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Messages - MagicJuggler

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121
DF Suggestions / Better sense of time...
« on: November 15, 2008, 03:35:45 pm »
I know that Toady has plans for nighttime due to his devnotes regarding lighting, yet it would also be nice if we had a more absolute understanding of time in this game. At the moment, we abstract days and thus Dwarfs only sleep once a month or so, or drink/eat like camels, storing fat for later times.

My suggestion is that there be a clock on the top-right corner, allowing us to know if it's morning, day, or nighttime, and plan our Dwarfs to work accordingly. Additionally, it would make planning for when Dwarfs eat/go for dinner easier to plan. Each day should be longer accordingly (with an option to speed up the time as appropriate), and food requirements should increase to represent daily consumption...however, the starting gold should increase to take these additional costs into account...

Feedback?

122
DF Suggestions / Re: No more invincible forts
« on: November 15, 2008, 03:30:55 pm »
When we eventually get the ability to dispatch armies and to build areas beyond our initial fortress, a potentially viable strategy would be to raid enemy villages and outposts in order to disrupt their supply lines and to acquire loot and slaves. When the food system gets revised in a manner that one cannot simply make booze biscuits, and once the farming system is enhanced to a point that Dwarfs eat more than once every few months, it would require substantially more land to keep Dwarfs happy, and thus you'd see more farms beyond the city walls...

123
DF Suggestions / Re: No more invincible forts
« on: November 15, 2008, 01:04:02 pm »
Realistically though...is the player going to have an entire fortress of adamantium? Even so, if adamantium is so durable, how was the player able to mine it in the first place? Srsly

124
DF Suggestions / Re: No more invincible forts
« on: November 15, 2008, 12:46:54 pm »
It's not a point of "can we defeat them" but a case of "is this a fair fight?" If they have teleportation and you don't, its a cheap advantage you're giving to the computer to compensate for it not being able to intelligently siege using conventional methods.

We all know that walls and floors block magma, correct? What's wrong with the custom vehicle idea, with several prefabricated vehicles for Goblins? Siege towers could be built on the site, with them adjusting height based on the level of wall they wish to breach. Battering rams could be used for tearing down gates or even walls, while sieging an island could involve the creation of temporary harbors for easing the unloading of troops. Finally, the Goblins should have a priority for trap disarmament, sending in slaves to test traps so that their rank-and-file troops know where to avoid...

125
Forum Games and Roleplaying / Re: Dwarf Fortress IRC game;
« on: November 15, 2008, 02:13:35 am »
Hello everyone. This is the big one. The Great Mountainkeep Exodus.

It was a night like any other. The Cliched Tavern was busy with its array of customers like normal and Urist McAlchemist was discussing the plans to cleanse the Kobold Caves to the south of vermin. They were seated at the lower-left table).

The newest recruit was Keth Famothran, a most unsavory human with a Hide Root addiction. A skilled archer, his abilities as a ranger and fighter were most useful. Joining the conversation were Elisa, a most pretty yet shy Elf mechanic, and Datan, a former member of the Fortress Guard booted for corruption.

Suddenly, the door burst open and two Fortress Guard soldiers decked in leather armor stormed the breach, followed by a chainmail-laden sergeant. Armed with wooden shields and steel maces, they looked threatening enough..."We have an arrest warrant for Officer Datan"
"On what grounds?" Datan was not fazed in the least, despite his skills at fast-talking failing. His situation was a house of cards arrayed against him.
"Read the charges" replied the officer as a soldier pulled a scroll out. "Numerous counts of abuse of authority for personal gain, numerous cases of impersonating higher rank than normal, conspiracy for theft, conspiracy to murder the king..."
"Couldn't we have him do community service?" asked Urist, in an attempt to be the voice of reason.
"With his debt, it would take a thousand years to pay it off...besides, the Hammerer would like to get acquainted with him?"
"Wha...what's a hammerer?" asked Elisa with fear in her eyes.
"Dwarven law enforcer...very scary fellow" replied Urist.

While they argued, Keth took his ranger training to heart and snuck through the service exit. Navigating the back alleys was nothing like the forests he was used to wandering, yet the soothing effects of the hide root kept his mind at ease. He ducked and weaved around corners until he found himself on the rooftop of the inn across from the tavern...

"No, YOU are to be arrested". The impulsive Elf did her part to sound wise despite the looks centering around her...
"Yer a far way from the trees Elf" replied the sergeant with a snarl...as the guards moved into apprehend Datan, Elisa brandished a spring-loaded dagger from her ring, stabbing one of the soldiers to no effect, his armor turning aside her feeble attacks. "Arrest them both..." replied the sergeant idly...



Sneaking to the front of the tavern, Keth noticed two chariots and a wagon belonging to the guard, each with a single dwarf and empty seat...apparently, they were providing the transport for the other guards, and the wagon served to transport prisoners. They clutched crossbows, and looked listless, oblivious to the chaos going on inside...after scoping cover across the street, he aimed for one chariot guard, hoping not to miss...

Meanwhile, the guards had the upper hand. Urist attempted to aim his prodd at the sergeant, whom barreled forth knocking over the table in a feat of strength...

Meanwhile, the guards took to fighting Datan and Elisa well, knocking them out with ease...Urist lost his aim and shot the captain in the foot, the table capturing most of the energy instead...just as the sergeant was about to land a blow on him though, several other patrons lept into the fray, preoccupying him...in the havoc, the other two guards moved in to subdue Urist, knocking him in the nads several times...once the assorted bar patrons were roughed up, the Sergeant ordered the tying up of Urist, Elise, and Datan...

...the first arrow flew true, shooting one charioteer dead. The second arrow hit the other charioteer in the arm, pinning him to the chariot and spooking the horse, causing the chariot to ride off...the wagon-rider panicked and took to cover...

...Alexor was strolling to the tavern, ready to meet with Datan and Urist about when they would embark and noticed the remnants of the brief shootout..."You there" called the human "with the pickaxe. Stand here for a sec..." as he moved to knock out the wagon-dwarf, whom fell with a satisfying thud.
"And you are" asked the puzzled Alexor the miner?
"Keth Famothran; and you?"
"Alexor...what's going on?"
"The fortress guard has captured my employer..."
"Who are you fighting for?"
"Urist the Alchemist"
"I see..." replied Alexor, relieved they were working for the same person..."So what's the plan?"

The guards finished tying up Urist and Datan, the sergeant taking extra pleasure in binding Elisa's Elven body..."They don't make Dwarven women this delicate" he chuckled as he finished with her...one of the soldiers agreed in turn "well, all we need to do is cart them off...to...th...wagon?" The soldier only had a second to notice the remnants of his patrol before Alexor buried his great pick into him...as the blade twisted an artery, the results were truly blood-letting spectacular; the second fell to a well-placed shot on Keth's behalf, his red-stained mouth delivering a mandate..."Let our friends go, and you may leave unharmed..."
"Grr...double-crossed..."...the sergeant was angry. His mean were dead around him, and he had an angry mob nipping at his heels..."very well then, you win this round but mark my words, one day I'll get my revenge for this dishonor..." As he left on a chariot far to the Eastlands, Alexor and Keth worked towards untying and reviving up their unconcious companions...
"wha...wha happened" asked Urist?
"The guards are dead and the sergeant escaped" replied Keth..."It's too dangerous to stay here."
"What are our orders" asked Alexor...
"Salvage what we can from this debacle. Round up our wagon, get all other recruits loaded, and get all last-minute shopping done...we cannot stay in Mountainkeep for it would be our doom" Urist moved with a determination and leadership rarely seen in an alchemist...whom ever heard of empires being built by soap?

(To be continued)...
Feedback?

126
DF Suggestions / Re: No more invincible forts
« on: November 14, 2008, 02:38:46 pm »
I'm of the school that if you go to the extra mile to build powerful fortresses, you should be relatively safe, and that the AI instead learns where it dies the most and adapts its strategies accordingly...

127
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: November 14, 2008, 02:30:46 pm »
Mainly because it grants us another means by which to translate rotational force into linear force, and vice-versa. Bellows could be a mechanical building for air transfer (for recharging aircanisters or air-tanks), true, but what about building giant thwomp-like crushers, walker legs, etc.

I was going to ask about sliprings (for more analog computing fun), but if we get rotatable structures, those would be implied anyway.

128
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: November 14, 2008, 02:13:37 pm »
Wang Zhen's Piston Bellows, powered by waterwheel. Enjoy :)


129
DF Suggestions / Re: Water height & movement
« on: November 14, 2008, 01:30:31 pm »
Assuming the water were a pressurized jet, the amount of water that would go in a perpendicular gate would be minor compared to going straight foward; the computer in particular I would like to emulate is this one:

http://www.blikstein.com/paulo/projects/project_water.html

130
DF Suggestions / Re: Water height & movement
« on: November 14, 2008, 12:33:25 pm »
I would like to see vectorized water flow so that when two separate flows collide with each other, the cause interference (either constructive or destructive). E.g. if we get a northeast current and a northwest current, their x-components would negate each other and the water would flow north. Doing this would allow me to build a half-adder with more ease (e.g. with less gates required).

131
DF Gameplay Questions / Re: Flow question.
« on: November 14, 2008, 10:55:16 am »
No idea what a half adder is.


Actually, this is a half-adder.
\

The point is to retrun the sum of two bits as well as a carry. I suppose I could add MORE gates to the mix instead...

132
DF Gameplay Questions / Re: Flow question.
« on: November 14, 2008, 07:16:38 am »
Also, the lever linking wouldn't work, because at the moment, levers send an "on off" signal to attached devices, and not a "state1 state2" signal. You can't link two alternately open doors/hatches/floodgates to a lever, they will eventually open and close simultaneously.

You mean you cannot attach two levers to a single floodgate, correct? Because I thought if you attached a closed door to 2 separate levers, if you switched a lever, the door would open whether you pulled switch 1 or switch 2. And if you pulled the other switch, then the door would open again...or am I wrong? And I am aware of the simultaneous nature of multiple objects linked to a single floodgate.

133
DF Gameplay Questions / Re: Flow question.
« on: November 13, 2008, 09:47:35 pm »
I was thinking I could just use

Code: [Select]
OXOXO
XgihX
XXOXX
XOXOX
XGXHX

1   2

Where 1 and 2 are levers and G, H, g, h, and i are all gates. When G is open, g is closed. When H is open, h is closed. When both G and H are closed, i is open. G and g are linked to lever 1, and H and h are linked to lever 2. i is linked to both levers so when either G or H is open but not both, i is closed, yet when both G and H are open, then i opens while both g and h close so the value carries over.

I could probably build a more efficient model using multiple stories if I wanted...

134
DF Suggestions / Re: Secret Doors
« on: November 13, 2008, 05:08:07 pm »
I would like it if you could carry soil, if only for rooftop gardens in aboveground cities.

135
DF Gameplay Questions / Flow question.
« on: November 13, 2008, 03:44:10 pm »
Suppose I have a series of halls like this:

X=Wall, O=Floor, G=Gate
OXXOXXO
XOXOXOX
XXOOOXX
XXXOXXX
XXOXOXX
XOXXXOX
GXXXXXG

Assuming each gate was blocking water pressurized through a large tower, the water would have diagonal flow by default, correct?

What would happen at the intersection if both gates were open? Would the water flow into the topmost passage, would it flow into respective upward diagonal passages as if nothing happened, or would it be something in between? This is an attempt to build a half-adder btw.

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