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Messages - MagicJuggler

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361
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 15, 2008, 02:55:58 pm »
I know, he wants those little wooden desktop catapults.  :D

A system for making items scalable (with proper damage modifiers as well) was what I was looking for. In the case of a desktop catapult, it might sting at best but otherwise would be a novelty. However, the ability to build a really really big catapult (e.g. 9x9 tiles) would be really awesome, especially if one wanted to craft catapult ammunition requiring multiple stones, or to launch multiple stones from a big bucket.

In the case of magic, it might speed up the resizing process if size-object were a spell I suppose. But this would literally make Clarke's Third Law fall apart...is it magic or is it advanced technology...or both?

362
DF Dwarf Mode Discussion / Re: Longest wait for immigrants:
« on: October 15, 2008, 02:51:30 pm »
What is the minimum wealth required before you receive immigrants? I sold a small fortune worth of bonecrafts.

363
DF Dwarf Mode Discussion / Autofire Crossbow Trap design.
« on: October 15, 2008, 02:50:30 pm »
Hello. I'm interested in creating an automated crossbow trap that will fire a continual stream of crossbow shots until it runs out of ammo.

The plan is to have a 3x3 water tank with a wall in the center, ramps along the 4 cardinal edges, and pressure-plates around the diagonal edges, one pressure plate per z-level; each pressure plate is linked to a crossbow trap on a wall. At the top of this water tank is a hatch leading to a water tank on top, and on the bottom is a hatch to drain water into the pipe system. Both hatches are linked to a single lever. The idea is whenever enemies walk down the corridor, the lever-puller pulls a switch sending water flowing towards the pressureplates, forming an infinite loop to continually activate the crossbows until the enemies in front are turned to confetti.

Anyone have similar trap-designs?

364
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 15, 2008, 11:47:06 am »
This was the intent of miniaturization. Before one can build a smaller item, they must first build a large item. Before they can mass-produce, they need to craft a prototype version of it. Assuming the prototype works, then one would have to standardize production methods, and then one could create the item.

365
DF Suggestions / Re: Flexible workshops & room definition
« on: October 15, 2008, 10:12:57 am »
The ability to have multiple construction items in a room would also allow for the production of multiple objects simultaneously in a room, or the ability to have multiple soldiers practice at an archery range.

366
DF Suggestions / Re: Social Engineering: Build a Government [Bloat
« on: October 15, 2008, 09:59:15 am »
Easy then; declare martial law. The benefit for a volunteer army would most likely be an increase in morale and skill-gain for the soldiers that DO gain as a benefit; quantity vs. quality...an alternate could be a "militia reserve" army similar to that of Switzerland.

367
DF Dwarf Mode Discussion / Longest wait for immigrants:
« on: October 15, 2008, 09:57:17 am »
Hey everyone...I'm have gotten to spring of second year and have yet to see a single immigrant; I'm in a Savage Wilderness environment where the only notable casualty has been a war-dog to a cave-in (and a Hunting Dog who took neck damage, making it functionally the equivalent of the dumb drooling mutt). I did the Liason meeting/trading and exported a lot of goods. Where are the immigrants?

368
DF Dwarf Mode Discussion / Re: Incineration Chambers and Moral Qualms.
« on: October 15, 2008, 08:02:57 am »
Murder in the name of mad science! Joseph Mengele approves!

369
DF Suggestions / Re: Social Engineering: Build a Government [Bloat
« on: October 14, 2008, 09:57:28 pm »
It would make trade with the assorted liasons more interesting too.

"We feel disappointed that you continue to enslave fellow humans...do consider this for the next time we meet." etc.

370
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 14, 2008, 08:42:57 pm »
You're right...there would have to be a tradeoff in size vs. power to keep things fair.

As for miniaturization, Master of Orion 2 did this. As you advanced along the tech-tree, older tech would get smaller and cheaper, and more modifications would become available for it (e.g. a laser would be able to get autofire/heavy mount/enveloping modifiers).

371
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 14, 2008, 08:14:03 pm »
And after miniaturisation we also need to be able to research Advanced Technology.

(Let's see how many that gets that reference)

Galactic Civilisation II?

Anyhow... What objects would be need to get smaller? the only example the topic creator SEEMS to be able to come up with is a "Dwarfputer".

I've mentioned several other examples such as portable flamethrowers, cannons, etc. Assuming we get blackpowder and more simple machines to work with, one could design exotic items such as grapnel cannons, etc.

Of course, the main issue remains creating a feasible, internally coherent system, that wouldn't completely screw up the core dynamics of the game by allowing portable drawbridge atomsmashers.

372
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 14, 2008, 07:28:16 pm »
Effectively, yes. This is why I am suggesting it, even though I doubt it would probably work.

373
DF Suggestions / Re: Controversial Idea: Miniaturization!
« on: October 14, 2008, 07:14:04 pm »
The original intent of the idea was that many large-bulky technologies have become smaller over time. The idea was initially intended so that one could build a smaller dwarfputer that rather than taking 10x10x10 blocks could take 2x2x2 blocks, or even less depending on the iterations of the technology built. In the case of weapon design...well, that would end up being something else entirely...the original intent for weapons was the flamethrower as a smaller version of a magma pump but such a techbase could truly be abused...

We need some rules if this thing should work:
1) All things miniaturized can only be made of constructed materials. E.g. no earthen computers...

374
DF Dwarf Mode Discussion / Re: Obsidian Skyscrapers 101...
« on: October 14, 2008, 05:56:09 pm »
Constructions such as floors and walls won't be destroyed, even if not magma-proof. Doors will, but that's another story.

we are talking of making obsidian on a steel floor tile, this will be destructed and a rough obsidian floor if i understand this right

I dunno what to say. I don't think I'm really going to make an obsidian factory per se so much as use molds as a way to build increasingly complicated structures of high-quality. An advantage to this system is the obsidian mined out from rooms can then be used to help build subsequent layers of the scaffold. Each story essentially involves another screw pump and another wall to store fluid in.

375
DF Suggestions / Social Engineering: Build a Government [Bloat
« on: October 14, 2008, 05:38:15 pm »
This is a bloat suggestion.

At the moment, Dwarf Fortress advances from primitive anarcho-capitalist society to monarchy. But why not we have other options, such as the ability to engineer the ability to boot out the king and create a completely different government system (e.g. Roman Republic/Communist Dictatorship/etc), as well as the ability to adjust certain aspects of the Dwarven society (such as whether the army is drafted or all-volunteer, etc).

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