Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Impaler[WrG]

Pages: 1 ... 42 43 [44] 45 46 ... 60
646
DF Suggestions / Re: Flexible workshops & room definition
« on: November 26, 2008, 01:09:09 am »
Actually the forge is the defining item of a forge, by which I mean the fire-pit in which the blacksmith heats the metal in, if the metal isn't heated nothing is going to happen.  Metal that been melted in a crucible can be cast into molds without using a hammer and anvil (which is in fact the earliest metal working method).  Your generally right that a system of 'bare minimum' allowing basic work and then 'extra tools' adding better quality and more sophisticated operations is the way to go but your particular scenario is a bit backwards.

647
DF Suggestions / Re: Metal waterwheel and axels?
« on: November 26, 2008, 12:56:04 am »
Lava flowing down the flank of a volcano forms a skin of hardened rock around itself leaving an insulated and still red hot interior which can flow as fast as rushing water if the tube is large enough.  Their is no real upper limit on how fast a fluid will flow, its all a matter of viscosity, pressure and pipe diameter.  Any fluid can move at high speed if the pipe it goes through is wide enough, the further from the wall of the pipe the greater the speed relative to the wall because the fluid at the center is moving relative to the fluid around it which is a product of viscosity.  You can see how concentric cylinders are just sliding past each other with speed relative to the wall increasing every time.

648
DF Suggestions / Re: Zone for migrant waiting area
« on: November 26, 2008, 12:41:01 am »
Am I the only one who suspects your going to put the new Immigrant zone of your fort in a room that can be filled with lava at will?

Your points on assigning tasks and possibly missing the immigrants is valid but I think a zone is a poor way to address it, how about the first immigrant in the stream goes to your leader/mayor and presents him with a list of the names of all the new immigrants so they can become become official 'citizens' of your fort.  You get a pop up like that which occurs when a diplomat meets with your mayor, the pop up shows said list of migrants and you can assign labor and rooms at that time

649
DF Suggestions / Re: Stop ransacking Tasked materials when crafter halts
« on: November 25, 2008, 10:05:25 pm »
I never implied it would affect materials outside a workshop, only the items in the workshop have that TSK marker.  Keeping items dropped randomly in hallways would indeed be a bad idea as it would clutter things up.  Logically things left in a public hallway are going to get moved out of the way and things at are at someones workstation and are needed for work thats scheduled will not be. 

On the more general point though I think crafters just dropping things in the halls the moment they become thirsty is a problem in its self.  I mean If your in the middle of a task and are moving something and get thirsty you don't literally drop everything ware you stand and rush off to slake your thirst, you finish putting the thing in question at your workstation and then get the drink.  Programaticaly I'd do it like this, a dwarf has a 'thirst' timer that eventually runs down they become thirst but they don't stop their current task, they just schedules a drink as their NEXT task, at the same time a second short timer starts and if the drink hasn't been obtained by then they will just drop everything as they are now 'very thirsty', same logic applies to every other kind of 'break' they need to take just vary the length of that secondary timer to represent how pressing the needed break is.

650
DF Modding / Re: Making stones common? [Nevermind = New stone won't appear]
« on: November 25, 2008, 04:39:59 pm »
Kagus:  Could you elaborate a bit more, are you saying that having three types (Vein, Large Cluster, Small Cluster) means that the map will have a roughly a third of each but if only Large Cluster was used then the same number of instances will be generated but now ALL will be large clusters providing a much larger amount of ore?

Do you know how the number of veins and clusters is determined on a map, if we flood the raws with stone types that can appear only in Large clusters would every available 48x48 block contain a cluster?

651
DF Gameplay Questions / Re: A Smelting Ore question
« on: November 25, 2008, 03:36:32 pm »
I've also had those all Copper forts.  I'm working on making them a bit more diverse by adding some more ore types.  I've also included a Slag stone from another mod. Slag is returned from most smelting operations and two Slag can be smelted again with small chances for almost every metal to be produced ranging from 15% for copper and Iron to 1% for gold.  It averages out to half a bar per Slag and helps you get a small quantity of diverse metals to supplement but not replace trade supplies.

652
X-Com is THE quintessential Isometric projection not cavalier.

653
DF Modding / Re: Making stones common? [Nevermind = New stone won't appear]
« on: November 25, 2008, 12:49:08 pm »
Random mining is a poor way to check if the new stone is being generated.  Embark in an area with massive cliffs (and the correct rock type) and you can just scan the walls to see if their is an outcropping of the stone.  Or for even more power use map reveal.

654
DF Suggestions / Stop ransacking Tasked materials when crafter halts
« on: November 25, 2008, 12:45:07 pm »
Has anyone ever noticed how a Crafter will often stop in the middle of their work to go get a drink or perhaps a bite to eat and immediately haulers will grab up every raw material they were using and put them back in storage forcing the crafter to collect them all over again.  This is an annoying waste of time and merely creates extra hauling for everyone involved.  If a task is at the top of the queue and it goes from Active (green A next too it) to not active the materials should go from 'Task' (TSK) to and a new state called IDLE which would prevent frivolous hauling.  The idle materials are still associated with that top queued job and if the player cancels the job the materials are freed up to be hauled away so you don't have to worry about things getting permanently 'stuck' in a workshop.

655
DF Suggestions / Re: Ladder
« on: November 25, 2008, 12:06:51 pm »
That is possible now but its not at all obvious for most people how it can be done, dig a down ramp then have the miner remove the ramp trapping them in a pit, then repeated channel under himself (falling each time with a stun that dose no permanent damage), obviously he must dig into an escapable area or dig himself out again with a stairwell.

656
DF Suggestions / Re: Ladder
« on: November 25, 2008, 10:18:33 am »
Good point DJ, I think that could be addressed by requiring an creature to have both a [STANCE] and [GRASP] body part to use a ladder.  That would cover prevent dis-armed (literally) dwarfs from using ladders.  Cats don't have a [GRASP] body part (resulting in all that "cat too injured to haul object" spam) so something new like [NIMBLE] might be needed to show that a create can climb a ladder without the normal restrictions (presumably Nimble means they can also do a few other unusual things like jump up on walls too).

Also rope ladders (made from say 2 ropes of the same type) should also exist.  And I think hauling on ladders should be prohibited (because you need your hands free).

EDIT:  Amazingly similar cross-post with footkerchief

657
DF Suggestions / Re: Suggestion: Dwarven Transport System
« on: November 25, 2008, 09:53:02 am »
Quote
Anyhow.  The basic design is a player lays out a track on the floor of their fortress and when a dwarf needs to go some where he steps on the transport system and it calculates the time it takes for him to get to his destination.

After that calculation is done the dwarf is held in a buffer until the time has elapsed and then comes off the line wherever he is supposed to come off at.

I disagree with this on the premise that dwarfs should never 'vanish' from the world/map to re-appear some ware else, it presents all kinds of programming problems with things that depend on location and distance values existing for a dwarf at all times.  Its also confusing to the player as well.  Any transportation system that is implemented must maintain a dwarfs physical location at all times to be even remotely compatible with the present system. 

I also don't think what your proposing is tech-level appropriate.  Its not even clear WHAT your proposing as you listed components without actually clarifying what kind of system it is, my guess is your talking about pneumatic subways because of the air-tank component.

Simple mine carts that move on rails and require a dwarf or draft animal to move them is a long standing eature request which is accepted as tech-level appropriate.

658
DF Suggestions / Re: More Jewler activities
« on: November 24, 2008, 09:15:19 pm »
Quote
The skills in the game are called gem cutting and gem setting though, neither of which really has anything directly to do with fashioning the jewelry itself

Umm.. thats why I proposed a new 'Jewelry Smith' profession which indeed would fall under the green-shirted Jeweler category and would perform work only with precious metals turning them into rings, crowns and similar items.  Did you miss that part?

I'd even agree with you that if these tasks were removed from Metal Crafting and nothing was added it would be debase the profession but as I said more metal craft able items will likely be introduced to balance that out.  And remember their are already WAY worse professions like those damn fish dissectors, I mean seriously FISH DISSECTOR as a profession?? What was Toady Smoking that day?

659
DF Suggestions / Re: Select Starting Season.
« on: November 24, 2008, 07:00:49 pm »
This suggestion reminds me of Oregon Trail in which you pick your starting season and it was very important due to the weather and grass to feed your Oxen.

Which makes me think, what if their was an Oregon Trail portion to the game that came between the Preparation screen and arriving at the site.  You could even pass through multiple areas and pick the one you like for a flexible start.

660
DF Suggestions / Re: More Jewler activities
« on: November 24, 2008, 06:33:31 pm »
Quote
I'd also add the [Jewelry] tag to bones, shells, and some rare woods.

I'm not sure what effect you want to see from that?  If you want to see those materials used by the Jewelry smith and turned into rings, crowns, amulets etc then I disagree the Jewelry smith is a metal crafter and the skill would not translate into different materials like bone and wood, it would also steal the thunder of the bone and wood crafters.

Perhaps the meaning of the [JEWELRY] tag would be better represented by calling it [COLD_WORKABLE] or [SOFT], the primary thing it dose is allow you to craft without using fuel.  The Jewelery Smith is limited to working with only these metals.  It might still be possible to make an Iron amulet or steel ring but that would be done by the Metal Crafter not that their should be any real incentive to make such things.

Theirs some concern that these changes would leave the Metal Crafter with nothing to do, while it dose remove the coin job it leaves in place a lot of other trade goods that would be made of base metals such as goblets, instruments, toys, flasks and myriad other things which will be added in the future.  I could see 'table ware' (plates + utensils) used to enhance dining rooms, 'canteen' a metal water skin equivalent, 'lamp' (fill with oil for illumination) along with moving metal buckets to Metal Crafter.  Basically any item not commonly made by hammering at an anvil, much of which would have fallen under the historical definition of 'Tinsmith' or 'Coppersmith' named for metals that soft but not used for jewelry.  I also agree with moving chains to Blacksmithing.

I'm also thinking that studding might fall under Jewelry Smith as it already takes no fuel one of the principle characteristics of the new profession and is inherently a delicate process more in like with Jewelry production.

Pages: 1 ... 42 43 [44] 45 46 ... 60