweitx

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196
Ex. I am frequently annoyed by videogames that don't have destructible terrain. In games that do, I always dry to dig underground tunnels, even if this entails repeatedly firing a bazooka at the ground.

Also, Dwarf Fortress 17: 2 Dwarf 2 Fortress.

Yeah, whenever I look at FPS games, my first thought always was.
"I got this tank... why can't I just blast my way through the building towards the objectives?!"
And...
"How the **** did that piece of wood stop a tank shot!?"
At least in DF, you can conceivably think that wooden wall is the thickness of a dragon (which would make it somewhat indestructable).

197
@abadidea
Man(Girl? no-one know on the webs) gorgeous and heck we need to upgrade visual fortress.

Heh and a girl with a artefact hammer? Either to many snatchers or a bad Girl/boy ratio in this fort.



The forms of burial are mostly a religious thing i think thought cultural aspects play into it too. Since we have undeads "living impaired" beings in df maybe dwarfs have apart from the fortress-guard a dedicated Graveyard guard. Burning/leaving too animals of the corpse or burying in grave-hills would be nice too.

I guess a graveyard-guard is obtainable by the new military screens.

I am in fact a girl! And my bias shows in that I systematically favor female dwarves whenever possible; beardless is beautiful.  :P

Are you aware that even female dwarf have beard.
Beard for EVERYONE!

198
DF General Discussion / Re: Rocks containing Flammable Gasses
« on: March 28, 2010, 10:58:55 am »
So it's like aquifer, except more FUN.

199
Think skeletal carp is still water-bound.

200
DF General Discussion / Re: Racoons of Death
« on: March 28, 2010, 10:45:52 am »
You do realize this thread is over three years old, right?

Deon, The Master Necromancer.

201
DF Suggestions / Re: 40d# Automatic optimization
« on: March 26, 2010, 01:44:35 pm »
The problem is that some value do give you a very high framerate, with the tradeoff that the display is absolutely broken (flickers, or simply not draw anything).
And of course, the system does not know whehter the display is valid (why do you think everytime you change resolution, Windows ask you if you think it looks fine?  That's because Windows itself does not know if it's displaying it correctly for you).

202
DF Suggestions / Re: Improved Farming
« on: March 26, 2010, 01:39:56 pm »
The problem with moving away from collectives is that, historically, farms are where collectives both originated, and make most sense.  Even in the modern day, farms are by and large owned by giant agricultural firms that simply hire people to manage the land, growing what they are told to grow, using a shared pool of tools.

Of course, the reasons for that are not modeled in DF...

As for nutrition... I'm wondering how that would work, aside from simply demanding a greater variety than two crops, as we currently have.  Currently, food is handled thusly: There is a hunger meter that starts at 0, and incriments up to 65535, making a dwarf "hungry" somewhere around 50,000.  Food drops that all the way back down to 0. 

We'd need to start by having nutritional values for various vitamins for every dwarf, and then raw-ifying what every possible kind of food (including meat) would give as a nutritional bonus...  And we'd need to have some sort of model for why you would want to care (such as becoming more vulnerable to disease or injury)...

All that sounds terribly complicated for something that you can't even directly control... I can almost see someone yelling at their dwarves for eating the same tallow biscuits three times in a row when they haven't been eating their vegetables, which would lead to them becoming obese...
Maybe instead of nutrition requirement, dwarf always tries to eat different type of food, and if not available, gets progressive bad thoughts.
For example, a dwarf can remember the last couple of meal it eats, and always prioritize search for one not on said list, and tries to avoid the latest addition to said list.  Then, if it always have to eat something recent on said list, it gets bad thoughts like...
"He is getting tired of eating the same thing every day."
"He is angry at the lack of variation in food today."

203
DF Suggestions / Re: Magma creatures and their habitat
« on: March 26, 2010, 01:33:42 pm »
Not so sure about liquid fire being a fire-proofing agent. Currently, fire imp leather and fire imp bones are the fire proof materials. Fire imp tallow could be used to make a fire-proofing layer instead, leaving liquid fire open to be a constantly flaming liquid.

Problem with that is that it does absolutely nothing to protect you from the heat. Just because the leather doesn't melt doesn't mean you won't. Fire imp fat boils away at high temperatures so the only benefit you'd gain from rubbing yourself with it is your carcass tasting exceptionally good after the roasting.

Magma forges would be nigh worthless if you couldn't use them to process any of the good metals. While a somewhat viable of an option, it'd be undoubtedly unpopular.


Modding the COLDDAM_POINT has some foreseeable problems. Creatures aren't spawned heated by the magma and would likely die or be injured before the game catches up. The lack of convection probably makes the magma chambers chilly enough to kill the creatures, something that would be exceedingly silly. I don't think wandering is that big of a problem overall; I've yet to see them leave the pipe anyway, aside from chasing dwarves.
I think a major problem is also that the damage is done immediately (and pretty harshly).  Which bring me to another question, doesn't creature in general has a "heat sink" value (in that how well they can "heat/cool" themselves when exposed to temperature that would cause them damage for a while)?

204
DF Suggestions / Re: Libraries
« on: March 26, 2010, 01:29:23 pm »
Also, I agree that perhaps books shouldn't provide skill boosts...  However, I do think that they should be a way for dwarfs to learn how to do certain reactions at a basic level at workshops if they don't have the luxury of word of mouth and apprenticeship to teach them or a huge amount of time for trial and error.  Basically, I think there should be a knowledge requirement for a dwarf to be able to do a reaction at a workshop, and a book should be able to provide the knowledge to a literate dwarf, but not the skill.   
What is your view on instead of skill boost, it simply provides a source of experience (at least up to a certain level).

205
DF Suggestions / Re: Less Designation-Heavy Buildings?
« on: March 26, 2010, 11:06:47 am »
Mouse designation might be good, but how do you handle that fact that each construction you need to pick your material.

206
DF Suggestions / Re: leaky light and indoor/outdoor issues
« on: March 26, 2010, 10:55:42 am »
Toady already said this is on his to-do list.
Just not a high priority right now.

207
DF Suggestions / Re: How about going OpenGL?
« on: March 26, 2010, 10:46:49 am »
The lighting is something Toady already has planned, but whether or not it's going to be hardware-accelerated is a good question.

(edit: hrm. I just now realised that this is talking about hardware-accelerated shaders and dynamic lighting in a game that can be, essentially, played via TelNet. DF goes Beyond the Impossible even with the graphics.)
Well, most rogue-like game has lighting system implemented (namely, any tile that has LOS to the light source is lit).  However, most rogue-like don't have 3D maps.

208
DF Suggestions / Re: How about a optional fog of war?
« on: March 26, 2010, 10:44:05 am »
Fog of war doesn't mean the whole place starts out black, it means that you can't see enemies that aren't close to your own units' sight range. Now, there are variations like explored areas slowly becoming shrouded instead of instantly obscuring when out of sight but that makes no sense and would be pretty video gamey for Dwarf Fortress.

I'd personally support full line of sight tracking but few machines could reasonably handle the game after that. Managing unit facing would be a gameplay hurdle and allowing them to see behind themselves would make the mechanic silly, undermining it's purpose.

As for the map starting out black, that'd just be tedious.

Damn, beat me to it.
I would say in almost all cases, fog of war relates to the inability to know where the enemies (or friendly, or civilians) are.  Rarely was it about what the terrain looks like (which is generally obtained, even in ancient time, by simple scouting).

209
DF Suggestions / Re: Advanced Bed Technology
« on: March 24, 2010, 01:04:26 pm »
It sounds... needlessly complicated.
Thou I would like simple variation in type, such as a cloth-only bed (futon, hammock) and a wood/rock/metal bed.
All the other type of bed can be abstracted into one of the two.
Another thought.
Have the basic wood/rock/metal bed have the option to have mattress, pillow, blankets, etc, added to it.
Maybe at a workshop.  Or have workshop output mattress, pillow, etc that can be added to a built bed.  Maybe even as a dwarf preference.  So you just build a basic bed, and the dwarf will purchase bedding for it (of course, need to figure out how to make barrack bed comft for your expert military dwarf too).  I want my dwarven champions be able to sleep on skins made from their fallen enemies.

The is a goblin bone bed.  It is covered with mattress made of goblin skin and menacing with goblin hair.

210
DF Suggestions / Re: Siege modes & Siege being a mjaor threat.
« on: March 24, 2010, 12:11:11 pm »
I would suggest using the search function.  As this had been suggested for quite a few times.

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