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Messages - MagicJuggler

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241
DF Suggestions / Building materials
« on: October 30, 2008, 08:47:44 am »
When we build buildings, we are given the choice of what thingy we use for building. E.g. "alder door" vs. Birch door. Why not the same for building objects at a workshop? I know we have the economic stone option, but having to constantly toggle-retoggle is a pain.

I want bauxite mechanisms/floodgates for instance. Short of editing the RAWs and making everything an economic stone, disabling bauxite for everything except floodgates/mechanisms, and disabling everything else for floodgates/mechanisms, I can't do this...


242
DF Suggestions / Cookbooks and more food suggestions.
« on: October 30, 2008, 08:42:07 am »
At the minute, the designation between biscuit and roast is kind of silly. Turtle biscuits/beer roast/etc. is funky...

So Toady, if you're listening (and I know you'll get on it), the ability to mix and match specific ingredients in a cooking menu and create a list of recipies that could be saved for later use would be most awesome, especially as a means for creating specialized cooks who cater to the tastes of specific Dwarves.

To keep things fair, the recipe system would be very basic. One would have the ability to add a predetermined amount of ingredients, and some would either be mutually exclusive (pie crust and tortilla would be exclusive, you can have one or the other) or incapable of being eaten by themselves, serving simply as quality mods (e.g. sugar or the assorted alcohols).

The quality of the meal would depend on the ingredients used (e.g. that moldy pie crust isn't going to taste as good...oh well, sell it at discount) and the quality in combining them all together...(quality would average out, so the more ingredients, the harder it is to make a masterpiece, but the greater the overall value would be). E.g. a Dwarf chef wants to make a Sausage Pie. He gets chunks, pie crust, the appropriate meat, and some form of spice. Assuming quality mods of 1, 2, 3, 4, the pie would average to quality mod 2.5. Naturally, if a Dwarf prefers any individual ingredient, the relative value of the meal would go up.

A stockpile profile would also be nice, so one can assign "Ye olde king's liquor stash. Keep out!" Or "Proletariat grainhouse"

Finally...artifact meals. A cook gets a strange mood and wants to fix the best burger of his life. If consumed, an artifact meal would bestow powers upon the satisfied gourmand, and rumors of artifact foods could inspire stoner duos to journey across the land so they can say "that was the best meal of my life"

243
DF Suggestions / Re: Libraries
« on: October 30, 2008, 08:30:04 am »
That works as well.
Covers studded with elf bone?
Histories of war against the elves?
Logging ledgers?
Also, giant metal tomes.
as in seven foot tall, three tonne slabs of dwarf legends, made of sheets of hammered lead.

The ability to in addition to making metal books, to encase them with gems (for sacred codices), or bind them in leather, would also be awesome.

244
DF Suggestions / Re: Easier ways to drink beer.
« on: October 30, 2008, 08:28:23 am »
Toady already has plans to fix cooking, so that alcohol would not be the base for a recipie but could add to it...(e.g. magma-roasted beef sauteed in dwarven wine)

245
DF Suggestions / Re: internal combustion
« on: October 30, 2008, 08:06:38 am »
At the moment, with Sever on Death and high-temperature body parts, one can only semi-randomly emulate a big kaboom, allowing for thermonuclear catsplosion.

A percentage version of that ability would be nice for adding stupid randomness...(CRITICAL HIT! Elephant explodes in a shower of gore!)

246
DF Gameplay Questions / Re: Jobs, Livestock and more!
« on: October 30, 2008, 01:05:58 am »
I modded Fire Imps and gave them the Pet_Exotic tag. I use them as flamethrowers turrets of a sort; keep them chained up and when it is time to fire away, one opens the doors blocking line-of-sight.

For immigrants, it depends. If you have something useless like "Soap Maker" on a map with no sand (and therefore no way to make an alchemist's laboratory) then you would be better served switching his job around). Also, disabling hunting in undead-infested areas is a good policy to keep track of. 

Livestock are only for the meat...and the bones...and the leather (useful for quivers/backpacks/bags). Or with chains/rope you can use them as a primitive thief-detection system. Chain one outside the door to your base, and when a Goblin or Kobold tries to sneak past, it detects it for you.

247
DF Suggestions / Re: Easier ways to drink beer.
« on: October 29, 2008, 02:24:54 pm »
That was the general idea. Define assorted alchohol types by quality, (affected by the quality of the surrounding wall and any foreign objects inside the pool...e.g. "My beer tastes like dead cat" would not be a good thing...), and if two different alcohols mix, you get a mixed drink, meaning you could have the world's biggest cocktail shaker.  ;D

248
Now all Dwarf Fortress needs is a way to mutate carp and give them lasers on their heads.

249
DF Suggestions / Re: Easier ways to drink beer.
« on: October 22, 2008, 10:21:43 pm »
If the Dwarven economy gets expanded, it would be most awesome if booze were set as the medium of exchange for everything as well. The advantage of such a system is that it's an easily creatable substance, and one doesn't have to worry about inflation because Dwarves gotta drink after all, and boozevaults would be designed so that the overall wealth of the fortress would slowly increase over time due to the aging of the booze. I approve.

250
DF Suggestions / Re: Weird idea for a monster...
« on: October 22, 2008, 10:19:45 pm »
It sounds like a limited-lifespan Katamari. I approve!  ;D

251
DF Suggestions / Re: Easier ways to drink beer.
« on: October 22, 2008, 08:47:54 pm »
At the rate we throw out drinking suggestions, we're going to have the Dwarven equivalent of Animal House.

252
DF Suggestions / Re: Axles are a pain. Oh, and HYDRAULICS.
« on: October 22, 2008, 05:06:27 pm »
And 14th century elves never used magic. :P

253
DF Suggestions / Re: Easier ways to drink beer.
« on: October 22, 2008, 04:25:13 pm »
Oh...allow for drinking at parties or snack tables while we're at it.

It would be most humorous to have a "drinking game" generator for Dwarves. :P

254
DF Dwarf Mode Discussion / Re: lolwut?
« on: October 22, 2008, 02:04:52 pm »
Dams are your friend. Carp got  you bummed? Drain the water.

255
DF Gameplay Questions / Re: big newb questions
« on: October 22, 2008, 02:03:41 pm »
Dwarves are dependent on alcohol for everything though; they work best when hammered. No real Dwarf would deign to drink water...

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