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Messages - Vattic

Pages: 1 ... 41 42 [43] 44 45 ... 293
632
DF General Discussion / Re: Future of the Fortress
« on: December 29, 2014, 01:12:24 am »
Thanks again Toady.

633
Other Games / Re: The Elder Scrolls III: Morrowind
« on: December 25, 2014, 06:09:50 am »
Back before I lost my save I used a mod that expanded the view/pushed the fog back. I warn you that expanding it too far made the world lose a sense of scale.

634
Creative Projects / Re: Advice for a hex based game
« on: December 24, 2014, 07:21:56 am »
You could make it so you can't cast into them. Magic blind spots which a skilled opponent could use against you, but they would be too powerful most likely.

635
DF Modding / Re: More Difficult Goblins
« on: December 20, 2014, 09:48:35 pm »
Giving them [BUILDINGDESTROYER:1] so they can knock down doors might be interesting.

Beefing up trolls for when they bring them could work.

636
DF General Discussion / Re: Future of the Fortress
« on: December 20, 2014, 08:08:00 pm »
I heard there was a job available to a fool. See above for my resume.

637
DF General Discussion / Re: Future of the Fortress
« on: December 20, 2014, 12:38:11 pm »
He does look at the suggestion forum on a regular basis.  Now go make your suggestions thread of the exact post you posted here.

I know there was a big gap where he didn't and then recently he caught up, but I didn't know he was following regularly again.

Now that you've caught up with the suggestions forum do you mean to read it more regularly again?

638
DF Suggestions / Re: 1x1 Embark
« on: December 17, 2014, 03:40:22 am »
You're able to do this with 3rd party tools. I don't see the need for it to happen in vanilla simply because some newb will do it then get frustrated about the lack of space and resources. Anyone who actually wants to do this can already.

Just because you can already do it with 3rd party tools doesn't mean it shouldn't be possible in vanilla, and as said it has some bugs. Any newb is likely to only make the mistake once; There could even be a popup, like the aquifer one, warning about tiny sites and the lack of space.

639
DF Suggestions / Re: Idea for Pathfinding
« on: December 16, 2014, 05:14:05 am »
Why not go full inception and have macro-macro-nodes, then macro-macro-macro-nodes, until at some point you have all map in one (or more depending on the connectivity) node?
I'd imagine world tiles are used for pathing over the world map.

640
DF Suggestions / Re: 1x1 Embark
« on: December 14, 2014, 05:29:54 pm »
I'd like this in the game. 1x1 forts provide an interesting challenge.

I remember, but can't find where, Toady mentioning the limit was because of some underground feature.

641
DF Suggestions / Re: Idea for Pathfinding
« on: December 14, 2014, 05:27:59 pm »
Worth noting that you can already force the AI to take ridiculous paths and similar.

642
Other Games / Re: SALES Thread
« on: December 12, 2014, 09:32:47 pm »
Ellison read a nice audio book version too and did the voice of AM in the game.

643
DF General Discussion / Re: Future of the Fortress
« on: December 12, 2014, 01:51:53 pm »
Why is there a 2x2 minimum embark size limit?

I know I heard mention of this before in DFTalk or one of these threads, but searching has failed me.

644
DF Suggestions / Re: Random Injury
« on: December 12, 2014, 01:47:30 pm »
Other things that could increase the chance:
  • Being unable to see (if blinded, in the dark, and light blindness too if it gets added)
  • Numb/blistered/swollen/impaired/necrotic/paralysed/otherwise injured stance parts
  • Extreme age (both young and old)

All this makes me wonder if human traders ever bump their heads on their way through dwarven doors.

I like the idea of unifying it all under stumbling, but there could be more flavour (falling off chairs, out of bed, banging head etc).


645
Very interesting.

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