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Messages - Timst

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151
I've got a fried that was very interested in the possibilities of DF, but it was too complicated for him, and, most of all, he didn't understand english at all. The both combined made it almost impossible for him to play the game (even with my help), so he gave up.

152
DF Suggestions / Re: Small Suggestions Thread
« on: September 06, 2009, 06:15:52 am »
Updated. Also, the whole dowsing / prospecting / surveying / you name it stuff is both too complicated for this thread and too controversial to be added.

153
DF General Discussion / Re: Community Adventure: The Realm of Omen
« on: September 01, 2009, 07:23:30 am »
Wall, of course. And a rough wall, not a block wall or something, the slugmen must not know he is there.

Vester : Who said all dwarven adventures must be above ground ? Seems counter-intuitive.

154
DF Suggestions / Re: Small Suggestions Thread
« on: September 01, 2009, 06:45:54 am »
Ah yes, the vermin can't be evacuated from the cage. But if you got, say, a horse in a (built) cage, you can simply use the cage menu to release it. Soon a dwarf will come, release the horse and a few time after the horse will eventually leave to wander in the fortress.

155
DF General Discussion / Re: Combat
« on: September 01, 2009, 06:40:36 am »
Yep, there's just a lot more detail displayed to the player in adventure mode, but dwarves are actually fighting goblins the way you would if you were an adventurer.
There's also the fact that adventurer mode is turn by turn, whereas fortress mode is real time.

156
DF General Discussion / Re: What turns you off about DF?
« on: September 01, 2009, 04:13:51 am »
Hm, if he hadn't any help it will be alright, but there is an entire wiki page about that, with step-by-step instructions and even some examples with the most common resolutions (but I didn't checked if his resolution is in the samples).

do you change the oil on your car?  do you know people that pay others to change their oil, and can't fathom why the would?  if you didn't answer yes to both of these then maybe you should realize that maybe everyone doesn't have your mind and upbringing, and that maybe it is like changing oil on a car.  if you did answer yes to both of these then i am surprised that you have internet access.

Huh... I don't get it. You're implying that changing these options in the raw is too complicated / tiresome for the non-initiated ?
Also, the example is somewhat broken... first of all, like I said, there's a whole page dedicated to help people with these options. There's no way you could do a mistake if you follow the steps, even if you don't know anything at that kind of "code". And I think that most people don't change their oil themselves because they don't want to put their hand in the dirt, not because they really don't know how to do it (especially with a step-by-step guide provided).
But maybe you implied that he won't change it because it's not his work and it should work normally on the first place... well, remember that DF is an alpha, and the Dxx stuff are mostly an experimentation about OpenGl. People should be ready to work a bit to make the game work, especially when their's guides and FAQs available.

157
DF General Discussion / Re: Combat
« on: September 01, 2009, 04:04:44 am »
That's planned. You just had to read the Dev log or the List of remaining items (on this very subforum), Toady talked a lot about it lately.

158
What is this weird circle around the guard's head ?

159
DF Suggestions / Re: Small Suggestions Thread
« on: September 01, 2009, 03:03:51 am »
- Different trap types, such as an actual trap door that acts like a lever, opens up; requires a building material and a mechanism.

Hm, I don't get it. You mean a door that act like a lever (on/off) when someone use it ? If that's what you meant, pressure plates already do that, sort of.

- Party interaction toggle; can find out the reason for organizing a party and what is being done. Can also be applied to meetings. While it's sometimes obvious, it might be fun to see what they're going on about. (You know, to find out how they got to the topic of naming all the caveswallowmen).

Here's a topic about parties and celebrations. And IIRC, Toady stated he would allow us to see what's going on during meetings and perhaps parties


- Display cases. Sort of a storage device for a prized item that can set up and assigned a specific item from the fortress. Can be made out of any existing material, built as a Container, but can be assigned an item once built. Possibilities can be raised to creating a new room: Museum. Might seem a little too much.

Neat idea, but I don't know tough. There's no such thing in the game that a building which value raise up depending on what item is inside, but on the other hand it could be built like a multi-item building (wells, screw pumps etc.) : you will need an empty case (made at the carpenter / mason / smith shops) and a precious craft / weapon / you name it to put into. Then you could designate a room from it the way you do it already. Seems relatively simple, but I don't know about the specifics.

160
DF Suggestions / Re: Small Suggestions Thread
« on: August 31, 2009, 04:59:48 pm »
Quote
-The ability to cover bodies with a cloth to reduce negative thoughts from death and/or decay.

-The ability to make cloth bedsheets and install them on beds to increase their comfort quality by a margin.

Remember that this thread is aimed toward really simple suggestions that will likely not include a lot of code writing from Toady. Smaller than a Bloat, and more the size of a Req, if smaller.

Your bedsheets idea for instance, require the making of a new item, which raise the questions : "Made from what ? where ? which price ? what does the quality level do ?". Then these bedsheets must be installed on a bed, and again it's "how ? by designating ? by a new order in the bed menu ? in the clothier workshop menu ? by who ?", and there's the whole "confort quality" thing, which can be either raising the bed's quality, or adding a new thought related to bedsheets, and etc.

Programming is counter-intuitive. Great things can be achieved with some lines of code, whereas smaller add can be a headache to program. Try to think about it before suggesting something that, at first, doesn't seems complicated.

161
DF Suggestions / Re: Small Suggestions Thread
« on: August 31, 2009, 03:51:09 pm »
Bad example, since tame animal can be easily caged or uncaged. But I get your point, and I add it to the OP.

162
DF Suggestions / Re: Small Suggestions Thread
« on: August 31, 2009, 12:56:50 pm »
I edited the OP to make a summary of the suggestions. Continue on :p !

163
DF General Discussion / Re: Community Adventure: The Realm of Omen
« on: August 31, 2009, 11:51:38 am »
Now that you're fully convinced that everything outside want you dead (as if it wasn't obvious enough), bring everything in the cart (and every seed and food immediately available) in the hole AND SEAL THE CAVE !

164
DF Suggestions / Re: Military Workers
« on: August 31, 2009, 09:04:10 am »
Nothing to add, that's exactly what I want too.

165
DF General Discussion / Re: Win
« on: August 31, 2009, 08:00:02 am »
Yep, that's what I tried to talk about, but I can't find my words.

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