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Messages - neek

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106
DF Gameplay Questions / Re: What Should I use shells for?
« on: September 02, 2009, 11:20:22 pm »
The answer is yes, you can fish out an area. But, fishers go for vermin fish, which respawn after a while. Non-vermin fish, however, cannot migrate off map or onto map. I've never ran out of turtles, for some reason. (But someone else might after a different story).

Always keeping shells on hand is a good idea. For some reason, EVERY strange mood I've had for the past six years on my fort has demanded shells. And sometimes it came down to me forbidding every food item in the food storage save the lobsters and turtles (which I then had to force a peasant to start processing the stack of 26 raw turtles I had--now they won't stop eating them, despite the lavish meals I constantly prepare for them.)

107
DF Dwarf Mode Discussion / Re: Dwarven death star.
« on: September 02, 2009, 08:47:33 pm »
Magma by default has no pressure. Put it through a pump, and it has it in spades.

108
DF Suggestions / Re: Festivals and holidays- some new ideas
« on: September 02, 2009, 08:20:27 pm »
I hope the whole positive thoughts/negative thoughts gets much more rewarding; it'd be nice that negative thoughts could mesh with the personalities, and certain personalities would become less efficient at their tasks when unhappy. This would be good reason to keep them happy, because it means an unhappy legendary miner won't throw things, he'd just be as good as a talentless miner.

Also, people who have negative social attributes should gain negative thoughts for not attending, and feel bad for attending. Just for Fun.

I like the idea of holidays; don't get me wrong. There should be anniversaries that can be noted (say, in an in-game calendar that might appear on your [z] screen). But, I'm not comfortable with ANNUAL. I'd say 2/5/10 year anniversaries. That's long enough that a party might not screw you up, but not too far off to make it impossible to witness.

109
DF Suggestions / Re: An idea for Goblin siege upgrade.
« on: September 02, 2009, 08:01:45 pm »
Or really, the assassins should be after an enemy. Oftentimes in Legends, you read about So-and-so become an enemy of such-and-such. Noble enemies are a big asset, and should be their target.

110
DF Gameplay Questions / Re: Laptop controls
« on: September 02, 2009, 07:40:32 pm »
Never liked the one the wiki had.

I rekeyed Page Up/Page down for z-levels, and [/] and {/} for +- */. Made my life a whole lot better.

111
DF Modding / Re: Modding Requests
« on: September 02, 2009, 04:55:16 pm »
I had a few ideas, but I never got around to them.

1). Tobacco. Tobacco (Human smoking weed) is a rare aboveground plant. It is not edible, cookable, or brewable. Of course, one could wager the Dwarves smoke it, but there's no way to get them to carry pipes with tobacco pouches. So, tobacco can be processed into bags as a). trade good, b). "edible" chaw (Nicotine is an appetite suppressant; it can therefore be reasoned that it's replacing a meal. Lucky for us we won't have spit covered dwarves.) [Prestring:fragrant aroma]
2). Marijuana can be cooked or brewed into "green tea". This'd give the dwarves some happy thoughts. [Prefstring:makes food taste better].

Sadly, there's no [addictive] quality to a chemical, else I'd throw in opium. Have your fort go down in a tantrum spiral because you ran out of
heroin tonics! Or all your cocaine powder bags were snorted up by a champion. Man, the Fun that we could have...

Anyhow, just a thought to proceed with. Queue drug jokes... now.

112
DF General Discussion / Re: FotF: Dwarf Fortress 40d16
« on: September 02, 2009, 04:40:37 pm »
Also, I have discovered a lovely issue. From the error log:

Quote
Image export not possible because of zoom/window settings

Now why should this matter?

113
DF Dwarf Mode Discussion / Re: **SPOILER THREAD** On vortexes ...
« on: September 02, 2009, 11:19:13 am »
*shudders, just shudders*

114
DF Dwarf Mode Discussion / Re: How do YOU kill your prisoners?
« on: September 02, 2009, 11:11:06 am »
I bought some grizzly bears, one of them in fact, from the Elves. In two years, this grizzly bear had 4 cubs. Then I bought another one. And now I have a dozen or so grizzly bears. Catsplosion my ass, grizzlysplosions are much more dwarvenly.

So, I decided after chaining one grizzly bear up in the Mayor's office (because, I mean, who doesn't do negotiations when you have a grizzly bear as your bargaining chip?), I'm going to cull the herd.

I even let the gobbos keep their weapons. And you know what? Grizzly bear still won out. 5 on Confineinks the Honest Truth, 0 to the gobbo team: 1x1 match, 1x2 match (a dog kill-stealed in that one), and a 1x3 match. So many goblin chunks.

I'm all out of prisoners now and this makes me kinda sad.

115
DF Suggestions / Re: Simple cooking tweak
« on: September 02, 2009, 01:32:30 am »
Third'd.

116
DF Suggestions / Re: Watery Diversity
« on: September 02, 2009, 01:31:14 am »
I would also recommend: Lightning. During a heavy storm, can strike down and stun or give some level of wounds to a creature (depending how much conductive metal he's wearing); lacking a continuous stream (say, ending one tile radius, despite whatever constructions are there) would help reduce any exploitation. Can also set trees on fire or burn the ground.

Swarm creatures. Swarm creatures are multi-tile creatures that have low health per individual, but can constitute significant damage as a group but have weak health. Unlike carp, where one is deadly, they can have other effects: Jellyfish warms can stun and potentially drown a creature (and turtles'd eat the swarms right up), locusts can attempt to consume crops and dwarven clothing, mosquito swarms can tire creatures and exert them rather swiftly. Piranha swarms, well, do we really need an explanation?

Tornados. If we're going to have hail and hurricanes, might as well have a massive wind column come down and move across the map, destroying whatever is in its way.

Seeing as we were going on dangerous terrain: Quicksand. Depending on a dwarf's agility (or perhaps tracking) skill can preempt the fun way of finding these, otherwise what appears to be normal terrain becomes a horrifying experience.

New uses of ropes: Climbing ropes can be used to help dwarves in the water climb back into a higher z-level than a slope. Might also be a nice siege device, allowing enemies to scale walls; this is something that can be stored in a backpack.

New use of thread: Nets. Right now, dwarves just do it the dwarvenly way and grab fish out of the water (vermin fish, at that!). Having a net might increase their net gain, or be a requirement to just get the job done. Can also use spears for the part (not as dwarvenly with dwarve hands), or less excitingly, one wood or metal or stone + thread == fishing pole.

I'm not sure how I feel about life vests. It's bad as it is that we can hardly control what they wear--why bother including an item they won't wear if they don't have an open slot for it?

117
DF Suggestions / Re: Make dwarves take up a family name when married....
« on: September 01, 2009, 11:26:39 pm »
I'm glad Belteshazzar got the joke I was running with. ;)

118
DF Suggestions / Re: Copy text to clipboard
« on: September 01, 2009, 03:06:29 pm »
Copy to clipboard, export to XML. These ideas I can stand behind.

119
DF Suggestions / Re: Building systems
« on: September 01, 2009, 02:27:33 pm »
The issue at hand is that most games demand a think-tank to garner technologies, as opposed to a stroke of genius. What you propose is the same as most games that deal with technology: You tell them what you want researched, there's a definable tree so you can metagame the tree and figure out which discoveries yield different discoveries. Sort of like telling your scientists in Civilization to think until they get you gunpowder, and it's only 4000 BC. You know what they want, and there's a specific plot they have to take. Even with a tree, this makes researching rather linear, which doesn't fit in with Dwarf Fortress: This game is absurdly not linear.

In reality, most of the modern inventions that we use today weren't the product of think tanks or research labs that have a definitive goal; these are modern concepts. The President didn't ask Henry Ford to research Assembly Line Production so we can get Automobile; rather, he took an innovative approach to the industry. Investors didn't tell the original computer companies to research integrated chips and microprocessors; rather, someone had the idea and proposed it to the investors. Da Vinci was part of a think tank. Neither were the Greeks who built the Antikythera Mechanism.

There's a BBC production that describes how technologies came around. I wish I could tell you its name, because it is invaluable in this sort of discussion. A few major ones: The pocket watch, pendulum clock, water clock, and mechanical clocks all rely on the same physical properties. It took one person to realize that the energy released of a suspended spinning stone can also be expressed as a pendulum; that it can also be stored in a spring made it even more portable. The smelting of certain metals became even more prominent when a man realized that the clay vessels used in glass making heat up (by glowing white hot and reflecting thermal radiation back into the center) to far greater temperatures than thought possible. The movable type printing press was simply a realization that the Greek olive press can be useful for more than olives.

But that not being the point, the main disagreement here is that suggesting a think-tank like structure to propel the technology of your Dwarves doesn't fit the scheme of the game. We're looking at a pre-Renaissance, no scientific method using culture. Asking them to research something is about as futile as asking a dwarf to take from the nearest stone stockpile (rather than the more preferable Dwarvenly way, walking across the map and getting mauled by a Sasquatch.)

... or, what Meph said.

120
DF Suggestions / Re: Small Suggestions Thread
« on: September 01, 2009, 10:02:55 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.

Sorry, what I was thinking of was a false floor that when a creature steps on it, it gives and they fall down into the pit below (so it'd require an open space to designate): This is what is commonly known as a "trap door."

[edit]copypasta fail.

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