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Messages - MMad

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226
DF Suggestions / Re: Fire proof Mechanisms
« on: October 04, 2008, 08:27:55 am »
It melts at 3632F or 2000C so it is up there.

In real life it would probably start deforming or weakening at a significantly lower temperature, though. Remember the whole WTC thing? Fire + steel bars = weak steel bars = pile of rubble.

Not that this would really be worth modelling accurately in DF... :)

227
DF Suggestions / Re: Pedistals for display
« on: October 04, 2008, 08:19:52 am »
Do it like a statue, where its worth more for the roon if its away from all the walls. I'd love a place to display all the totems made from goblins and such forth who were beaten back from my fortress.

Me too.

228
But suddenly it isn't purpose driven - it's deliberately playing dumb, which is much less fun. This is one of the relatively few drawbacks of a sandbox game.

True, that. Happily I'm good at playing dumb. :) I make up silly missions for myself all the time.

229
You can still perform the mission, you know - clearing out the mines sounds like lots of fun. :)

230
DF Suggestions / Re: Improved "Don't go outside" -> Danger level.
« on: October 03, 2008, 12:05:04 pm »
I kinda like the idea of a simple danger slider the player can move when danger arises. Maybe something like this (pardon the puns):

DFcon 5 - Dwarves can go anywhere.
DFcon 4 - Dwarves can go anywhere except the areas marked as "dangerous". (default)
DFcon 3 - Dwarves can go outside, but only in the areas marked as "safe outside".
DFcon 2 - Dwarves stay inside.
DFcon 1 - Dwarves stay in the areas marked as "safe inside".

Chasm creatures being a contant peril? Mark the nearby area as "dangerous". Goblin siege? Hm, better go to DFcon 3 to have dwarves not stray from the courtyard. Courtyard overrun? DFcon 2. Inner perimeter breached due to a forgotten, unlocked door? DFcon 1! Everyone, to the Panic Room!

231
DF Suggestions / Re: death and promotions
« on: September 30, 2008, 05:16:21 pm »
First one makes sense. Sure, it'd be a lot of spam when the whole siege walks into your ambush/traps corridor, but that doesn't happen so darn often.

Naming of creatures already appear, don't they? i.e. "The dwarves have named named a gremlin Burghular Murthalum" or something along those lines. Probably not for regular fortress mode dwarves though.. do they even get proper titles, i.e. in the Legends and stuff? I never really noticed.

232
DF Suggestions / Re: Room quality decay
« on: September 30, 2008, 05:11:48 pm »
While this suggestion kind of makes sense, I don't think it would make for good gameplay. In fact, I think dwarves being all disgruntled about the style of their royal bedchambers being so last year's would just piss me off and make me want to kill the whole ungrateful lot of 'em. :p

233
DF Suggestions / Re: Gender Differentiation
« on: September 30, 2008, 05:08:26 pm »
And, anyway, the stats stuff for humans should also make sense (women should have better social stats, if those get put in). As should gender roles. I shouldn't see too many female human caravan guards, for example.

Since it's pretty much impossible to even approach the issues of sex and gender without it being horribly political and up for heated debate, I honestly think it'd be sensible to just leave even the human sexes physically identical. That was you at least have deniability (in the form of "eh, not a priority right now" if nothing else :p). Although it could of course be added to the raws for anyone wanting to mess with it, I suppose.

234
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: September 30, 2008, 05:02:28 pm »
At the very least, I'd like to be able to vote negatively instead of positively, even if I still only get three votes. For example, I've voted for the two things that are most important to me in this game, and now I feel more strongly against some proposals than I feel in support for any of the remaining ones.

If there is some kind of negative vote added, I think it's important to make it count as "I really don't want this stuff in the game" instead of "I don't think this is important right now". Otherwise it might unnecessarily muddle the water with "political" voting.

235
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: September 29, 2008, 03:35:29 pm »
I'm wondering if we don't need to improve the granularity of what we are asking for.  What, exactly, does "improved hauling" entail.

[...]

So...I thought I'd just throw those out there as examples.  They're very specific things which can be tested for and checked off a list.  But the really good thing about them being separate items is we can decide each one's individual importance because, quite honestly - I having a wheelbarrow ain't gonna do us a darn bit of good when we have 4 dwarves with wheelbarrows run into the room to move 4 seeds, rather than 4 dwarves without wheelbarrows.  Therefore I wouldn't vote for wheelbarrows themselves until "Single Dwarf Job Queueing" was in place.

Thoughts?

I totally agree with the specifics of your hauling suggestion (you really should make a separate thread for brainstorming about hauling, btw), but I wonder if the point of this suggestion voting thingy shouldn't more be to give Toady an overall idea of what most people perceive to be the larger problem areas, and then let him figure out how he wants to improve it. Not least of all because noone else really knows how much of the game works, and any very detailed suggestion is likely to be unworkable on some point or another.

I agree that more details about the perceived problems and proposed ideas would be nice, but I think we should take care to remember the subtle difference between saying "this is what I think you should implement, in this way" and "this is what we think you should improve, and here are some ideas about solutions that might work". If nothing else, it's more fun reading the latter kind of suggestions. :)

I guess my main point (hidden as it is under much rambling) is that sometimes it's easier from a design perspective to have clearly defined problems; once you understand what the problem is, suggestions get a proper context and you can weigh them against other possible solutions that come to mind.

Also, note that this isn't aimed at your suggestion in particular - it sounds very sensible - but just a thought I've had about the nature of useful suggestions in general.

236
DF Suggestions / Re: Item Creation Fixes
« on: September 29, 2008, 03:15:27 pm »
I don't have any particular thoughts about how best to balance the current behavior, but I guess I generally agree that the stonecrafter masterwork spam gets annoying after a while. Same for carpenting, the other profession I usually get early legendaries in.

237
LOL at that screenshot. :)

Honestly I think the yellow cursor works great for the vast majority of current cases (I doubt most people will every encounter a situation as the one above), so I think the color/behavior of the marker should only be changed it it would only kick in when needed. Perhaps a toggle in the options menu to switch color between yellow, magenta and cyan would be a sufficient, simple solution?

238
Also, since animals and stuff trigger pressure plates (right?) it would be crazy dangerous.. :)

239
DF Suggestions / Re: Gender Differentiation
« on: September 29, 2008, 03:07:03 pm »
The only idea I really like is maybe more gendered names, so that if someone WANTS gender roles, it's easier to implement them.

Yeah, this seems to be the one point pretty much everyone agrees on.

240
DF Bug Reports / Re: [40d] OMG I'M STUCK IN THE BOWYERS!
« on: September 29, 2008, 11:00:02 am »
Alternatively, instead of making the dwarf stand in the middle of the workshop when he finishes it, make him stand on the perimeter, like when building bridges. Then you still have an unusable workshop at the end, but at least the dwarf in question isn't trapped.

It's still be strange and confusion if you built a workshop and it doesn't work for some incomprehensible reason, though. :)

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