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Messages - MMad

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1
DF Suggestions / Re: Material Discovery
« on: October 12, 2011, 09:42:52 am »
I kind of like this idea, only because in the far future when the whole "play the world" concept is more fully realized, I for one would enjoy embarking on new locations just to prospect for new resources for my civ. I could see the world gen throwing up a world where dwarves haven't discovered platinum, for example, and still be fully functional and playable.

Though a tech-tree mechanic might be fun if you play a whole civilization from year 1, meaning you basically start at the stone age and have to discover copper before you can get some proper mining done. :)

However it got implemented, it'd definitely need to be an init option.

2
DF Modding / Re: Community Patch - RAW Bugfixes
« on: November 02, 2010, 03:50:26 am »
Good idea, this thread. :) One suggestion, though: for each proposed fix, please consider making explicit exactly what the problem is that it will fix. For some who hasn't played the game in a while, it's not obvious what (for example) the problem with whips/scourges is.

3
DF General Discussion / Re: Dwarf Fortress Talk #9: Feedback
« on: August 07, 2010, 08:15:58 am »
Capntastic, Rainseeker, mallocks, Ollieh, and Toady One: you are all awesome. :) Thanks for taking the time to do these.

4
DF Modding / Re: Stonesense - Official thread
« on: July 18, 2010, 08:21:38 am »
Japa, Solifuge: you guys rock. :) This looks awesome.

5
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: June 12, 2010, 10:33:38 am »
Actually, thinking about it, stockpiles and beds are the perfect example: A bed room derives its function from its name giver, the bed. No bed, no bed room. Thus it makes sense to have the bed as an integral part of the bed room - a bed room without a bed makes no sense.

A stockpile, on the other hand, allows using bins or barrels, but they are not an essential part of it, but can leave it at a moment's notice. Even without any furniture, a stockpile is still a logic thing as it really just means the space open for it.

This sounds logical according to the way bedrooms currently works in DF. However, I agree with Jiri Petru that DF would be easier to to play and make more sense if some parts of the game (like bedrooms) worked differently.

For example, there could be many benefits from being able to assign an empty room to a dwarf. Even if they have no bed in there, they could still go there to sleep - sleeping on the floor in a private room of their own should be preferable to sleeping on the floor in a hallway somewhere. They could also store personal items in their room, with or without chests or cabinets, and conduct private meetings or discussions when that kind of things becomes more common and interesting.

Right now the bedroom is basically the home of an individual dwarf and many activities takes place there. I don't see it as necessarily obvious that it *has* to emanate from a bed. If you happen to settle somewhere without wood and can't make beds, I think it would make perfect sense to still be able to give each dwarf a room of their own.

You could argue that this kind of reworking of existing systems wanders outside of the topic of interface and presentation - but if it's impossible to make a consistent and sensible interface to describe and control the way the game works, the game should be reworked as well.

I love the Jiri Petru's idea of redesigning room construction in general to follow the hospital model - designating each room or work zone first, then placing furniture as needed. It makes a lot more intuitive sense to decide "This should be the dining room! Let's get some chairs and tables!" than to decide "Here's a table! Let's all eat our dinner in this general area". It would also improve workflow when carving new spaces - you could designate rooms of different kinds even if you haven't yet built the furniture required to make them function, making it easier to remember which was supposed to be which later on.

Anyway, awesome cool discussions in this thread so far. :) I hope Toady reads it and some of this makes it into the game.

6
Other Games / Re: EA Drops a Bomb on Used Sports Games Sales
« on: May 15, 2010, 11:39:04 am »
I think the backlash will be people not buying EA games anymore.

And what if all the other big retailers follow suit? Which I think is fairly likely. After all, to game developers and publishers, second-hand sales are at least as bad as piracy.

7
DF Modding / Re: This belongs in a museum
« on: May 13, 2010, 02:43:57 pm »
Wow, awesome! I've wanted something exactly like this for a long while. :)

8
Wow, clever damming method. :) Impressive and elegant.

9
DF Modding / Re: Discworld Fortress
« on: April 25, 2010, 08:32:02 am »
Hehe. Don't forget the fat mines. :)

10
This is really awesome. :) Good idea!

11
DF Modding / Re: A military stopgap: the dwarven pig?
« on: April 10, 2010, 09:06:01 am »
Awesome stuff. :) I like that it's got a carapace, makes sense if it's a naturally cavern-dwelling creatures.

I think "dwarven pig" sounds a little weird, though, I mean we don't call cattle "human cows". :) I'd call them "cave pigs" or something.

12
DF General Discussion / Re: Underwater Fortress (Need some advice)
« on: April 10, 2010, 08:57:00 am »
Did you know; forcing water through diagonals resets water pressure!

So something like this will prevent flooding (note, image is top-down, it's all on the same z level).


Hehe, sure, that will work - until Toady fixes that bug. ;)

13
DF Dwarf Mode Discussion / Re: Casting obsidian in an ocean
« on: March 31, 2010, 04:37:31 pm »
This sounds like a really awesome project. Keep us updated! :)

14
Wow, Dorten, castle is one of the coolest designs I've seen in a good while. Great job! :)

15
If it's such a big deal to you, couldn't you mod the game to make all stones the same color? :)
(Assuming that's possible; I don't really know.)

Personally I tend to make common areas and peasant quarters out of whatever was at hand at the moment, so they're made out of all kinds of different materials. Yes, it looks rag-tag and messy, but I kinda like the feel of that. :) For larger projects and noble/royal quarters I tend to be very careful, making sure to color coordinate everything.

Stuff I *really* want to get rid of (microcline, I'm looking at you) I usually just quantum-dump in a corner somewhere and forget about.

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