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Messages - Guy Montag

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226
DF General Discussion / Re: Dwarf Hospital!
« on: March 21, 2009, 08:53:45 am »
I'm guessing that the extracts like Golden Salve and Gnomeblight and those otherwise currently useless trade goods will have a purpose with the new healthcare tasks.

I'm thinking a stack of liquor would be useful in some applications too.  After all, doctors back in the olde dayes sure seemed to like to prescribe everybody a lot "medicinal" brandy. It balances out your humors, you know.

227
DF General Discussion / Re: River of blood?
« on: March 21, 2009, 08:22:33 am »
Yeah, your right, animals/goblins DO IN FACT smash right through thin natural and constructed floors.

I'd have to make it a solid wall then. It complicates it a bit, but I'm going to try it out.

228
DF Gameplay Questions / Re: Butterfingers
« on: March 21, 2009, 07:56:56 am »
Dwarves, unless drafted, don't like to carry military grade weapons with them. Just enable wood cutting, as a quick fix.

This proves once and for al that dwarfs are not american.

Psh. They are in my fortress. Enable the hunting labor. Everyone in my fort is packing, and wearing leathers. They all got a crossbow, axe or hammer and patrol the woods outside of the fort on their free time looking for things to kill. With a bunch of dogs and cattle in their town square.

Its just like a post-apopcalyptic biker bar in Texas.

229
DF General Discussion / Re: River of blood?
« on: March 21, 2009, 07:43:40 am »
I always thought that was a neat effect, even if it is a WHOLE LOT OF BLOOD.

I'd dump fresh bodies into the river for the visual effect, but I need those skulls for my skull throne and I just can't have them floating down the river...

Hey, I just got an awesome idea. An execution tower, high in the air, that dumps my prisoners and unwanted animals right on top of a narrow grate platform crossing a river. That way, the bulk of the useful stuff is recoverable, while all the bits and chunks that fly off land in the water and lend to the atmosphere of the place.

230
DF General Discussion / Re: Dwarf Hospital!
« on: March 21, 2009, 07:36:09 am »
According to the dev log, a splint applied to a broken arm, will allow the wounded dwarf to go back to work and use the other arm for swinging a pick or what have you. It looks like some injuries will be "treat and release" so the dwarf can just be on light duty and at the very minimum, can actually feed themselves and get a drink even if they are hobbling around on crutches.

I gotta say thats a vast improvement from the usual "lay in bed for 3 years" and the lakes of fresh water wounded dwarves consume. No more champions dying of thirst because they bruised their arm and all the ponds have been dried up.

231
Not sure if this has ever come up before, but it seems to me that Dwarf Fortress is awfully scarce on civilization... I think the towns and mountain homes and everything else needs a serious increase in population. Human towns are unrealistically far and few between and the towns themselves not dense enough... a few wooden builds scattered over a wide area and very few people. Not even any stray dogs in town!

Maybe this suggestion is a little too broad so I'll break it down into things I'd like to see.

-Towns and mountain homes should not be so rare on the world map
-All the towns need a design overhaul, I believe thats part of the dev log, but they should be crowded, densely packed hives teeming with people, just cities are and have been in the real world.
-Cities should range from vast, established castles and sprawling cities to 3 home farms out in the countryside to isolated logging cabins in the wilderness.
-Many, many more people.

When seiges drawn from actual populations and the ability to send your military to other towns is implimented, I think its going to be extremely trivial to depopulation the entire world map in short order. After all, you can depopulate 80% of a goblin tower just by defending from that tower's first seige. As it stands now, its not that hard to depopulate the world with a single adventurer within the span of an ingame year...

I think there should just practically be an endless supply of people. Make cities more abundant, with less rules reguarding where they can be placed in the worldgen would be a good start. If cities become too full of people, make the majority of them stationary at a workshop or riverbank or in a farming feild to minimize that CPU-melting pathfinding.

If it becomes too much for Ledgends mode to track everyone, Make the legends mode ignore the majority of the population unless they do something noteworthy. Abstract causualties of wars and not listing the names of every single peasant that moved into an apartment. Perhaps even abstract and randomly generate the population of the city as you enter the town to interact with it.

If the World map becomes too crowded with cities, only display the large, important ones, and leave the smaller dwarven outposts and minor towns to be found by random or on the embark screen.

I dunno. Thats my suggestion. The world of DF has too much in the way of empty wilderness and not enough in the way of interesting cities to explore and commit genocides against. What do you guys think?

232
DF Dwarf Mode Discussion / Re: Cowardly elf...a bug?
« on: March 21, 2009, 04:08:07 am »
I think elves, when they seige come into your map ambushing... like an ambush party.

Maybe once they are spotted, they retreat like a Kobold theif or Snatcher. So the elf tries to ambush, is spotted (which is automatically with Goblin seiges) and then he runs off the map.

I guess. I'm pretty sure elf seiges don't retreat once spotted, however...

233
DF Suggestions / Re: Pity: Care for injured visitors
« on: March 21, 2009, 12:43:54 am »
This idea has some merit, but I think the wounded friendly will depart on their own as soon as they are able, or they depart with the next trade caravan from their parent civ. The friendly wounded lays there on the bed and does not require any food or water, much like the goblin prisoners or animals, ect.

My idea is that wounded friendlies can be "sold" back to their caravan for some small amount of money as compensation.

This same mechanic could be used later to sell captive enemy seigers. Say instead of finishing off that wounded hostile elf they are tasked to bring them back to captivity once the seige ends. When the diplomat comes back to arrange a peace, the next trade caravan can trade off your POWs in exchange for randsom/tribute money or goods.

Thats more realistic then just ignoring the wounded caravan guard, or killing off incapicated enemy soldiers. Back in the day, prisoners were rarely executed, but often captured as slaves and sold for ransom.

234
DF Dwarf Mode Discussion / Re: The history of the human conquest...
« on: March 20, 2009, 06:58:00 pm »
I am 100% certain some of the older versions let you embark on a hostile goblin tower.

That was one of the first things I did to learn the game when I started playing DF.

235
DF Modding / Re: To go with the ravagers: Dwarf Superweapons
« on: March 20, 2009, 02:04:55 am »
I agree that some weapons a really powerful, and doing 30k damage to a body part is the same as doing 20k, is the same as 1k, unless they are an adamantine destroyer, or armok himself...
I like the alloy idea, making armor to die for, because there is always the kobold willing to stab you 500 times, and you need a good defense...
BTW, if there was a kobold attacking you, how do the counter-attacks work as far as speed goes?
For instance, i've taken my trusty hammer and attacked a horde of creatures, and i take a steap, 15 attack me, and they fly off in various directions in the time it takes me to move my foot...

Counter attacks are "free" movement/ speedwise. So the faster your enemy attacks you, and the more ineptly that enemy attacks you, the more free hits you get on them.

Yeah, at some point a dozen carp/wolves, ect will attack you all at once, and before its even your turn to go, most of them are spattered against trees and extremely dead.

236
Curses / Re: Doing something about the omnipotent Security Uniform
« on: March 20, 2009, 01:31:24 am »
Well, its not like its hard to get good weapons. Who the hell can afford to buy weapons (lke 4gs just for a M-16) from the black market anyways?

Just buy a messload of cheap pistols and shotguns and take the stuff the National Guardsmen and SWAT guys are wearing every week they seige you...

237
DF Adventure Mode Discussion / Re: Common?
« on: March 20, 2009, 01:27:45 am »
Spoiler (click to show/hide)

Well, if you had a lucky shot, at a certian angle, and it penetrated far enough, with a good enough bow and a good amount of luck?[

238
DF Suggestions / Re: Engineer Commisioning.
« on: March 20, 2009, 01:14:03 am »
You know, I never even considered what the hell my dorfs were doing when I built a bridge or well or whatever.

An architect is treated a bit like a noble/ admin/ upper crust twat so I assume his job would be very little manual labor.

He'd show up at your trench with 5 starving miners that dug the channel on one side of the moat, lick his finger, point it into the air, imagine the whole bridge and all of its engineering wonders, then would prompty retreat to have a drink, meal, a long nap and a break in the meeting area, and have some masons come deliver the stone and actually construct it.


239
Curses / Re: Little Ideas-Request for Comment
« on: March 20, 2009, 12:47:21 am »
The Moderate Crime Squad/ Military/ shadow government/ ect, sounds like an awesome end-game thing to impliment.

Most people in general are resistant to change and can see the bad aspects of just about everything. People are pessimistic, and generally have a healthy paranoia, especially when it comes to governments. I think a 3rd party force that acts against swings from the moderate in policies in a harsh, ideally violent manner would be awesome.

Then again, a significant moderate force would kinda kill the humor part of the game. The bi-polar conservative vs liberal war and you are either one of us or you are the enemy! sort of thing is part of the appeal of the game.

That said, the only suggestion that comes to mind is: Just rename the .22 revolver to .38 revolver so I think straight while playing the game.

240
DF Gameplay Questions / Re: Fire snakes
« on: March 20, 2009, 12:35:34 am »
Hey, how does vials liquid fire stack up as a trade good?
I figure, I'm going to build a bunch of traps, give my trappers and dissectors something to do, and give my glassmakers some practice.  Though, it seems that the vials will be more valuable than the contents.

Firesnake extract "liquid fire" is worth 100 dorfbux. The (living) snake itself its only worth 5 dorfbux.

I don't even know if its worth baiting the trap, because your trapper likes to use a stack of 5 valuable foodstuffs to bait the trap and the snake rolls up, eats the entire stack and is never caught.

Honestly, I'd love to have a living incendiary snake as a pet, but I guess too many otherwise perfectly awesome workdays slaving away in the goddamn scorching heat and soot and labor of the magma furnaces were completely ruined by seeing one slither across the floor.

Cultural differences, I guess.

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