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Messages - neek

Pages: 1 ... 7 8 [9] 10
121
DF Suggestions / Re: Small Suggestions Thread
« on: September 01, 2009, 02:05:39 am »
Blasting caps need work; I can't imagine the power of an item that causes a fire made easily. We just want to blow up all tiles around it. But not a fuck the world device--you need magma and Fun for that.

- Dwarves do something more meaningful on break than just stand around, such as wash off all that blood and vomit and mud they acquire.

- Different trap types, such as an actual trap door that acts like a lever, opens up; requires a building material and a mechanism.

- Party interaction toggle; can find out the reason for organizing a party and what is being done. Can also be applied to meetings. While it's sometimes obvious, it might be fun to see what they're going on about. (You know, to find out how they got to the topic of naming all the caveswallowmen).

- Capping job management queues for greater than 30 on certain types and generating a notice that it has been reduced to its cap if you ask for more.

- Display cases. Sort of a storage device for a prized item that can set up and assigned a specific item from the fortress. Can be made out of any existing material, built as a Container, but can be assigned an item once built. Possibilities can be raised to creating a new room: Museum. Might seem a little too much.

122
DF Suggestions / Re: Military Workers
« on: September 01, 2009, 01:39:50 am »
Malsqueek: You're talking about a quartermaster. Quartermasters have always been a vital part of the military: You can't wage war if you don't have food, munitions, clothing, and other things taken care of. A quartermaster might require an office, containing a cabinet, armor stand, and weapon rack: Each of these contains the tools he needs to take care of his unit. And of course, he'd be a fighting a dwarf too.

123
DF Suggestions / Re: Make dwarves take up a family name when married....
« on: September 01, 2009, 01:36:08 am »
Naming conventions? I'm all for it. Taggable? Definitely. Init to turn it off? Absolutely.

But you know what this game really needs? Family trees anvils.

124
DF Suggestions / Re: Boatmurdered
« on: September 01, 2009, 01:22:59 am »
Meh. Boatmurdered is funny, but this is going the way of Leeroy Jenkins, where game culture influences game design. Of course dwarves know what adamantine is: They know the name of EVERY stone and metal and ore, and how to work it. It's all about part of being a dwarf.

125
DF Suggestions / Re: Salt and Oil
« on: September 01, 2009, 01:02:42 am »
While salt deposits might be too much, I think we're forgetting one major source of Fun that doesn't happen in Dwarf Fortress: Sinkholes.

This game needs them. Have limestone? Have Fun as the sinkhole gives and sucks in half your fortress in debris, dust, and Fun.

126
DF Suggestions / Re: Deconstruct clothing.
« on: September 01, 2009, 12:53:25 am »
Patchworking is an awesome idea. Though, I have two thoughts on this:

1). Turn clothing into "rags", which are worth 10% of the total value of their predecessor, but it does not return the decorations (does it have silk and leather image? Is it decorated with gems?) There should be no profitable return on reducing clothing to rags. This is similar how melting objects only returns a portion of their weight, but this should only return a portion of their value.
2). Patchwork can turn XclothingX and XXclothingXX into normal condition (or use some other delimiter to represent patchwork clothing. #clothing# might be a good one.) Patchwork clothing cannot be recycled into rags, only core clothing can. Patching clothing should be a skill most dwarves might be able to do.

In addendum, nobles should get negative thoughts for wearing patchwork clothing.

One could also have leather rags be converted into padding: Knee and elbow pads. Knee pads might reduce wear from the pants, and damage specified to those regions (such as from falling), while elbow pads will do the same for the arms; neither should effect hands of feat, just the lower and upper arms and legs.

Though, just as an obvious side-thought: There is no way that rags of any sort can be artifacts. Please, for the love of Armok, I don't want strange mood dwarves pumping out knee pads.

127
DF Modding / Re: Murlocs, Oh God...
« on: August 31, 2009, 11:00:14 pm »
.... which, seems appropriate. I'm scared of this whole concept and I wish you never made this. I FEAR.

128
DF Dwarf Mode Discussion / Re: Dwarves don't poop
« on: August 31, 2009, 03:03:42 am »
*Urist McShitedwarf cancels brew drink: Needs to drop a deuce*

You know what? Screw that idea.

129
11 year old fort. Last I checked, it was 11,000 or something of that sort. I collapsed some hills, so there might be more.

130
DF Gameplay Questions / Re: Areana
« on: August 30, 2009, 02:19:22 pm »
I built a "temple" of sorts, it's meant to be circular shaped, so it has a radius of 10 squares. On +0z, it contains the stairways into the catacombs, on +1z it contains a cage with grizzly bears. Opposite to that is where the goblins will go. On +2z, there's a perimeter around the pit, and two levers: The left lever is connected to the cages, the right level is connected to do the doors. If shit gets hairy, I position my champions in front of the door and open it up. This should be fun.

Onto my next project, I will make clear glass floors over the pit so everyone can watch.

The rest of the structure is +3z, supports, +4z and +5z the roof.

131
DF Modding / Re: Dwarf Therapist (LATEST 0.3.1 8/19/09 see first post)
« on: August 28, 2009, 01:28:40 am »
Damn that took me a long time to get running.

For Windows Vista, I can't run the game unless I'm running it under administrator. Try running Dwarf Therapist as administrator; it seemed to've stopped all my woes.

132
DF Modding / Re: Human Fortress?
« on: August 28, 2009, 01:06:57 am »
1). When building a human settlement, remember that while individual houses are nice, the first thing that should be built is a communal hall. Build one up and put some beds in it, keep a free area. This'll help with the migrant versus construction rate. The communal hall can also serve as a (realistic) meeting area and meeting zone.

2.) Communal housing can save you space; set up apartments within a building, have a dining room in it with some food storages. This keeps it nice and neat.

3). Everyone is a carpenter or a mason. If there isn't something pressing, put them to work raising walls and spend their time roofing. I'd also start up and work down, instead of the more realistic way: Build a few supporting walls in the corners, and a ramp going up (ramps save time so you don't have to build both upstairs and downstairs), and build the roof. You can build rooms even if there aren't any walls, even though they might complain about the draft.

4). Humans drink water, booze fucks them up and slows them down. Wells'd do you good, and keep your humans away from the river (which is probably why the carp are so fierce--because your fishermen aren't the only ones on the bank.)

5). Walls are awesome. But you know that.

These are some pointers I can give you. I've tried the above-ground fortress with Dwarves. You can build underground, carve in each house and building a cellar for storage. This'll keep your miners trained (somewhat) and give you stockpile room so you don't have to build gigantic warehouses for EVERYTHING.

133
DF Gameplay Questions / Re: Some questions about channeling magma.
« on: August 26, 2009, 01:11:21 am »
I had decided to fix it by running a water pipe up and pressurizing it using a series of tubes; in the process of channeling and constructing said device, I suffered another human siege, and for some reason, the orders "all dwarves remain indoors" was blithely ignored by them cramming themselves at the front doors. My marksmen decided it was time for sleep, and did so while the human mounted marksman slaughtered my people at the gates. In the end, I lost everyone. Had I been able to get everyone indoors, I could have locked the doors, raised the bridges, and had my archers pick out the invading force from their second-story fortifications quite easily.

I have a backup, but it almost feels like cheating. I attempted to reclaim the fort just to get back at the humans--but they register as "Friendly." This saddened me slightly. I might go to the backup, if I'm feeling plucky.

134
DF Gameplay Questions / Re: Some questions about channeling magma.
« on: August 25, 2009, 12:46:34 am »
Interesting.

I'm having some lovely problems with mine, and I have noted a few things about it.

1). The setup

Spoiler (click to show/hide)

This design seemed fairly straightforward, so it should work. The design cost 2 lives (three if you count "sharing" the fire.)

2). The screwed up realization

Magma flowed slowly southward, taking a full season to get to the junction. When it did, waves (waves were noted as levels that alternate by one level, so a 4545 was a wave) were sent back northward. This "slight" reverberation might've slowed the flow into the eastward channel. After four years, it lazily fills the reservoir, but quickly dries out and "evaporates" (or otherwise disappears).

Here's an example of "average" fill levels:

Spoiler (click to show/hide)

I'm not sure if "waves" were ever noted, or I'm misreading them. A much faster, pressurized stream would definitely ignore them, but the stolid magma flow seems willing to prove it. A fix seems to dig a service tunnel one z-level higher, and channel magma to flow downward. This might speed it. Or might do nothing. Being that my liaison has yet to comply with my requests of LOTS OF BAUXITE ROCKS, I have no fire-safe mechanisms to create a pump and potentially flood the southern tower with lava (and then watch it flow out and into the ravines below, which would be FPS destroying and fun increasing.)

Either way, the point stands: Sharp turns == not the way this is going to work.

135
DF Dwarf Mode Discussion / Re: Recent events thread
« on: August 24, 2009, 02:36:55 am »
I had struck the earth, as the dwarves are oft to say, on a map that had steep hills, 50 tiles in diameter at its base, going up 10 or 11 z-levels. It was my mission to build up, so I did. After a year of digging towards the volcano, requiring a 90 degree angle, for my forging area in the basement of the Southern Tower, I lost a less useful dwarf. He was the sacrificial victim to get the magma flowing. His pet cat still brought to the security wall a dead lizard for his master, and continued to do so for years on end. I had put him in a cage, and I hope to set this cage next to his burial plot when the Eastern Tower's catacombs are complete.

I realized, as it was flowing, I needed a larger reservoir. I easily carved one out, but I had no time to take out any of the retaining walls save one. Five years passed, and less than half the reservoir has magma. I deconstructed the security wall and unlocked the diorite door blocking the site, and began to quickly remove the fortifications and walls. When the retaining wall was breached, a bit of magma touched the clothing of the brave deconstruction dwarf. He ran out and immediately sought shelter in his wounds. A carpenter walked by. He caught on fire too. Luckily, I only lost those two.

I immediately locked the door and rebuilt a new security wall. The magma reservoir is still taking too long to fill. I'm beginning to suspect I should be pumping this stuff in rather than relying on the flow of magma.

The human caravans have stopped. Instead, they had sent me the surprise of a siege attempt. I had already lost my champion wrestlers to goblin crossbowmen. Two green marksdwarves and an axedwarf (the sworddwarf is still recovering from a broken arm that has taken over a year to heal) took to their posts and approached the campfire. Within 10 tiles, the humans responded. The axedwarf has eight kills, while both marksdwarve share a paltry four kills each. I hope for an emissary soon.

Kobolds are getting more restless. They see the gold in the hills. They see the gems. They see the piles of artifacts the small clutch of dwarves have carved. At no time had I any sense to build complicated weapon traps or mazes that offer my fortress for three easy payments of 29.99 each, but only accept blood and pain as payment. I'm suspecting they might try another ambush soon, but they've never stolen an item from me before. Three winters ago, the dwarves threw a party. In this party, they got to the topic of the caveswallowmen. All the caveswallowmen now have names. They seem to leave the dwarves alone, even when we're up in the chasm snagging cave spider webs.

I'm awaiting a replenishing stock of dwarves. My population has dropped from its height of 34 to 28. The dwarves are getting restless, and while booze and food is plenty, the stocks aren't. They haven't thrown a party in quite some time. Our wealth amasses, but their happy thoughts are dwindling.

I'm not sure I have many years left, before something stronger eyes my fort and I'm ill prepared for it, or the dwarves themselves go crazy in these hills and try for each others' throats. Either way, this WILL be fun.

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