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Messages - Pilsu

Pages: 1 ... 38 39 [40] 41 42 ... 197
586
DF Suggestions / Re: Custom Decoration in Adventure Mode
« on: February 12, 2010, 01:41:56 pm »
I don't think ordering specific things in fort mode is unreasonable either

Adventurer skills are required before the player decorating his own stuff is even worth considering. Paying a blacksmith to do it should be a requirement for now

587
DF Suggestions / Re: "Squeamish mode"?
« on: February 12, 2010, 11:55:15 am »
He mentioned replacing individual problems with a general assessment of health based on the worst injury. Problem is, that means spraining your finger really bad puts you in the same pile as the guys with mangled torsos

588
DF Suggestions / Re: "Squeamish mode"?
« on: February 11, 2010, 05:18:08 am »
This isn't the Sims. People are just going to have to suck it up or go play something with hit points if they have a problem with the realistic damage modeling.

589
DF Suggestions / Re: Making the game playable.
« on: February 10, 2010, 01:12:58 pm »
Making the mouse more functional would not be wasted code unless he removes the tile system entirely

590
DF Suggestions / Re: Garbage eating pets and other ideas.
« on: February 09, 2010, 05:07:15 am »
I often hear of dogs being really fond of beer

591
DF Suggestions / Re: Obtaining sand via trade
« on: February 08, 2010, 01:44:33 pm »
How would you pack those sand molds with 1400s tech?

592
DF Suggestions / Re: HELL forges! *spoilers*
« on: February 06, 2010, 02:43:14 am »
I don't think it's the fire and brimstone type of deal this time

593
DF Suggestions / Re: Siege thread
« on: February 03, 2010, 01:42:59 pm »
The idea of a "trojan horse" caravan has potential, too, and really deserves its own thread.

Reminded me that the goblins have dwarves and humans in their ranks. They'd probably need special training to be able to meld into enemy societies even temporarily but they'd be very useful for getting in. Of course, we'd need some way to catch them. If they can just waltz in without anyone bothering them no matter where they go, they'll be nigh impossible to fight

Alternatively, their caravan could simply sell contaminated goods and detect traps. I suppose the AI is not smart enough to scope out defenses to any meaningful degree. A lone dwarven merchant shows up hawking a few wares, offers diseased drinks to the gate guards and goes on his merry way

594
DF Suggestions / Re: Adventurer Ammo making
« on: February 03, 2010, 06:42:30 am »
You don't make arrows out of branches. Saplings might work. Problem is, fresh wood has to be dried. It's doubtful that a campfire will work for that

595
DF Suggestions / Re: Evolving workshops
« on: February 02, 2010, 06:13:43 am »
How is a masterful stirring spoon going to improve your cooking speed?

596
DF Suggestions / Re: Alchemy of sorts
« on: January 30, 2010, 08:32:39 am »
Alchemy was never supposed to be that random though. Hidden potion quality changing the effects is great but it has to be dependent on more than just the skill of the mixer. Impurities might cause side effects. A hidden shelf life is an option.

Potions could also be affected by existing stats. Say, drinking a strength potion would have a stronger effect on a weaker dwarf, perhaps doing nothing for an already strong one. Alternatively, potions could amplify existing strength, increasing strength exponentially. Stats could also be required to handle the effects lest they turn detrimental


Side effects are a nice way to balance high end potions. Sure you can chug a Titan's Might elixir but it also drives you temporarily berserk (or sometimes even permanently. Yikes). A revitalization potion might give you a boost of energy but make you feel faint or fall unconscious as it gradually fades. Potions could also affect personality a few points at a time so anyone with a habit of chugging strength potions inevitably turns into an ornery asshole. Existing stat potential decreasing with use would also limit their usefulness. You don't much care about that by the time you only have a handful of men left and orcs are banging on the inner sanctum door.

597
DF Suggestions / Re: Domestication tags
« on: January 29, 2010, 11:50:23 am »
Tags should also be added to keep dwarves from taking on cows as personal pets

598
DF Suggestions / Re: exploding drinks
« on: January 28, 2010, 05:31:46 am »
The only thing that might be a placeholder is the lack of convection. All of the other things are deliberate and completely ludicrous in realism terms. Your point is moot.

599
DF Suggestions / Re: Designate Stones for Destruction
« on: January 28, 2010, 05:23:05 am »
That's an issue of furniture crafting and building not being separated in the labor list

Conservation of mass is important. Even novice miners shouldn't just make rock puff into thin air

600
DF Suggestions / Re: exploding drinks
« on: January 25, 2010, 10:20:49 am »
The game has underground flora that presumably gets it's energy out of geothermal heat. Magma vents house snakes and various other critters made of meat. Magma can be used for forging and is generally safe to be around. I think it's safe to say that alcohol not actually being explosive needn't stop us if it's deemed to be a flavorful, fun addition.

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