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Messages - MagicJuggler

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226
DF Suggestions / Re: A feasible answer to the electricity dilemma?
« on: October 31, 2008, 12:00:30 pm »
Gflex:
Some processes do tend to be unnoticed (e.g. surface friction and the inability for water to properly slow down), and some we don't care about (air bubbles really don't have much of a gameplay impact). Electric power, even in the case of dropping a lightning elemental in a pond, would be quite nasty.

A) Again, the player is the one with the knowledge, not the Dwarves. I sort of view it as divine inspiration (e.g. Uriist mcLeader has a strange vision...a human in front of a magic window is telling him to build something based on a bunch of squiggly lines). :P So the Dwarf would not be able to build the generator or the motor as actual buildings yet they would instead be considered structures the player had to build (or a general generator building could be made, the energy either being mechanical or electromotive depending on the material used and the power input being flexible (e.g. hand-power? Horsepower? Water? Wind?), ...on a more tangential note, I would like a generalized energy system that would allow one to create extra-large waterwheels/windmills/etc. or to account for the fact winds change direction/storms can screw things up (e.g. ANOTHER reason I support rotating floors...so windmills can change direction to match winds).
B) As it damn well should! Losing is fun  :)
C) Again, I agree wholeheartedly. It's up

227
DF Suggestions / Re: Merging Adventure&Fortress Modes?
« on: October 31, 2008, 11:36:01 am »
Not controversial, just old and already in the devs.  This thread discusses the idea before moving on to advanced meta-Toady theory.

There's a difference between that. The two modes would still be distinct in the previous suggestion, as the player single-handedly carves the fortress, while in Fortress Mode, you possess individual soldiers. What I'm looking for is to make Fortress mode an extension of adventure if you will. :P

228
DF Suggestions / Re: Merging Adventure&Fortress Modes?
« on: October 30, 2008, 06:03:16 pm »
It's an idea. reason I was interested in playing a single character though is because of the increased character attachment.

On another note, the ability to be appointed a job if you're not the leader of your own expedition would be nice. Getting promoted to Sheriff/Captain of the Guard could be entertaining. You go to the city wanted poster and are tasked with hunting down murderers and pillar-breakers.

229
DF Suggestions / Re: internal combustion
« on: October 30, 2008, 05:03:55 pm »
No...just...no

230
DF Suggestions / Re: internal combustion
« on: October 30, 2008, 04:49:27 pm »
Except not everything is in the init file. SeverOnDeath is an all or nothing thing. You either sever or you don't. There isn't a percentage. :P

231
DF Suggestions / Re: A feasible answer to the electricity dilemma?
« on: October 30, 2008, 04:46:09 pm »
This is why I support rotating/sliding floors though. By creating a general system where everything physically makes sense (e.g. the retracting bridge has to go SOMEWHERE instead of disappearing into the void), less suspension of disbelief would be required. Tensile strength would be important as well as calculating the assorted potential energy formulas (e.g. with respect to ground, with respect to spring compression, etc). After all, what is a battery if not a means of storing potential energy?

Of course, he's most likely doing the tensile strengths anyway if only to update the current support/cave-in system. The ability to see tensile strengths/weights of assorted woods would help one in deciding what to build from at any rate.

232
DF Suggestions / Re: Merging Adventure&Fortress Modes?
« on: October 30, 2008, 04:39:49 pm »
I believe in some cases it would require a certain degree of work-order flexibility to be given to Dwarves, but for a large system, it should be capable of working properly.

Suppose we had several meeting halls, each one for a specialist group. (The lumberjack house/the mason's guild/etc). The idea is that when a worker was done with all jobs pertinent to it, that it would retire to the hall. You have a lot of Dwarves awaiting action. A runner goes forth and yells at the top of his voice "OI YE GITS. WE GOTS SOME WOODCUTTING TO DO AND ELVES TO SLAY!" Or a bulletin board is set for all Dwarves of a particular type to go to after performing all known tasks. Multiple bulletin boards could be used so that Dwarves can read it and stay afloat. Granted, there would be issues such as cancelling jobs (e.g. if a Dwarf isn't told to cancel cutting a tree, it may continue to do so even if the order was placed). Other means of communication could include bells, trumpets, drums, flags/banners, carrier pidgeons, telepathy/magic mirrors, smoke signals, etc.

On another note, for trading, it would be more in-depth to have an actual meeting you conduct, as opposed to several disjointed scenes that take place at random. Your character approaches the liason and goes "Welcome...let me show you around..." as well as other options like "offer food/drink" ("You must be tired from your journey; drink is on the house). Depending on the evilness, you could choose to poison the liason's food...  ;D

On another note, your character should have the option of becoming a noble in his own right. Own enough troops loyal to you and crown yourself King. When everyone else contests it, you fight them.

233
DF Suggestions / Re: A feasible answer to the electricity dilemma?
« on: October 30, 2008, 04:27:29 pm »
The real reason I wanted to talk about electricity is because the previous version talked about giving Dwarves the ability to build dynamos and other devices without explaining how Dwarves have the techbase. I was more interested in emf as a force calculated in the game for assorted generic aspects (e.g. avoid swimming in a thunderstorm :P ). So rather than going "Dynamo" it would be up to the player to piece it together...

As for suggestions, I'm passionate about the game, as any proud Dwarf-in-heart should be.  ;D

Playing this game has prompted me to become reinterested in learning stuff I burned out on along time ago.  I've been trying to study everything related to the game, such as proper means of tanning hides or analog computing in general. This game is great, yet I feel if there are things that could be added that aren't planned (such as calculations for EMF), I should attempt to make a game myself.

234
DF Suggestions / Merging Adventure&Fortress Modes?
« on: October 30, 2008, 04:17:43 pm »
Hello there. I have another controversial suggestion:

Suppose we didn't have Fortress and Adventurer mode? Suppose instead that one selected their character and had direct control over it for everything ranging from combat to building stuff (e.g. pick up wood...carry wood, build at spot).

The overall command system should be revised. The player could directly order those under his employ to perform specific jobs/job types, as well as designate meeting zones where they meet otherwise. So instead of omnisciently playing as god, you play as Urist McExpeditionaryLeader. Instead of selecting Dwarves everywhere and changing jobs/drafting them on the spot, they await actual commands sent out either by you or by messangers/letters/signposts.

When your character dies, if you have an heir of age, you play him. Otherwise, Game Over. So your character plays leader/hero.

Opinions?

235
DF Suggestions / Re: A feasible answer to the electricity dilemma?
« on: October 30, 2008, 04:02:55 pm »
That would alienate one of the main reasons Dwarf Fortress is unique among games though. If we want magic that makes no physical sense, that's why we play titles like Oblivion or whatnot, where basic rules of chemistry disappear in favor of being able to create night-vision potions out of carrot juice.

I know about the cross-section issue and believe even still that rotatable structures can be made assuming 45-degree walls/floors/etc. are eventually added, alongside with basic collision detection. Of course, we could just ask Toady his views add rotatable/otherwise movable terrain (e.g. "maybe vs. ABSOLUTELY NOT")...

Of course, the simpler solution would be to say since Dwarves haven't caught onto the idea of wire/coils, that any induced current would be so small as to be statistically insignificant, and prevent the player from building a spring large enough to stick a gear assembly in...but it feels unsatisfying...

236
DF Suggestions / Re: A feasible answer to the electricity dilemma?
« on: October 30, 2008, 03:30:44 pm »
Real reason I am suggesting this is not because of the implausibility of Dwarves building a device or the desire for steampunk (I'm not for steampunk), but because of suspension of disbelief regarding issues such as "What happens if a Dwarf creates a magnetite gear assembly surrounded by a copper coil?" But then again I guess this is the same form of disbelief that lets us build the water railgun (e.g. overpressurize water in a box, then drain it. Watch the water move at insane speeds).

Another thing is I view there being a disassociation between what Dwarves know and what the player knows. The player is god and I interpret what Dwarves do as brought forth by dreams/mandates. "Thou shalt build these many pressure plates, screw pumps, and doors in this set fashion. Thou shalt not question why you are building this array of stuff. Do it or I shall delete this world's savefile." So building a rotating magnetic wall surrounded by a copper coil isn't too much of a stretch in terms of player vs. Dwarven knowledge. :P

237
DF Suggestions / A feasible answer to the electricity dilemma?
« on: October 30, 2008, 03:02:02 pm »
Hello everyone...one of the most controversial topics I've seen is whether electricity should be allowed.

Here is my personal view on it.

We know Faraday's law stating that electromotive force is the derivative of flux with respect to time, with flux being the two-step integral of the magnetic field with respect to time.

Assuming rotatable floors/walls become part of DF, the ability to calculate EMF based on Faraday's and Ampere's Law would be feasible. It would not be an exact science and Dwarves would not be capable of building "motor" buildings, so it would be up to the player to design the motors/generators. Generators would not be the only source of electricity as well; an electrical elemental that emitted EMF in a radial form would be another means of generating power.

Material conductivity would be another item of concern, which combined with issues like lightning striking the highest point around, would mean that for aboveground constructions one would also need to worry about lightning rods/etc.

238
DF Suggestions / Re: Cookbooks and more food suggestions.
« on: October 30, 2008, 11:48:05 am »
Let us switch subjects for this one then...

Discuss benefits of legendary food perhaps?

239
DF Suggestions / Re: Feasts and holidays
« on: October 30, 2008, 08:50:39 am »
Player: I hearby declare this...Animal House memorial day. CHUG CHUG CHUG CHUG YAY!

240
DF Suggestions / Re: Symbolism and Materials
« on: October 30, 2008, 08:49:07 am »
I like the idea of baffling symbolism. We need more kooky cults like the Order of the Silk Pants on Head

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